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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