Homebrew Augmented (Campaign) Species Details

Colloquially referred to as augmented, this medley of individuals are people who have chosen to alter their body in myriad ways. The enhancements that they employ are a brilliant fusion of magic and mechanical invention. Though the arcane power that fuels these mechanized marvels often has drawbacks—negating many aspects of the individual’s previous innate abilities—augmented justify this tradeoff with the new abilities they are empowered by.

Augmented (Campaign) Traits

As an augmented, you retain some traits from your ancestral race, which you have further modified with various magic-empowered enhancements.

Lineage

Choose another race option as your character’s ancestral race. Some of the traits below are influenced by your ancestral race

Suggested Ability Score Increase

Your Constitution scores increases by 1, and one other ability score of your choice increases by 2.

Age

Augmented mature at the same rate as normal members of their ancestral race. They’re also capable of extending their lifespan by up to twice as long as normal.

Common Alignment

Augmented don’t typically deviate much from the alignment of their ancestral race. However, some are driven to pursue these enhancements due to the selfish desires often associated with evil.

Size

Augmented are as diverse in body type as the ancestries they originate from. If the size category of your ancestral race is Medium, it remains the same; if it’s Small, you can choose for your size to be Small or Medium.

Speed

Your base walking speed remains the same as your ancestral race.

Languages

You can speak, read, and write the same languages as your ancestral race.

Enhancements

You can select enhancements from the following tables as you wish. You have a total number of points to spend on these enhancements equal to 10 + your proficiency bonus. Whenever you gain a level, you can choose one of your enhancements and replace it with another one.

