Base Class: Rogue
Level 3: Cybernetic Augmentations
At 3rd level, you gain proficiency with tinker's tools. You can now install cybernetic enhancements into yourself or others during a long rest, using your tools to integrate advanced technology into the body. You may install one Cybernetic Augmentation at a time. You can install these enhancements during a long rest, but doing so requires significant downtime and concentration. Choose one of the following augments when you install a cybernetic:
- Cybernetic Arm (Grappling Arm): This mechanical arm gives you advantage on Strength (Athletics) checks to grapple, and you can use it to perform unarmed strikes that deal 1d6 bludgeoning damage. Once per short rest, you can use the arm to cast Misty Step as a bonus action, pulling yourself to a location you can see within 30 feet, with the arm acting as a tether.
- Enhanced Oculars (Targeting System): Your cybernetic eyes grant you enhanced vision and aim. You gain advantage on attack rolls against creatures you can see within 30 feet. Additionally, you can use a bonus action to switch between different vision modes, such as thermal vision (to see through magical darkness) or infrared (detect hidden creatures or creatures with high heat signatures).
- Neural Interface: This implant allows you to access the digital world with your mind. As an action, you can make a hacking check to access digital systems (computers, security cameras, etc.) or other cybernetic implants within 60 feet. You also gain advantage on any Intelligence (Technology) or Intelligence (Arcana) checks to bypass security systems or hack devices.
- Subdermal Armor: Your body is equipped with a layer of dense, artificial muscle and bone, granting you a +1 bonus to AC. You can also, as a bonus action, activate this armor to gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. You can do this once per long rest.
Level 9: Advanced Cybernetic Modifications
At 9th level, your proficiency with cybernetic technology has reached its peak, allowing you to install Advanced Cybernetic Augmentations. These provide more powerful enhancements, but you can only have one active augmentation at a time.
Choose one of the following Advanced Cybernetics to install:
- Cybernetic Reflexes (Enhanced Speed): Your reflexes are enhanced by a series of neural enhancements. You gain an additional reaction per round that can be used for Dodge or Attack.
- Smart Limb (Combat Optimization): One of your limbs is replaced with a highly-advanced prosthetic, allowing you to deal an additional 1d6 damage with unarmed strikes or melee weapon attacks. You can also use a bonus action to take the Dash or Disengage action as if you were using a Haste spell.
- Neural Hacking System: This implant allows you to directly interface with a creature’s nervous system. As an action, you can attempt to hack into the nervous system of a creature within 30 feet. They must succeed on an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be stunned for 1 minute. Once you use this feature, you can’t use it again until you finish a short rest.
- Subdermal Shielding: Your skin has been enhanced with an internal shielding system. You can activate this cybernetic to gain temporary hit points equal to your Rogue level + your Intelligence modifier (minimum 5) for 1 hour. You can use this feature once per long rest.
Level 13: Cybernetic Mastery
At 13th level, you have learned how to enhance your cybernetics so they work with greater efficiency, combining them with your cybernetic enhancements for greater power.
- Enhanced Speed: Your movement speed increases by 30 feet.
- Neural Firewall: You gain resistance to psychic damage and advantage on saving throws against being charmed or frightened.
Level 17: Cybernetic Overdrive
At 17th level, you can activate Cybernetic Overdrive, a state of maximum physical and technological enhancement that lasts for 1 minute. Once per long rest, as a bonus action, you can activate Cybernetic Overdrive, which grants you the following benefits:
- Enhanced Physicality: You gain a +2 bonus to Strength, Dexterity, or Constitution for the duration of the Overdrive.
- Flesh and Tech Fusion: You gain resistance to all damage types (except psychic) for the duration of the Overdrive. Your body becomes a perfect fusion of human and technology, making you an unstoppable force for 1 minute.
Cybernetic Augmentations
At 3rd level, you gain proficiency with tinker's tools. You can now install cybernetic enhancements into yourself or others during a long rest, using your tools to integrate advanced technology into the body. You may install one Cybernetic Augmentation at a time. You can install these enhancements during a long rest, but doing so requires significant downtime and concentration. Choose one of the following augments when you install a cybernetic:
- Cybernetic Arm (Grappling Arm): This mechanical arm gives you advantage on Strength (Athletics) checks to grapple, and you can use it to perform unarmed strikes that deal 1d6 bludgeoning damage. Once per short rest, you can use the arm to cast Misty Step as a bonus action, pulling yourself to a location you can see within 30 feet, with the arm acting as a tether.
- Enhanced Oculars (Targeting System): Your cybernetic eyes grant you enhanced vision and aim. You gain advantage on attack rolls against creatures you can see within 30 feet. Additionally, you can use a bonus action to switch between different vision modes, such as thermal vision (to see through magical darkness) or infrared (detect hidden creatures or creatures with high heat signatures).
