Shed Weapon
A Shed Weapon Exo-Driver creates powerful weapons composed of mental energy. The namesake of the Shed Weapon is that each weapon is imbued with Durability that can take the damage in place of the main Exo-Suit, thus shedding the weapon like a lizard sheds its tail to preserve itself.
| Auxiliary Function | Effect |
|---|---|
| Superior Shed Weapons | You have a breakthrough and develop better Shed Weapons, you can have four Shed Weapons at a time. |
| Reliable Shed Weapons | Your Shed Weapons can absorb more aura, you increase the Durability of each of your Shed Weapons by three times your Proficiency Bonus and learn how to create one more of the Advanced Gear options. |
Subclass Features
Prime Function
You create weapons composed of mental energy and imbue them with Durability. During the course of a short rest you can create one Shed Weapon or two during the course of a long rest. Your weapons can be of any type, if they have the thrown or ammunition property they reload automatically and return to your hand with a bonus action.
You can have two Shed Weapons active at time, if you create a new weapon the oldest one or the one with the least Durability vanishes. Your Shed Weapons have Durability equal to your Exo-Driver level + your INT modifier (Minimum 1).
At any point if you would take damage you can instead reduce the Durability of one or both of your Shed Weapons (You decide how to distribute the damage). You can only reduce the Durability of Shed Weapons you are holding with this feature.
Self Preservation
The core of every Shed Weapon Exo-Driver is the need to survive. As such you have diligently studied, and have become proficient with Medicine and Survival checks as well as the Herbalism Kit.
Greater Shed Weapons
Your diligence has improved your Shed Weapons. You can have three Shed Weapons active at a time.
Advanced Gear
You have studied and perfected new weapons that can be options for your Shed Weapon type. You can choose from the following
Force Shield: Has + 10 Durability.
Aura Sword: Has a reach of 10 ft and deals Force damage (Can be any sword).
Soft Bore Rifle: Has the same statistics as a Musket but deals Force damage instead and deals 1D6 Force damage to each creature within 5 ft of the target who fail a DC 8 + your INT modifier (Minimum 1) + your Proficiency Bonus DEX saving throw or half as much damage on a successful save, as the projectile scatters on impact.
Auxiliary Function
Your Exo-Suit’s Prime Function is expounded upon as you hone your avatar. You choose from one of the following Auxiliary Functions
Limit Break: Full Revive
You can draw out the full power of your Exo-Suit. Once per long rest you can use an action to restore all spent and existing Shed Weapons to full hit points as your draw upon a massive reserve of energy sent from your mysterious connection.