Base Class: Warlock
You make a pact with rogue cybernetics either rogue AI, cybernetic implants that share a mind with their wearer. Perhaps after an accident your family used cybernetic implants for you to live, only it distorts your brain and body giving you knowledge no other being could. Or your a powerful king who wants his reign to last forever seeking the help of an artificer to help with your conquest
Prowess of the Machine
The tainted touch of the machine gives the following benefits. 1 bonus proficiency and a 1d4 bonus action heal to yourself ( this goes up by 2 every 2 levels so level 3 it's a 1d6, level 5 1d8, level 7 1d10 until you hit the d12 at level 9 where it just increases the healing by +2 every 2 levels.) you can do this any amount of times equal to your proficiency bonus +1 all expended uses are regained after a short or long rest.
Experimental implants
As the machine grows stronger it starts developing new tech by replacing some of you. When you get this feature you have the option between 3 modifications you can make to yourself.
Eyes of the machine: you start developing long metal eyestalks around your body replacing some of your neck and face. These give you a +2 bonus and proficiency in perception. In addition replacing your attack action you can fire of beam of energy from these eystalks causing your opponents to make a dexterity check of DC 12or take 2d8+3 lightning damage or half as much on a successful save.
Claws of the machine: replacing some of your torso with grant you a great strength. This gives you +2 in charisma and 2 extra arms which can hold medium objects if a light weapon is held in these limbs you can make 2 bonus action attacks(you can do this equal to your proficiency bonus all expended uses of this recharge on a short or long res) to a creature in range doing normal damage plus an additional 1d6 lightning damage as the claws imbue the weapons with power. your reach is also increased to 10ft and you can carry double your normal carrying capacity.
Machines flight: replacing parts of your back and you will sprout cybernetic wings or levitation device allows you to get a fly speed equal to your walking speed. your speed increases by 10 if your moving toward an ally and as an action you put up a 30 foot dome around an ally giving them temporary hp equal to your and their charisma modifier and resistance to one type of damage of their choosing for as long as the barrier stays up. The barrier stays up for 1 minute and has a placement range of 60 feet.
You can choose an additional implant every 2 levels or upgrade one you already have. if you choose an additional implant you lose 1d8+2 max hp for your second implant and you lose 2d6+3 for your 3rd if you so choose
Knowledge from the infinite
The machine grows stronger giving you knowledge that you would have never learned other wise. you gain +1 to any two stats, 1 proficiency, and 2 cantrips from any classes spell list. ( so you get 2 cantrips from the paladin spell list and 2 cantrips from the cleric spell list as an example)
Completion
You and your machine have experimented and ran tests on yourself for so long you are now one being. A being that is not you but the absolute pinnacle of what anything could be. you gain 2 proficiency's, whenever you cast a spell add 1d12 plus your intelligence modifier+ charisma modifier+ your proficiency bonus to the damage. Additionally if you any number of implant upgrades add x +1 to any stat where x is the total amount of implant upgrades.
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