Base Class: Sorcerer
"Any sufficiently advanced technology is indistinguishable from magic" - Arthur C. Clarke
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.
Technoviral Sorcerers tend to get a long better with inanimate objects and constructs more than other humanoids.
Technoviral Spells
When you reach a Sorcerer level specified in the Technoviral Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | identify, mage armor, mending, blur, enhance ability |
| 5 | dispel magic, tongues |
| 7 | fabricate, locate creature |
| 9 | animate objects, legend lore |
Cybernetic Enhancements
Your power allows you to augment your body internally and externally. You may select 1 Cybernetic Enhancement from the Cybernetic Enhancements list. At levels 6, 10, 14, and 18 in this class, you may gain an additional enhancement. You can exchange each of these when you gain a level in this class.
Cybernetic Enhancements
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
Your powers enhances your nervous system. You have advantage on saving throws against being charmed or frightened.
A Thousand Eyes
Your powers grant you increased perception. You have advantage on Wisdom (Perception) and Intelligence (Investigation) Checks. You can use an additional reaction in a round once per long rest.
Ghost in the Machine
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
Your powers enhances your dermas with subdermal plating. Your armor class increases by 2.
Kevlar Covering
Your powers enhances your ectoderm with adamantine fibers that toughen on command. You gain resistance to all Bludgeoning, Piercing, and Slashing damage.
Epinephrine Uninhibited
Your powers enhances your blood vessels to allow more volumetric movement of blood and steroids. You also gain temporary hit points equal to your Class Level at the end of each Short or Long Rest.
Calculative Cerebrum
Your powers enhances your brain with mini super computers. You gain the ability to cast two spells costing spell slots in the same turn (you are still limited by the action economy of each spell).
Mechanist's Grip
Your powers reveal upon your flesh; one of your hands is permanently augmented. This grants you an unarmed weapon you are proficient that deals 2d6 + Charisma modifer force damage. Attacks made in this way can be done using Charisma as the attack modifier. This damage increases with proficiency bonus (i.e. 3d6 at 3 proficiency, 5th level). Creatures hit by Mechanist's Grip are pushed 5 feet away from you. Furthermore, this augmentation counts as a spellcasting focus for your Sorcerer Spells.
Viral Manifestation
Your infection has borne you a weary companion, a Viral Manifestation. It is friendly to you and it obeys your commands. See this creature’s game statistics in the Viral Manifestation stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the manifestation shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the manifestation can take any action of its choice, not just Dodge.
Once per long rest, you can create a new Viral Manifestation. If you already have a Viral Manifestation from this feature, the first one immediately perishes. The defender also perishes if you die.
Medium construct/aberration
Armor Class 10+your proficiency bonus (natural armor)
Hit Points 2 + your Charisma modifier + five times your Sorcerer level (the defender has a number of Hit Dice [d8s] equal to your Sorcerer level)
Speed 30 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus PB, Perception PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages. Speaks the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The defender can’t be surprised.
Resilient Construct. If the mending spell is cast on it, it regains 2d6 hit points.
Mobile Eyes. You can use an action to forgo your senses (you are blind and deaf for the duration) to see through its senses.
Mobile Hands. You can cast spells through it as part of your action.
Actions
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reaction
Deflect Magic. The manifestation can grant advantage on a spell or magical effect saving throw to another creature it can see that is within 5 feet of it.
Technological Leap
Your research into your affliction has led to further understanding of how to conserve energy. You gain the following benefits:
When you roll a D20 roll, you can use your reaction to expend 1 Sorcery Point to do so with advantage.
If you or an ally within 30 feet of you rolls a 20 on a D20 roll, you receive 1 Sorcery Point.
I am Robot
You are more robot than human. You gain the following benefits:
Construct. You are a Construct when considering your creature type. You have advantage on Charisma checks when communicating with Constructs. They have disadvantage on melee or ranged weapon attacks against you.
Viral Enhancements. Furthermore, your Viral Manifestation also benefit from your Cybernetic Enhancements.
Peak Performance
You are a machine. 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.
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