- Neural Interface: This implant allows you to access the digital world with your mind. As an action, you can make a hacking check to access digital systems (computers, security cameras, etc.) or other cybernetic implants within 60 feet. You also gain advantage on any Intelligence (Technology) or Intelligence (Arcana) checks to bypass security systems or hack devices.
- Subdermal Armor: Your body is equipped with a layer of dense, artificial muscle and bone, granting you a +1 bonus to AC. You can also, as a bonus action, activate this armor to gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. You can do this once per long rest.
Cybernetic Arm (Grappling Arm)
This mechanical arm gives you advantage on Strength (Athletics) checks to grapple, and you can use it to perform unarmed strikes that deal 1d6 bludgeoning damage. Once per short rest, you can use the arm to cast Misty Step as a bonus action, pulling yourself to a location you can see within 30 feet, with the arm acting as a tether.
Enhanced Oculars (Targeting System):
Your cybernetic eyes grant you enhanced vision and aim. You gain advantage on attack rolls against creatures you can see within 30 feet. Additionally, you can use a bonus action to switch between different vision modes, such as thermal vision (to see through magical darkness) or infrared (detect hidden creatures or creatures with high heat signatures).
Neural Interface
This implant allows you to access the digital world with your mind. As an action, you can make a hacking check to access digital systems (computers, security cameras, etc.) or other cybernetic implants within 60 feet. You also gain advantage on any Intelligence (Technology) or Intelligence (Arcana) checks to bypass security systems or hack devices.
Subdermal Armor
Your body is equipped with a layer of dense, artificial muscle and bone, granting you a +1 bonus to AC. You can also, as a bonus action, activate this armor to gain resistance to bludgeoning, piercing, and slashing damage for 1 minute. You can do this once per long rest.
Advanced Cybernetic Modifications
At 9th level, your proficiency with cybernetic technology has reached its peak, allowing you to install Advanced Cybernetic Augmentations. These provide more powerful enhancements, but you can only have one active augmentation at a time.
- Cybernetic Reflexes (Enhanced Speed): Your reflexes are enhanced by a series of neural enhancements. You gain an additional reaction per round that can be used for Dodge or Attack.
- Smart Limb (Combat Optimization): One of your limbs is replaced with a highly-advanced prosthetic, allowing you to deal an additional 1d6 damage with unarmed strikes or melee weapon attacks. You can also use a bonus action to take the Dash or Disengage action as if you were using a Haste spell.
- Neural Hacking System: This implant allows you to directly interface with a creature’s nervous system. As an action, you can attempt to hack into the nervous system of a creature within 30 feet. They must succeed on an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be stunned for 1 minute. Once you use this feature, you can’t use it again until you finish a short rest.
- Subdermal Shielding: Your skin has been enhanced with an internal shielding system. You can activate this cybernetic to gain temporary hit points equal to your Rogue level + your Intelligence modifier (minimum 5) for 1 hour. You can use this feature once per long rest.
Cybernetic Reflexes (Enhanced Speed)
Your reflexes are enhanced by a series of neural enhancements. You gain an additional reaction per round that can be used for Dodge or Attack.
Neural Hacking System
This implant allows you to directly interface with a creature’s nervous system. As an action, you can attempt to hack into the nervous system of a creature within 30 feet. They must succeed on an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be stunned for 1 minute. Once you use this feature, you can’t use it again until you finish a short rest.
Smart Limb (Combat Optimization)
One of your limbs is replaced with a highly-advanced prosthetic, allowing you to deal an additional 1d6 damage with unarmed strikes or melee weapon attacks. You can also use a bonus action to take the Dash or Disengage action as if you were using a Haste spell.
Subdermal Shielding
Your skin has been enhanced with an internal shielding system. You can activate this cybernetic to gain temporary hit points equal to your Rogue level + your Intelligence modifier (minimum 5) for 1 hour. You can use this feature once per long rest.
Cybernetic Mastery
At 13th level, you have learned how to enhance your cybernetics so they work with greater efficiency, combining them with your cybernetic enhancements for greater power.
- Enhanced Speed: Your movement speed increases by 30 feet.
- Neural Firewall: You gain resistance to psychic damage and advantage on saving throws against being charmed or frightened.
Enhanced Speed
Your movement speed increases by 30 feet.
Neural Firewall
You gain resistance to psychic damage and advantage on saving throws against being charmed or frightened.
Cybernetic Overdrive
At 17th level, you can activate Cybernetic Overdrive, a state of maximum physical and technological enhancement that lasts for 1 minute. Once per long rest, as a bonus action, you can activate Cybernetic Overdrive, which grants you the following benefits:
- Enhanced Physicality: You gain a +2 bonus to Strength, Dexterity, or Constitution for the duration of the Overdrive.
- Flesh and Tech Fusion: You gain resistance to all damage types (except psychic) for the duration of the Overdrive. Your body becomes a perfect fusion of human and technology, making you an unstoppable force for 1 minute.
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