Base Class: Sorcerer
Somehow, you came in contact with a viral super-intelligent technology. This contact can come in many forms, here are some examples:
[roll]1d6[/roll]
1) You have been surgically implanted with an archaic magical engine.
2) You came into contact with a hag who cursed you with the gift of knowledge.
3) An artifact was thought to be destroyed but grafted itself onto the closest living thing (you).
4) You are from an alternate timeline where everyone has these powers and so no one seems unique.
5) One day you woke up and nanobots were crawling under your skin.
6) You were not born with powers and devised a plan to change that.
This technology grants great power and knowledge but slowly transforms you into another vessel for incubation and storage.
From this point forward you know one thing, you are stuck with these powers, like it or not. Maybe, just maybe, you can do some good before you are consumed.
If you and your DM agree, from level 14+ you may fully become a construct when you die, forgetting everything you have ever known. This could be undone by using Remove Curse prior to a resurrection spell.
Technovirus Spells
1st-level Technovirus feature
You learn additional spells when you reach certain levels in this class, as shown on the Technovirus Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an transmutation spell from the sorcerer, warlock, or wizard spell list.
Technovirus Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | detect magic, thunderwave |
| 3rd | darkvision, heat metal |
| 5th | lightning bolt, nondetection |
| 7th | fabricate, locate creature |
| 9th | [Tooltip Not Found], contagion |
Cybernetic Enhancements
1st-level Technovirus feature
At 1st level, your power allows you to augment your body internally and externally. You receive the Mechanist's Grip augment and may select 1 additional Cybernetic Enhancement from the Cybernetic Enhancements list. At levels 6, 10, 14, and 18 in this class, you may gain an additional enhancement.
At 6th level, when you take a level in this class, you can exchange one Cybernetic Enhancement you are currently using for another from the Cybernetic Enhancements list.
Cybernetic Enhancements
Mechanist's Grip
Your powers reveal upon your flesh; one of your hands is permanently augmented. This grants you an unarmed weapon of a 2d4+Strength piercing (appears like a hidden blade from AC), bludgeoning (appears as subdermal augments that increase the volume of the hand), or slashing (appears as a cord that uncoils out when needed) damage (choose at character creation). This damage increases with proficiency bonus (i.e. 3d4 at 3 proficiency, 5th level). This augment does not reduce your ability to wield any objects. Furthermore, this augmentation counts as a spellcasting focus for your Sorcerer Spells.
Adaptive Intelligence
Your powers enhances your adaptability. When you take a short or long rest, you can gain proficiency in a skill/tool proficiency.
Contaminated Cardio
Your powers enhances your cardiovascular abilities. Your movement speed increases by 10 (increases to 20 at 10th level in this class) feet. Additionally, when you move on your turn in combat, you can double your speed until the end of the turn. This trait can be used once per long rest.
Organs of Steel
Your powers replaces your organs with cybernetics. You don’t need to eat, drink, breathe or sleep.
Augmented Amygdala (Prerequisite: Level 6)
Your powers enhances your nervous system. You have advantage on saving throws against being charmed or frightened.
Improved Mechanist's Grip (Prerequisite: Level 6)
Your powers enhances your Mechanist's Grip. Your grip now has reach and a +1 (increases to 2 at 10th level in this class) bonus to hit. As a bonus action, you can spend and roll a hit die and augment your blade with fire/cold/acid damage.
A Thousand Eyes (Prerequisite: Level 10)
Your powers grant you increased perception. You have advantage on Wisdom (Perception) and Intelligence (Investigation) Checks. You can use an additional reaction at the cost of 5 sorcerer points.
Ghost in the Machine (Prerequisite: Level 10)
Your powers allow you to blend in and deceive those around you. You gain advantage on Dexterity (Stealth) and Charisma (Deception) Checks. You can also hide or dash as a bonus action.
Subdermal Defenses (Prerequisite: Level 14)
Your powers enhances your dermas with subdermal plating. Your armor class increases by 2.
Kevlar Covering (Prerequisite: Level 14)
Your powers enhances your ectoderm with adamantine fibers that toughen on command. You gain resistance to all Bludgeoning, Piercing, and Slashing damage.
Epinephrine Uninhibited (Prerequisite: Level 18)
Your powers enhances your blood vessels to allow more volumetric movement of blood and steroids. Your Strength/Constitution/Dexterity score increases by 4. You also gain temporary hit points equal to your Sorcerer Level at the end of each Short or Long Rest.
Calculative Cerebrum (Prerequisite: Level 18)
Your powers enhances your brain with mini super computers. Your Wisdom/Intelligence/Charisma score increases by 4. You also gain the ability to cast two spells in the same turn (you are still limited by the action economy of each spell).
Sorcerer's Grip
6th-level Technovirus feature
Your attacks with the Mechanist's Grip count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Heartless Killing Machine
14th-level Technovirus feature
Your affliction encourages the end of all things. If you kill creatures whilst using Metamagic or Mechanist's Grip, you gain Sorcerer Points equal to the number of creatures killed.
Living Construct
By 18th level, you are more machine than man. As an action at the beginning of each of your turns (can be done even if normally a condition would not allow an action), you can spend Sorcerer Points to end status effects.
Blinded, deafened, and poisoned cost 2 Sorcerer Points.
Paralyzed and petrified cost 3 Sorcerer Points.
Exhaustion (per level) costs 5 Sorcerer Points.
Stabilizing costs 5 Sorcerer Points; to stabilize and regain half your hit points costs 10 Sorcerer Points.