Accidental Renaissance Toobs

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Accidental Renaissance Toobs
Folks, in reference to Taehyung’s chesticle area, it is now referred to as “toobs.” Thank you.
Fashionframe: Sealab Lavos
Did my best to emulate the Tyl Regor look with naught but the Grineer palette. Also changed his energy to make his tubes look like they contain the water from his sealabs. The guy has toobs built-in to his design - it'd be a waste not to do this!
prehistoric themed safari ltd toobs 🦕🦣
An illustration to celebrate 4 Years of NieR:Automata!! AAAAAAAAAAAHH 9S and 2B fighting some deser Machines!
FR like your entire interest is ableism and racism, i think that really tells us smth… /not at you -basil
forreal... especially cause as a jew ive had ppl use sp DIRECTLY to mock me for my jewishness but no no im sure ur hyperfix on a tv show is much more important . Lol
2B 2
Welcome! Today’s subclass – inspired by 2B of Nier Automata, for those who just walked in – is the Planar Adjudicator.
What and why is a Planar Adjudicator, you may ask? I didn’t just want to make the 2B class a construct-killer; unless your DM’s world is teeming with robots, that won’t be particularly useful. So I reflavored the androids’ crazy superhuman combat maneuvers as laws of physics they’re allowed to break. And YoRHa as like interdimensional hitmen of balance.
Kinda like “if the Horizon Walker Ranger joined a Paladin order.”
I don’t remember the exact thought process, tbh.
Commence!
Clearances
As Planar Adjudicators climb in rank, they’re allowed to bend certain laws of reality, or waive them altogether.
When you first gain access to these clearances at level 3, you may take three. You may take two additional clearances each levels 7, 10, and 15. At these levels, you may also replace a previously-established clearance with another one of equal level.
See list of Clearances at the end of the class.
Save vs. your Clearances is 8 + proficiency bonus + your Intelligence modifier.
At level 3, the fighter usually gains multiple features with their subclass: 1) Each archetype's primary mechanic; 2) a coin toss between an exploration or interaction feature, usually packaged with an extra skill proficiency.
To fit with the Planar Adjudicator's "spacetime cop" theme, I made the main mechanic Clearances - or laws of reality that the Planar Adjudicator's allowed to break to better hunt their quarry. In an earlier draft, I tried to directly base these Clearances on the various Pod abilities; but after a few false starts, I realized that most of the Pods either don't translate well into D&D mechanics, or would provide game-breaking stat increases/extra attacks. So instead, I looked to the Warlock's Eldritch Invocations for inspiration, and the Clearances scale/stack similar to the Eldritch Knight's spellcasting. (I think... I'm sorry, I really need to be more careful about crossing out my design notes, not deleting them entirely.)
The Clearances are supposed to reflect Nier Automata's flashy combat; encapsulate more of 2B's skills and android abilities not covered by my earlier choices of Race, Background, etc; and beef up the Planar Adjudicator's flavor.
Basic Planar Knowledge Database
Take proficiency in either Religion or Arcana.
As an action, you detect the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. You must be familiar with this creature – i.e. have met them personally, or you know more than passing knowledge about that creature. If the target is on another plane of existence, you instead discern the distance and direction of the nearest portal to that plane, though you don't automatically know which plane it leads to.
The Planar Adjudicator's other starting feature - Basic Planar Knowledge Database - bundles one of two lore-intensive Intelligence proficiencies with a barely-changed version of the Revenant's Relentless Nature. I don't think it's too OP because it's mostly for flavor, but Hey! I've been wrong before.
(Maybe BPKD should at least be 'use x times between rests’?)
Database Upgrade
You hone your insight into your extraplanar quarry by level 7, analyzing your deep repository of lore for weaknesses.
Your melee attacks (not ranged, not spells) now count as magical for the purposes of overcoming resistance.
You gain proficiency in Religion or Arcana, whichever you did not choose from Basic Planar Knowledge Database. Except for critical failures, you can treat any Arcana or Religion roll of 9 or below as a 10.
Fighters' level 7 abilities usually go one of two ways: an attack/defense buff; or an exploration ability packaged with a new skill proficiency. The Planar Adjudicator's Database Upgrade is bit of a mix of both.
This is a melee-only version of the Arcane Archer's Magic Arrow, as well as the other half of the Basic Planar Knowledge Database - while also borrowing a little of the Rogue's Reliable Talent. I'm hoping that's not too much, as religion and arcana are mostly fun roleplay skills anyway. Who knows; the way you run your games, this might be OP.
Executioner’s Clearance
At level 10, you gain two types of Favored Enemy. One is always humanoids. For the other, choose from aberrations, celestials, elementals, fey, fiends, or undead. You gain a +4 bonus to damage rolls with weapon attacks against creatures of both types. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn two languages of your choice, typically one spoken by your favored enemy or creatures associated with it; for example, elvish for humanoids and deep speech for aberrations. However, you are free to pick any language you wish to learn.
You also have advantage on saving throws against the spells and abilities of both these enemy types.
Fighters' level 10 features are exclusively combat-focused. Usually, they're an improvement to a pre-existing feature.
I borrowed the Ranger's Favored Enemy + Greater Favored Enemy for Executioner’s Clearance. Since even the stacked version of Greater Favored Enemy is still conditional, and it's already only a level 6 ability, I thought it fair to throw the Planar Adjudicator another bone.
Hammerspace
You can equip up to three weapons at a time, in any combination of weight class or ranged/melee. You can swap these weapons in and out as a free action, including in between attacks.
