Base Class: Artificer
Progress means merging with technology. Cyberneticists take this statement as far as possible. No modification to the flesh is too extreme for a cyberneticist; in reality, the ideal is to replace the body with superior technology.
Artificers who devote themselves to cybernetics focus on elements of bionics and nanotechnology, as well as magical constructs to modify their own body, giving themselves features that many would consider unnatural. To the cyberneticist, the body is merely a blank slate to be modded, the incomplete template of what could be, with only their ingenuity and daring as limits.
Integrated Tool
3rd-level Cyberneticist feature
Choose one type of artisan's tool. This tool is integrated into your body, and you gain proficiency with that tool. You must have at least one hand free to use this integrated tool.
Whenever you finish a long rest, if you haven't already replaced one of your Cyberneticist features this long rest, you can replace the chosen option with a different artisan's tool.
Neural Cybernetics
3rd-level Cyberneticist feature
You have integrated cybernetic brain implants to gain knowledge or training for battle. When you gain this feature at third level, choose one of the following options. Whenever you finish a long rest, if you haven't already replaced one of your Cyberneticist features this long rest, you can replace one chosen option with one of the others.
Combat Training
You gain proficiency in the Athletics and Acrobatics skills.
Knowledge Database
When you make an Arcana, History, Nature, or Religion ability check, you can choose to treat a d20 roll of 9 or lower as a 10. After using this ability you must complete a long rest to use it again.
Weapon Training
You gain proficiency with martial weapons.
Cyberneticist Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
greater restoration, reincarnate* |
Body Modifications
3rd-level Cyberneticist feature
You have a pool of energy points equal to twice your proficiency bonus that can be used to fuel your cybernetic enhancements. You regain all spent energy points when you finish a short or long rest. As a bonus action, you can expend a spell slot to regain a number of energy points equal to the spell's level.
When you gain this feature at third level, choose one of the following options. You can choose an additional option at 9th level (two) and again at 15th level (three). Whenever you finish a long rest, if you haven't already replaced one of your Cyberneticist features this long rest, you can replace one chosen option with one of the others.
Adaptive Camouflage
You gain proficiency in the Stealth skill if you don’t already have it. You can add your intelligence modifier to Dexterity (Stealth) checks.
Cloaking Device: As a bonus action, you can expend an energy point to take the hide action and your cloaking device also allows you to hide even when you are only lightly obscured.
Additional Appendages
You have four additional mechanical appendages.
You gain a climbing speed equal to your walking speed which doesn't require the use of your hands or feet (requires the use of at least two appendages).
You can use your Intelligence modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
The appendages can be used to manipulate objects, make unarmed strikes, or grapple a creature. However, grappling a creature requires at least two arms and the appendages can't hold weapons or shields, or operate magical items. You use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes with them, and they deal bludgeoning damage equal to 1d8 + your Intelligence modifier on a hit.
Mechanical Flurry: As a bonus action, you can expend an energy point to make one attack with the appendages.
Bionic Wings
You have bionic wings and thrusters which allow you short bursts of flight.
When you fall from at least 10 feet above the ground, you can use your reaction to use your wings to slow your fall and take no damage from the fall.
Powered Flight: As long as you aren't wearing heavy armor, you can use a bonus action and expend an energy point to fire up thrusters that give you a fly speed equal to your walking speed until the end of your next turn. While the wings are deployed, you don't provoke opportunity attacks while flying.
Wing Attack: Once per Powered Flight, when you fly at least 20 feet toward a creature and hit it with a melee weapon attack on the same turn, you can choose one of the following effects:
- The attack deals an additional 2d4 slashing damage.
- The creature must make a Strength saving throw versus your spell save DC or be knocked prone.
Flux Capacitors
Your body has been augmented with technology that gives you limited time travel abilities.
Time Skip: As an action, you can expend an energy point to travel forward in time, skipping the rest of the round of combat.
You vanish and later reappear in the space that you left (or the nearest unoccupied space) at the start of your next turn. This ability counts as a first level spell for the purposes of casting a bonus action spell. While you are gone, abilities originating from you and spells you are concentrating on are suppressed.
Time Loop: As a bonus action you can expend an energy point to initiate a time loop to travel back in time to the start of your turn. If you already used your action prior to the time loop, you gain one additional action to use this turn, but otherwise it counts as a continuation of the same turn (e.g. you don't gain any other new actions or reactions, or any additional movement, but can use any remaining movement).
When you activate this ability, you immediately vanish and travel back in time to the start of your turn. You appear in the same space you were in when you activated this ability (or the nearest unoccupied space). Your original self continues their turn as they did before, eventually activating their flux capacitors and vanishing. Any temporal changes as a result of your actions after initiating the time loop are decided by the DM, and if for any reason your original self fails to initiate the time loop, a paradox causes the ability to fail. If the ability fails, your turn immediately ends, returning time to the state it was in when you initiated the time loop. After using this ability, whether it succeeds or fails, you skip your Action on your next turn.
You can't take more than two Actions on a turn this way (if you have the Action Surge ability from another class, it can't be used on the same turn as this ability).
Force Field Generator
Force Field: As a bonus action you can expend one energy point to activate your force field, which requires your concentration (as though concentrating on a spell). When you activate the force field, each creature within 5 feet of you must make a Strength saving throw versus your spell save DC. On a failed save a creature is pushed 10 feet away from you.
While it is active you have resistance to bludgeoning, piercing, and slashing damage.
Your force field remains active for 1 minute or until you drop concentration.
Force Empowered Strike: When you hit a creature with a melee weapon attack, you can expend one energy point to deal 2d4 additional Force damage to the target.
Peripheral Sensors
You can add your Intelligence modifier to initiative checks and Wisdom (Perception) checks.
Active Sensors: You can expend an energy point to have your passive sensors go active. For the next 10 minutes, you have blindsight with a range of 10 feet and you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. As part of this bonus action you can cast the Alarm spell, the See Invisibility spell, or the Find Traps spell.
Bionic Musculature
5th-level Cyberneticist feature
You have chosen to modify your muscles with bionic augmentations that enhance your combat abilities. Choose one of the following options. Whenever you finish a long rest, if you haven't already replaced one of your Cyberneticist features this long rest, you can replace one chosen option with one of the others.
Acceleration Augmentation
Your muscles have been modified for increased speed and agility.
You can expend an energy point to attack twice, rather than once, whenever you take the Attack action on your turn.
Accuracy Augmentation
Your muscles have been augmented to attack with superhuman accuracy for targeting weak spots.
Once per round, you can expend an energy point to deal an extra 2d6 damage to one creature you hit with an attack.
The damage increases when you reach certain levels in this class, increasing to 4d6 at 9th level, and 7d6 at 15th level.
Arcane Augmentation
The muscles of your body have been augmented with arcane wiring to allow magic to flow more freely.
When you use the Cast a Spell action on your turn to cast an artificer cantrip, you can expend an energy point to cast another artificer cantrip as a bonus action, even if that cantrip normally had a casting time of one action.
Only cantrips that are on the artificer spell list can be used this way (not gained as part of another ability or item, such as the All-Purpose Tool)
Additional Body Modifications
9th-level Cyberneticist feature
When you gain this feature at 9th level, you can choose an additional body modification option.
Additional Body Modifications
15th-level Cyberneticist feature
When you gain this feature at 15th level, you can choose an additional body modification option.
Previous Versions
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