Base Class: Barbarian
Warriors that have gained the ability to harness the power of their rage in their augmented cyborg bodies.
Steampunk Savvy
Starting at 3rd, you gain proficiency in smith’s tools and woodcarver’s tools.
Augmented Attacks
At 3rd level, when you adopt this path, you augment your body with cybernetics that you use your rage to harness.
Augmentations. You implant three augmentations of your choice, which are detailed under “Augmentations” below. While raging, you may use these augmentations as new combat actions or to enhance an attack in some way. If an augmentation occurs when you take the Attack action, you can use only one augmentation per attack.
Using an augmentation saps your energy and overloads you mentally. When your rage ends, you take psychic damage equal to 1d6 x the number of times an augmentation ability was used by you while raging. If you use your augmentation abilities three or more times during a single rage, you gain a level of exhaustion.
You implant one additional augmentation of your choice at 6th, 10th, and 14th level. Each time you finish a long rest, you can replace one augmentation you have with a different one. New augmentation ability options also become available at 6th and 14th level.
Saving Throws. Some of your augmentations require your target to make a saving throw to resist the augmentation's effects. The saving throw DC is calculated as follows:
Augmentation save DC = 8 + your proficiency bonus + your Constitution modifier.
Adrenaline Boost
While raging, you can use a bonus action to fortify your resolve with pain-numbing elixir in combat. As a bonus action, you may activate this augmentation ability. When you decide to attack recklessly with your Reckless Attack feature while this ability is active, you gain a number of temporary hit points equal to your proficiency bonus. Activating this augmentation ability reduces the duration of your rage by one round.
Chain Grapple
While raging, you may replace one of your attacks by shooting a chain you can see at a creature within 20 feet of you. Make a melee attack roll. On a hit, the target takes damage equal to 1+your Strength modifier, then you and the target must make an opposed Athletics (STR) check. If you succeed, the target is grappled. Using this augmentation ability reduces the duration of your rage by one round.
Flashbang
When you are hit with an attack while raging, you may use your reaction to flash a blinding light from one of your eyes. The creature who hit you with the attack must make a Constitution saving throw. On a failed save, the target is blinded until the end of their next turn. When you use this augmentation ability, the duration of your rage is reduced by one round.
Grappling Hook
While raging, you may use a bonus action to shoot a grappling hook at a point within 30 ft. that isn't obscured by total cover. This point can either be a creature or a solid surface. If you choose a creature, the creature must make a Strength saving throw, being pulled 15 ft. toward you on a failed save. If you choose a solid surface, you are pulled towards the nearest unoccupied space to that surface.
Knuckle Rockets
You've implanted miniature heatseeking missiles into your knuckles. While raging, you may cast magic missile as a bonus action, requiring no verbal or material components. This casting bypasses the restriction against casting spells while raging. When you take this bonus action, the duration of your rage is reduced by one round.
Resistant Defense
While raging, you can use a bonus action to give yourself resistance to any single damage type of your choosing. This resistance ends when your rage ends or if you use this feature again to choose a different damage type.
Rocket Fist
While raging, you can use a bonus action to begin charging your implanted rocket fist. You must concentrate on charging the rocket as if you were concentrating on a spell. After the third round of concentrating, you may use your action to unleash the rocket, targeting a 10 foot radius sphere centered on a point you can see within 120 feet of you. Any creature within the sphere must make a Dexterity saving throw. On a failed save, a target takes 3d6 bludgeoning damage plus 3d8 fire damage, and is knocked prone. On a successful save, they take half damage and aren’t knocked prone. Activating this ability as a bonus action reduces the duration of your rage by two rounds.
Steam Breath
You can vent out the excess steam building in your body. While raging, you can replace one of the attacks you make when taking the Attack action by exhaling your deadly steam breath towards a creature within 5 feet of you. The target must make a Constitution saving throw, taking 3d6 fire damage on a failed save and half as much damage on a success.
Cybernetic Fortification
At 6th level, your cybernetic enhancements temporarily increase your mental capacities while raging. While raging, you have advantage on Wisdom saving throws. In addition, your body's scanners improve. You have advantage on all Perception (WIS) checks you make if you have moved no more than 10 feet this turn.
Improved Augmentations
At 10th level, three of your augmentations gain improvements of your choice. You may swap out these improvements when you swap out your augmentations at the end of a long rest.
Improved Adrenaline Boost
When you activate your Adrenaline Boost augmentation, your speed also increases by 10 feet until the end of your rage.
Improved Chain Grapple
While a creature is grappled by your Chain Grapple, the creature is also restrained. A creature restrained by your Chain Grapple takes bludgeoning damage equal to your Strength modifier at the start of each of your turns.
Improved Flashbang
When you use your Flashbang augmentation, you may now also target a second creature within 10 feet of the original creature who attacked you.
Improved Grappling Hook
When you use your Grappling Hook augmentation, the range of the hook increases to 50 feet and the distance you can pull a creature on a failed save increases to 25 feet.
Improved Knuckle Rockets
When you use the Knuckle Rocket augmentation to cast magic missile, you may now cast it at 3rd level.
Improved Resistant Defense
While you have the damage resistance granted by Resistant Defense, you gain a +1 bonus to your AC.
Improved Rocket Fist
The bludgeoning damage of your Rocket Fist explosion increases by 2d6. In addition, a creature who fails its save against your Rocket Fist is also stunned until the end of its next turn.
Improved Steam Breath
The fire damage of your Steam Breath increases to 5d6. In addition, the blast of steam temporarily distracts your foes. A creature that fails its save against the Steam Breath has disadvantage on the next attack roll it makes.
Explosive Release
At 14th level, you can violently release the exhaust energy of your rage. You may use an action to immediately end your rage and release an explosion of burning steam in a 20 foot radius around you. Every creature within range must make a Dexterity saving throw. On a failed save, a target takes 12d6 fire damage and is blinded until the end of their next turn. On a successful save, they take half as much damage and aren’t blinded. The area of the explosion becomes heavily obscured in steam for one minute or until a strong wind blows it away. You then immediately take a level of exhaustion. Levels of exhaustion gained through this feature are removed at the end of a short or long rest.
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