Enhancement Cost Description
  Arms -Foldable Shield 4 As an action, you can unfold a hidden shield from your arm, wielding it as you would a normal shield. If you aren’t proficient with shields, you are considered proficient with this shield, but it only provides a +1 bonus to AC, instead of +2. The shield can’t be removed from your arm. Refolding it into your arm takes an action.
 Arms- Oil Valve 2 As an action, you can spray slick oil on the ground in a 10-foot square centered on a point within 30 feet of you, duplicating the effect of the grease spell. Once you use this trait, you can’t use it again until you finish a long rest.
Arms-Reinforced Muscle Fibers 3 ou count as one size larger when determining the size of creature you can grapple or shove, as well as when determining your carrying capacity and the amount of weight you can push, drag, or lift. In addition, your speed is not halved when you move while grappling a creature that is Small or smaller.
Arms-Web Canisters 4 As an action, you can fire sticky webbing, duplicating the effect of the web spell (DC = 8 + your Constitution or Intelligence modifier + your proficiency bonus). This webbing fills a cube that is a number of feet on each side equal to 5 × your proficiency bonus, and it can be fired up to 30 feet away from you. Once you use this trait, you can’t use it again until you finish a long rest.
Body-Fitness Outfitting 2 You have proficiency in either the Athletics or Acrobatics skill (your choice).
Body-Durable Epidermis 3 Your base AC is 13 + Dexterity modi er. You can use this trait to determine your AC if the armor you wear would leave you with a lower AC. A shield’s bene ts apply as normal while you use the AC granted by this trait.
Body-Elemental Resistors 4 You have resistance to one of the following damage types (choose when you select this trait): acid, cold, re, lightning, or thunder.
 Body-Hidden Compartment 1 You have a hidden compartment built into a place you choose on your body, which is 3 inches long, 1 inch wide, and 1 inch deep. The compartment is undetectable by nonmagical means, and you can open and close it at will (no action required).
 Body-Fortified Frame 4 Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Brain -Background Processors 1 When you take a long rest, you can choose to be alerted to the presence of nearby creatures, duplicating the mental alarm effect of the alarm spell. This version of the effect alerts when about creatures are within 30 feet of you.
Brain-Knowledge Implant 2 You have proficiency in one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. Alternatively, you can speak, read, and write two additional languages of your choice.
Brain-Training Implant  — You have proficiency with one of the following options of your choice; the point cost for each option is listed in parentheses: light armor (1), light and medium armor (4), a martial weapon (3), a simple weapon (1), or a tool (1).
 Extra Body Part-Prehensile Appendage 2 You have a mechanical tail, tentacle, or similar appendage that can lift a number of pounds equal to ve times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your GM might allow other simple tasks to be added to that list of options. Your appendage can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell
Eyes-Advanced Metrics Scanner 2 You have a bionic eye that outputs information about your surroundings. Choose one of the following benefits when you select this trait: you have proficiency in either the Insight or Perception skill, or you can add half your proficiency bonus to your initiative rolls.
 Eyes-Night Sight 3 You have darkvision out to a range of 60 feet.
Eyes-Target Guidance System 3 When you make an attack against a creature you can see, you can grant yourself advantage on the attack roll. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 Eyes-Telescopic Lens 2  In conditions of clear visibility, you can discern ne details of creatures and objects as if they were 50 times closer to you. For example, you can read runes inscribed on a wall that is 1,000 feet away from you as if you were standing only 20 feet away from it.
 Hands-Flame Apparatus 2 As an action, you can open your palm and cause a flame to ignite within your hand, duplicating the effect of the produce flame cantrip.
Hands-Glass Implement 1 As an action, you can transform your hand into any of the following objects: arcane focus (crystal, orb, or wand), bell, cup, hourglass, ink pen, magnifying glass, mirror, pipe, or signal whistle. While transformed, you are considered to be holding the object. The object is made entirely of glass, and if it breaks, you can’t transform your hand into another object in this way until you finish a long rest, at which point the object is repaired. You can use an action to conceal the object, transforming it back into your hand.
Hands-Integrated Armament As a bonus action, you can transform your hand into one of the following weapons (choose when you select this trait); the point cost for each weapon is listed in parentheses: blowgun (1), dagger (1), hand crossbow (4), handaxe (1), light hammer (1), or shortsword (2). While transformed, you are considered to be holding the weapon. The weapon retains all properties except for the thrown property, and you can’t be disarmed of it. You can use a bonus action to conceal the weapon, transforming it back into your hand.
 Hands-Lightning Jolt 2 As an action, you can electrically charge your hand and attempt to touch a creature within your reach, duplicating the effect of the shocking grasp cantrip.
Hands-Power Grip 2 You have a climbing speed of 30 feet.
 Hands-Retractable Claws 2 You have sharp metal claws you extrude from your hand, which are natural weapons you Claws can use to make unarmed strikes. When you hit with them, the strike deals piercing or slashing damage (your choice) equal to 1d6 + your Strength modi er, instead of the bludgeoning damage normal for an unarmed strike.
Heart-Blood Filter 5 You have resistance to poison damage and advantage on saving throws against being poisoned
Heart-Jumpstart Apparatus 2 When you roll a 15 or higher on a death saving throw, you regain 1 hit point. Once you use this trait, you can’t use it again until you finish a short or long rest.
 Heart-Restorative Core 3 Whenever you finish a short rest, you regain hit points equal to 1d10 + your Constitution modifier. In addition, whenever you roll a Hit Die to regain hit points, you can treat any 1 rolled on the die as a 2.
 Legs-Auto Stabilizers 2 You have advantage on ability checks and saving throws against being pushed, pulled, or knocked prone.
 Legs-Enhanced Leap 2 Your long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start.
Legs-Shock Absorbers 2 At the end of a fall, you only take 1d6 bludgeoning damage for every 20 feet you fell, rather than every 10 feet. In addition, you don’t land prone, even if you take damage from the fall.
Legs-Sprinters 2 Your base walking speed increases by 5 feet.
Lungs-Electrolysis  2 You can breathe air and water.
 Lungs-Filtration System 1 You can breathe normally in environments filled with harmful gases and vapors (such as thick smoke or inhaled poisons), and you have advantage on saving throws against effects that create them (such as the stinking cloud spell or a green dragon’s breath weapon).
Mouth-Vocal Amplifier 1 As an action, you can imitate a nonverbal sound effect (such as chirping birds, crashing waves, or rumbling thunder) for up to 1 minute. Alternatively, you can use an action to cause your voice to boom up to three times as loud as normal for 1 minute.

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