Barbarian
Base Class: Barbarian

You have an special resistance to implants, pushing them past safe limits. Your body is full of grafted tech, reinforced bone, and running machinery.

You gain access to:

Customizable implants

Brutal melee

Burst power that risks meltdown

 

Level 3: Implant affinity

Choose two implants from the list below.
You can switch them out at a cyberdoc.

Adrenal Overloader

When you enter Rage, gain temp HP = 2 x your Barbarian level but when your rage ends you lose that amount of hp.

3 Meltdown points

Berserk Overdrive

Once per long rest once you rage:

Rage lasts 1 minute

You have advantage on every attack and your first attack deals double damage

You are immune to stun, charm, fear, paralyze

 

After Rage ends:

Drop to 0 HP, automatically start making death saves

Gain 3 exhaustion

 

5 Meltdown Points

Full Exoskeletal Conversion

You go full cyborg.

AC becomes 18 if unarmored. Lose 10 ft movement speed.

10 Meltdown points

Grappling Hook

Can cast Magic hook 3 times per short rest,

2 Meltdown Points

Iron Lungs

You gain resistance to poison & disease, you can hold your breath for 5 minutes.

2 Meltdown Points

 

Laser Eyes

Ranged attack, 30 ft, 2d8 radiant.

Add 1d8 at lvl 9, again at 14

4 Meltdown Points

Mantis Blades Mk I

Retractable forearm blades.

Weapons: 1d8 slashing, finesse, light.

While raging, crit range expands to 19–20.

3 Meltdown Points

 

Mantis Blades Mk2

Before equipping you can choose this weapon to deal either fire, lightning, acid or slashing damage.

Retractable forearm blades.

Weapons: 1d12 fire, lightning, acid or slashing, finesse, light.

While raging, crit range expands to 19–20.

4 Meltdown points

Reinforced Bone Structure

+2 AC while not wearing armor, but lose 5 ft movement speed.

6 Meltdown points

Reinforced Leg Tendons

+10 ft movement while raging.

2 Meltdown Points

Rocket Boots

 You can Dash as a bonus action while raging. You can use half of that movement to go upwards.

4 Meltdown Points

 

Shoulder-Mounted Micro-Missile Rack

 Once per rage as an action: launch 6 micro-missiles.

Each missile hits a creature within 60 ft for 1d8 fire (no attack roll, Dex save for half).

You can distribute the missiles over different targets.

6 Meltdown Points

 

Shoulder-Mounted Rail Cannon

As an action once per short rest:


Fire a hypervelocity slug in a 120 ft line (5 ft wide).

Deal 3d10 lightning + 3d10 piercing dmg

8 Meltdown points

Targeting HUD

 As a bonus action: mark a creature, the first weapon attack against it each turn deals +1d10 damage.

 3 Meltdown points

Thermal Cannon Arm

Replace your entire forearm with a brutal plasma cannon.

Two attack actions: 15 ft cone, 4d8 fire.

6 Meltdown Points

Thermal Vents

Helps against meltdowns:

-3 Meltdown Points

Meltdown

When you enter your rage, roll 2d10 (3d10 from level 10)

If your total roll is lower then your total meltdown points, enter meltdown:

For one turn, you:

Get one extra attack action,

Your speed doubles

 

After meltdown ends, you are unconscious for 1 round.

Level 6: Overcharge

When you activate your rage, deal 2d6 lightning dmg to everything within 5 ft of you,

Level 14: Implant mastery

You have mastered your implants, now you gain mastery over 2 equipped implants (3 at 17 or 4 at 20), granting special bonusses based on your selected masteries.

 

Adrenal Overloader Mastery

When you activate Adrenal Overloader, gain an additional reaction each turn for the duration.

Berserk Overdrive Mastery

While overdrive is active all attacks also crit on a 19.

Full Exoskeletal Conversion Mastery

Increases AC to 19 and max HP with 10

Grappling Hook Mastery

When you are pulled or pull yourself, your next melee hit to the grappeled target deals 2d10 bonus bludgeoning damage.

Iron Lungs Mastery

You gain immunity to poison, the ability to hold your breath for 10 minutes, and if you would gain exhaustion, once per long rest: gain one level exhaustion less.

Laser Eyes Mastery

Once per long rest, when you fire a laser, you can choose to quadruple its range and ignore all cover

Mantis Blades Mastery

If you hit a creature with HP <= 10 + STR mod, you can brutalize them to instantly kill them and gain 15 temp HP.

Mantis Blades Mastery

If you hit a creature with HP <= 10 + STR mod, you can brutalize them to instantly kill them and gain 15 temp HP.

Reinforced Bone Structure Mastery

When you take melee damage, the attacker takes your Rage bonus damage back as automatic retaliatory damage. You can't be knocked prone.

Reinforced Leg Tendons Mastery

When you move at least 25 ft toward a creature and hit it, deal 2d10 bludgeoning and knock it prone (str save).

Rocket Boots Mastery

When you land from any Rocket Boots jump, the shockwave deals 2d6 bludgeoning or fire damage and knocks enemies 10 ft away from you, the damage increases to 4d6 if you land from 20 ft or higher.

Shoulder-Mounted Micro-Missile Rack Mastery

When you fire the rack, deal an additional 1d8 fire per missile, missiles now also ignore cover.

Shoulder-Mounted Rail Cannon Mastery

Rail Cannon deals +2d10 lightning and ignores cover.

Targeting HUD Mastery

You can mark two creatures at once, and deal 1d12 extra dmg instead.

Thermal Cannon Arm Mastery

Cannon damage ignores fire resistance and treats immunity as resistance.

Each hit raises your Heat Level, at Heat Level 3, your next cannon shot deals +5d10 fire.

 

Thermal Vents Mastery

Your -3 meltdown becomes -7 meltdown

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