You stow any of these three weapons you cannot feasibly hold in a personal void not unlike a Bag of Holding.
Hammerspace adds a bit more Nier Automata-ness to the Planar Adjudicator's playstyle, what with the giant weapons floating behind you and switching between these giant weapons in an instant.
I can't for the life of me remember what I used as a base for Hammerspace. Honestly, I might have made it from scratch, but I wouldn't give me that much credit.
Unchain Protocol
Against your favored enemy types, your weapon attacks score a critical hit on a roll of 19 or 20.
While the planar adjudicator is at half their hit points (rounded down) or below, they score critical hits on 18-20 for all enemy types, not just favored enemies.
While the planar adjudicator's hit points equal 10 + Constitution modifier or below, your criticals gain a damage bonus equal to your level in this class.
At level 15, Fighters gain a variety of types of combat features. Attack spells/spell-like abilities and attack/damage buffs are common.
I think this is another weird fusion of a couple different class abilities. Like Champion/Barbarian’s Improved Critical plus one of the Brute’s abilities, maybe?
The first part of Unchain Protocol stacks with Executioner's Clearance. The second and third stages of the Protocol affect all critical hits, for the trade-off of inching closer and closer to death.
Evasion System Overclock
When an enemy misses an attack against you, you may incur the effects of Time Stop as a reaction. All restrictions of Time Stop still apply. You take the turns afforded by Time Stop immediately upon using this ability. You may use this once a day.
I know 2B has the whole slow-time-when-you-dodge ability from the beginning of the game; but there’s no way to give the player its D&D equivalent at an early level without tipping the game balance like the fucking Titanic.
My thinking is, assuming the player tries to use this ability to hit or run, Evasion System Overclock only affords them one extra strike, or a get-out-of-combat-free card if the player’s okay with ditching the rest of the party and appearing 1000 feet away. Hopefully, this forces your Planar Adjudicator to be a little more creative and strategic with their extra turns.
Clearances
Law of Applied Force. All ranged attacks have a maximum range of 300 ft.
Law of Auras. You can cast Detect Magic at will.
Law of Darkness. You can see normally in darkness, both magical and non-magical, to a distance of 120 feet.
Law of Healing. Whenever you regain hit points from a potion, spell, or ally’s class feature, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Law of Inertia. Whenever you successfully deal damage to a creature, you can push the creature up to 10 feet away from you in a straight line.
Law of Interspecies Communication. Although limited by the intelligence of the beast, you can understand and speak with beasts.
Law of Linguistics. You can read all writing. You can comprehend any written word or symbol, should it hold any linguistic meaning.
Law of Natural Cycles. Within a minute of its death, you may ask a recently deceased creature one question. The dead creature’s spirit provides the answer to the best of its knowledge, translated into a language of your choice.
Law of Resilience. Your AC becomes 13 + your Strength or Dexterity modifier while not wearing armor. You can use a shield and still gain this benefit.
Law of Rest. You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.
Law of Vitality. You can cast False Life on yourself at will as a 1st-level spell.
Law of Warfare. Over the course of 1 hour short rest, you can bond a weapon to you. You can bond up to two weapons at once. These weapons gain a +1 to attack and damage rolls. You can summon or dispel these weapons as a bonus action.
Prerequisite: Level 5
Law of Conservation of Energy. For one minute, you can double your speed, gain +2 to AC, roll advantage on Dexterity saves, and take an additional action on each of your turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object. You can use this feature once every long rest.
Law of Elemental Order. Every long rest, pick a type of elemental damage. When you hit a creature with a melee or ranged attack, you can use a bonus action to unleash an eruption of this damage type. This eruption is a 20-foot-radius sphere, focused on the target you just hit, and deals 8d6 of your chosen element. You are immune to this eruption. You can use this feature once every long rest.
At level 11, this feature recharges with a short or long rest, and the extra damage increases to 9d6.
At level 17, you can use this feature twice between rests, and the extra damage increases to 10d6.
Law of Proportional Might. Once per turn, when you hit a creature with a melee weapon, you can add 4d8 force damage to your attack, and you can knock the target prone if it is Huge or smaller. You can use this feature once every long rest.
At level 11, this feature recharges with a short or long rest, and the extra damage increases to 5d8.
At level 17, you can use this feature twice between rests, and the extra damage increases to 6d8.
Prerequisite: Level 7
Law of Opacity. Once per rest, you can use an action to gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute. During this time, you perceive objects as ghostly, transparent images.
Law of Motion. For one hour, you are unaffected by difficult terrain, and spells or magical effects can't reduce your speed or cause you to be paralyzed or restrained.
You can spend 5 feet of movement to automatically escape from nonmagical restraints. Additionally, being underwater imposes no penalties on its movement or attacks.
Prerequisite: Level 9
Law of Gravity. At will, you can rise vertically up to 20 feet. While suspended, you have no momentum of your own and you may grab on to other objects in order to move as if climbing. You can change your altitude as part of your movement each turn.
Whenever you deactivate this clearance, you drift safely to the ground per the spell Feather Fall.
Law of Proportional Athleticism. Your jump distance is tripled.
Law of Spirit-Mortal Communication. You can speak to spirits - per the Speak with Dead spell - at will.
Prerequisite: Level 15
Law of Physicality. As an action, you and everything you wear and carry become invisible for up to an hour. If you drop an item or remove it, the item is no longer invisible, and if you try to attack or cast a spell, you're visible again. You can activate this clearance at will.
I don’t have an ending besides thank you for reading, hope it doesn’t suck!
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