Rogue
Base Class: Rogue

You experiment with cybernetic enhancements and magitech integration. In creating your magnum opus, a pair of mechanical wings, you have sacrificed much. Now you hone your abilities further, aiming to prove that your sacrifices were worth it.

Magitech Integration

 Rogue Level Integration Rarity   Continuous Time
 3rd  Common 1 hour 
 5th  Uncommon 2 hours
 9th  Rare 4 hours 
 13th  Very Rare 8 hours 
 17th  Legendary 12 hours 

Starting at 3rd level, you've learned how to integrate magic items into your body using tinker's tools, which you gain proficiency with. The above table shows what rarity of item you can integrate and how long it takes, both determined by your rogue level. Once integrated, an item cannot be willingly removed from your body unless you spend an equivalent amount of time unintegrating it. Once a magic item is fully incorporated into your body, you learn its properties much in the same way as Identify.

Only some magic items can be integrated in this way. The DM determines whether or not an item is successfully integrated once enough time has been spent, and may require an ability check with your tinker's tools to determine this. Depending on the item and circumstance, you may be able to bypass the level requirement of certain items, but as with all untested science there are risks involved.

Wings of Steel

Also at 3rd level, you've developed a prototype of steel wings integrated into your body. While these wings are integrated, they count as a standard shield, granting you a +2 bonus to your AC. You cannot use a proper shield while your wings are integrated. In the event that you find a magical shield, you can use the table for Magitech Integration to incorporate it into your wings, adopting the benefits of that shield.

Activation. As a bonus action, you can further meld your thoughts with your wings. For 1 minute, you gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) and a flying speed equal to your walking speed. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Artificial Mastery

At 9th level, you've gained further experience with modifying your body, and can extrapolate that to the general workings of magitech. Your proficiency bonus is doubled for any ability check you make with tinker's tools, and you can cast Mending at will using them. You can also cast Detect Magic as a ritual in this way.

Hoarder of Items

At 13th level, your understanding of magic items has deepened. You can attune to a number of magic items equal to your Intelligence modifier or three, whichever is higher.

Mechanical Angel

At 17th level, your wings have become an inseparable part of yourself. You no longer have to spend a bonus action to activate your Wings of Steel; instead all their properties are always active for you.

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