Barbarian
Base Class: Barbarian

Forged for war, reforged for conquest. Those who walk the Path of the Cyborg do not rely solely on steel or fury—they are the fusion of both. A walking engine of destruction, your body has been modified beyond its original limits, turning every battle into a field test for the future of war. With each rage, your cybernetic systems activate, recalibrating your form for optimal performance. Whether surging forward with mechanical precision, deploying defensive countermeasures, or clouding the battlefield in artificial smoke, you are an evolving war machine with limitless potential.

Restrictions

Only warforged can follow the Path of the Cyborg. The process of integrating cybernetic Augmentations is a unique advancement in warforged evolution, requiring a body already forged from steel and magic. This path represents a transformation beyond the standard warforged design, turning those who walk it into living prototypes of mechanized warfare.

Furthermore, due to your specialized modifications, your body rejects conventional magical items. You can only attune to magic items specifically designed for warforged, as your integrated systems are incompatible with other forms of enchantment.

Integrated Resilience

At 3rd level, your cybernetic modifications enhance your connection to technology and self-repair systems.

Mending. You learn the mending cantrip.

Tinker's Tools. You gain proficiency with tinker's tools.

Emergency Recovery. An ally can stabilize you using tinker’s tools or the mending cantrip. Additionally, whenever you are stable, you regain 1 hit point at the start of your turn as your emergency systems activate, jumpstarting your internal functions.

MK1 Augmentations

Starting at 3rd level, your modifications allow you to fine-tune your combat efficiency. You may choose one MK1 Augmentation from the list below.
You can spend 1 hour using your tinker's tools to change Augmentations. You can do this as part of a short or long rest.

You can have additional MK1 Augmentations active at level 6 and 10.

Defense MK1

While raging, internal plating fortifies your body, increasing your AC by 1.

Mobility MK1

Servo-motors engage, increasing your movement speed by 10 feet.

Offense MK1

While raging, your targeting systems enhance precision, granting a +1 bonus to attack and damage rolls. This bonus cannot stack beyond +3 from any source, including magical weapons.

Utility MK1

As part of the bonus action you take to enter your rage, you deploy an obscuring smoke field in a 10-foot radius sphere centered on you. The sphere spreads around corners, and its area is heavily obscured for all creatures, including yourself. This effect is a technological emission rather than a magical one and lasts until your rage ends or untill you use a bonus action to disperse the smoke early.

Vision MK1

Optical processors recalibrate, granting you 10 feet of blindsight.

MK2 Augmentations

At 6th level, your enhancements evolve, further refining your combat abilities. You can now choose a MK2 Augmentation if you have the MK1.
You can spend 1 hour using your tinker's tools to change Augmentations. You can do this as part of a short or long rest.

You can have an additional MK2 Augmentation active at level 10.

Defense MK2

While raging, your reinforced plating grants a +1 bonus to saving throws.

Mobility MK2

Your mobility increases further. You gain a climbing and swimming speed equal to your walking speed.

Offense MK2

While raging, your targeting systems improve, granting an additional +1 bonus to attack and damage rolls. This bonus cannot stack beyond +3 from any source, including magical weapons.

Utility MK2

As part of the bonus action you take to enter your rage, you gain the ability to camouflage yourself. You gain a +10 bonus to Dexterity (Stealth) checks. This effect is a technological invention rather than a magical one and requires concentration. You can choose to keep the effect active for up to 10 minutes, even when your rage has ended.

Vision MK2

Your optical enhancements now grant you advantage on Wisdom (perception) checks and 60 feet of darkvision.

MK3 Augmentations

At 10th level, your cybernetic systems reach new levels of optimization. You can now choose a MK3 Augmentation if you have the MK2.
You can spend 1 hour using your tinker's tools to change Augmentations. You can do this as part of a short or long rest.

Defense MK3

While raging, your plating integrates elemental dispersion technology. You gain resistance to acid, cold, fire, lightning, poison, and thunder damage.

Mobility MK3

You gain the ability to move normally while floating 4 inches above the ground. This effect means you can ignore difficult terrain and cross or stand above non-solid or unstable surfaces, such as water or lava.

Offense MK3

While raging, your strikes send pulses of kinetic force. Your melee attacks score a critical hit on a roll of 19 or 20.

Utility MK3

Your technological emissions now include thermal cloaking. While camouflaged, you are invisible to any creature that relies on darkvision while you are in dim light or darkness.

Vision MK3

Your eyes process reality with machine-like precision. You gain 30 feet of truesight.

Overclocked Systems

At 14th level, your cybernetic enhancements are now fully optimized, pushing your body beyond its natural limits. Once per long rest, you can push your systems into Overdrive Mode as part of the bonus action you take to enter your rage. Additionally, whenever you roll initiative, roll a d12. On a 12, Overdrive Mode recharges, allowing you to use it again without taking a long rest.

Deselect al other Augmentations when selecting Overdrive Mode.

Overdrive Mode

Your cybernetic enhancements reach peak efficiency, activating all Augmentations simultaneously for 1 minute. After this effect ends, you gain one level of exhaustion as your systems cool down.

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