Base Class: Artificer
In a world where magic is hoarded by the rich and powerful, those with limited means have turned towards risky body modifications with magically-enhanced technology. Many cyborgs operate underground with questionable materials and ethical practices; however, those who are successful are granted enormous power.
Cyborgs replace parts of their body with "magi-tech" prosthetics to increase their strength, speed, or durability. These prosthetics may heighten your senses or give you the ability to cast powerful spells. Cyborgs are extremely customizable, able to become the ultimate trackers, brawlers, or blasters.
Tools of the Trade
3rd-level Cyborg feature
You gain proficiency with hacking tools and firearms.
Note: As this is not an official tool proficiency, you will need to manually add this to your character sheet.
Cyborg Spells
3rd-level Cyborg feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Cyborg Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Cyborg 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 |
Magi-tech Prosthetic
3rd-level Cyborg feature
You customize your body with a magically-enhanced, high-tech prosthetic. When you do so, choose one of the following options: arm, leg, eye, or chest. The prosthetic can be attached or removed as an action; however the body part it replaces is permanently removed. As you progress in this subclass, the chosen replacement will grow more powerful. The option you choose gives you special benefits while attached:
- Arm: You replace one of your arms (your choice) with a powerful, magical, cybernetic prosthetic. You gain the unarmed fighting style and have advantage on strength saves and athletics checks made to grapple.
- Leg: You replace one of your legs (your choice) with an agile, magical, cybernetic prosthetic. You are always under the effect of the jump spell and ignore difficult terrain.
- Eye: You replace one of your eyes (your choice) with a cybernetic prosthetic that enhances your ability to track your enemies. You can cast the hunter's mark spell without using a spell slot. You can cast it in this way a number of times equal to your proficiency bonus and regain all expended uses on a long rest.
- Chest: You augment your torso with metallic plates to better protect yourself. You gain resistance to fire, cold, or acid damage. You may switch your choice at the end of any long rest.
Magic-tech Chest
You augment your torso with custom element-resistant metallic plates to better protect yourself. It has the following features:
Elemental Resistance. You gain resistance to fire, cold, or acid damage.
Interchangeable. Whenever you finish a long rest, you may switch the type of your elemental resistance between fire, cold, and acid damage. You lose any resistances previously granted by this ability.
Magi-tech Arm
You replace one of your arms with a cybernetic enhancement designed to increase your physical prowess. It has the following features:
Unarmed Fighting Style. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Cybernetic Strength. Your strength saving throws and any athletics skill checks you make to grapple another creature or escape a grapple are made with advantage.
Magi-tech Eye
You replace one of your eyes with a cybernetic enhancement designed to enhance your ability to track your foes. It has the following feature:
Locked On. You can cast the hunter's mark spell without using a spell slot. When cast in this way, the spell requires no components. You can cast it in this way a number of times equal to your proficiency bonus and regain all expended uses on a long rest.
Magi-tech Leg
You replace one of your legs with a cybernetic enhancement designed to increase your mobility. It has the following feature:
Enhanced Leap. The creature's jump distance is tripled as if under the effect of the jump spell and you ignore difficult terrain.
Cybernetic Lungs
5th-level Cyborg feature
You replace your lungs with cybernetic enhancements. You can breathe air and water.
Enhanced Prosthetics
5th-level Cyborg feature
You enhance your magic-tech prosthetic, gaining the following abilities:
- Arm: You replace the metal in your arm with adamantine, making it lighter weight and granting it magical properties. You can attack twice, rather than once, whenever you take the Attack action on your turn. Your unarmed strikes count as magical for the purpose of overcoming resistances.
- Leg: You place a thruster in your leg and fit your other foot with a matching magi-tech boot. You can cast the levitate spell on yourself a number of times per long rest equal to your proficiency bonus and can walk across any liquid surface as if it under the effect of the water walk spell.
- Eye: You connect your eye to Drider-net, allowing you to better identify objects and track targets. You can cast the locate object and locate animals or plants spells once and regain all expended uses on a long rest. You can also cast the identify spell at-will, but must first succeed on an arcana or history check.
- Chest: You replace your heart with a cybernetic one. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Enhanced Magi-tech Arm
You replace the metal in your arm with light-weight adamantine. It has the following features:
Extra Attack. You can attack twice, rather than once, whenever you take the Attack action on your turn.
Magical Strikes. Your unarmed strikes count as magical for the purpose of overcoming resistances.
Enhanced Magi-tech Eye
You connect your eye to Drider-net, allowing you to better identify objects and track targets. It has the following features:
Master Tracker. You can cast the Locate Object and Locate Animals or Plants spells without using a spell slot. When cast in this way, the spells do not require any components. Once you cast it in this way, you cannot cast that spell again and regain all expended uses on a long rest.
Researcher. You can cast the Identify spell at-will, but must first make an arcana or history check. The difficulty of this check varies based on the rarity of the item at the DM's discretion. When cast in this way, the spell does not require any components.
Enhanced Magi-tech Leg
You place a thruster in your leg and fit your other foot with a matching magi-tech boot. They have the following features:
Thrusters. You can cast the levitate spell without using a spell slot. When casting the spell in this way, it does not require any components and you may only target yourself. You can cast the spell in this way a number of times equal to your proficiency bonus and regain all expended uses on a long rest.
Water Walk. You can walk across any liquid surface as if under the effect of the water walk spell.
Magi-tech Heart
You replace your heart with a cybernetic one. It has the following feature:
Relentless Beating. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Second Prosthetic
9th-level Cyborg feature
You customize your body with another magically-enhanced, high-tech prosthetic. When you do so, choose one of the following options: arm, leg, or ears. The prosthetic can be attached or removed as an action; however the body part it replaces is permanently removed. As you progress in this subclass, the chosen replacement will grow more powerful. The option you choose gives you special benefits while attached:
- Canon Arm: You replace one of your arms (your choice) with a powerful, magical, cybernetic prosthetic. You can cast the lightning bolt spell once per short rest and the dispel magic spell once per long rest without consuming a spell slot.
- Misty Leg: You replace one of your legs (your choice) with a light-weight, magical, cybernetic prosthetic. Your movement speed increases by 10 feet and you can cast the misty step spell once per long rest without consuming a spell slot.
- Cybernetic Ears: You replace both of your ears with cybernetic prosthetics that enable limited echolocation. You gain 30 feet of [sense]blindsight[/spell] and have advantage on all perception checks made with hearing.
Canon Arm
You replace one of your arms (your choice) with a cybernetic prosthetic that surges with magical electricity. It has the following features:
Arm Canon. You can cast the lightning bolt spell without using a spell slot. When cast in this way, the spell requires no components. You can cast this spell once and regain all expended uses on a short rest.
Magic Disruptor. You can disrupt a spell or magical ability by casting dispel magic without using a spell slot. When cast in this way, the spell requires no components. You can cast this spell once and regain all expended uses on a long rest.
Cybernetic Ears
You replace both of your ears with cybernetic prosthetics that grant you superhuman hearing. It has the following feature:
Echolocation. You gain 30 feet of [sense]blindsight[/spell] and have advantage on all perception checks made with hearing.
Misty Leg
You replace one of your legs (your choice) with a cybernetic prosthetic - in place of your knee is a glowing jade gemstone surging with magical energy. The leg has the following features:
Transposition. You can cast the misty step spell without using a spell slot. When cast in this way, the spell requires no components. You can cast this spell once and regain all expended uses on a long rest.
Fleet of Foot. Your waking speed increases by 10 feet.
Universal Translator
9th-level Cyborg feature
You insert a nanochip into your brain that allows you to understand and speak all languages.
Perfect Prosthetic
15th-level Cyborg feature
You perfect your magic-tech prosthetic, gaining the following abilities:
- Arm: You reinforce the fist of your arm with magical gemstones. Your unarmed strikes gain +1 to attacks and damage and you may choose to deal piercing damage instead of bludgeoning damage with any unarmed strike. You may make a bonus action unarmed strike if you have taken the attack action with an unarmed strike this turn.
- Leg: You enhance the thrusters in your leg and boot to allow for sustained flight. You gain a flying speed equal to your walking speed and can hover.
- Eye: You upgrade your eye to see through magical illusions and further enhance the tracking software. You gain 30 feet of truesight and can cast the locate creature spell once and regain all expended uses on a long rest.
- Chest: You reinforce the plates on your chest with adamantine. Your armor class increases by 1 and any critical hit against you becomes a normal hit.
Perfected Chest Plate
You reinforce the plates on your chest with adamantine. It has the following features:
Resilience. Your armor class increases by 1.
Adamantine Chest. Any critical hit against you instead becomes a normal hit.
Perfected Magi-tech Arm
You augment your prosthetic arm with magical gems to increase the power and speed of your strikes. It has the following features:
Studded Fist. You gain +1 to attacks and damage with unarmed strikes. You may choose to deal piercing damage instead of bludgeoning damage with any unarmed strike.
Quick Jab. You may make a bonus action unarmed strike if you have taken the attack action to make an unarmed strike this turn.
Perfected Magi-tech Eye
You replace the metal in your arm with light-weight adamantine. It has the following features:
Magic Eye. You gain 30 feet of truesight.
Master Tracker. You can cast the locate creature spell without using a spell slot. When cast in this way, it requires no components. You can cast the spell in this way once and regain all expended uses on a long rest.
Perfected Magi-tech Leg
You enhance the thrusters in your leg and boot to allow for sustained flight. It has the following feature:
Flying Boots. You gain a flying speed equal to your walking speed and can hover.
Enhanced Secondary Prosthetic
15th-level Cyborg feature
You enhance your magic-tech prosthetic, gaining the following abilities:
- Canon Arm: You infuse your prosthetic arm with a sapphire that oozes with frozen energy. You can cast the cone of cold spell once per long rest without consuming a spell slot.
- Misty Leg: You replace the metal in your prosthetic leg with light-weight mithral. You have advantage on dexterity saves and you do not provoke attacks of opportunity.
- Cybernetic Ears: You increase the range of your cybernetic ears by installing powerful antennae. Your blindsight increases to 60 feet and you gain immunity to the deafened and prone conditions.
Cold Canon
You enhance your canon arm with a sapphire infused with cold energy. It has the following feature:
Cold Canon. You can cast the cone of cold spell without consuming a spell slot. When cast in this way, the spell does not require any components. You may cast the spell in this way once and regain all expended uses on a long rest.
Enhanced Misty Leg
You replace the metal in your Misty Leg with light-weight mithral to further increase your agility. It has the following feature:
Sprightly Warrior. You have advantage on dexterity saves and you do not provoke attacks of opportunity.
Super Antennae
You increase the range of your cybernetic ears by installing powerful antennae. They have the following features:
Extended Range. Your blindsight increases to 60 feet.
Unbreakable Inner Ear. You gain immunity to the deafened and prone conditions.
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