Base Class: Sorcerer
You can bind flesh and metal, replacing your body partially with self-crafted augments.
Augmented Body
You can bind flesh and metal, replacing your Body partially with self-crafted augments.
Each augment reserves sorcerer points and spell slots. You can remove augments, but you will have to regain your lost flesh with the aid of alchemy or magic. Any healing you receive, that would restore your hit points above quarter your hit point maximum is reduced by 10% for each augment you wear.
You can't wear armor over your augments.
When you spend hit dice during a short rest, this healing reduction is ignored, as you instead repair your damaged augments.
You gain proficiency on attacks with augments.
You gain proficiency on wearing light armor and shields.
You can now use augmenter‘s Tools.
Once per rest you can use maintenance on your augments to restore hit points equal to 1d4 + four times the number of augments you wear.
You can fully restore your augments on a long rest, restoring all health.
The augments you equip yourself with have their own properties and effects, depending on the augment. You could have an arm augment, that buffs your unarmed damage, a leg augment, that increases your speed, or even a torso augment, that takes away your need for food and water.
You may start with 1 augment equipped. Equipping additional augments gets more difficult and pricey. Equipping the second costs 500 gp, the third 1000 gp, the forth 1500 gp and the fifth 2000 gp.
You also gain Access to mending. This doesn't count toward your cantrip limit.
At the end of each long rest you convert your spell slots into spell points. You can use your spell points to create spell slots at the same ratio as with sorcery points.
|
Sorcerer Level |
Spell Points |
|
1 |
4 |
|
2 |
6 |
|
3 |
14 |
|
4 |
17 |
|
5 |
27 |
|
6 |
32 |
|
7 |
38 |
|
8 |
44 |
|
9 |
57 |
|
10 |
64 |
|
11 |
73 |
|
12 |
73 |
|
13 |
83 |
|
14 |
83 |
|
15 |
94 |
|
16 |
94 |
|
17 |
107 |
|
18 |
114 |
|
19 |
123 |
|
20 |
133 |
Depending on the amount of equipped augments, you also reserve an amount of spell points at the end of your long rest. Furthermore augments can only be equipped during a long rest.
|
Amount of augments |
Reservation of spell points |
|
1 |
2 |
|
2 |
10 |
|
3 |
18 |
|
4 |
25 |
|
5 |
32 |
|
6 |
48 |
|
7 |
53 |
Soul of Steel
Starting at 6th level, you gain temporary hit points whenever you finish a rest. These temporary hit points equal half your sorcerer level multiplied by the number of augments you wear + twice your Constitution modifier.
You can attack twice, instead of once, whenever you take the attack action on your turn.
You must perform this second attack with an arm augment of yours.
Augmented Advantage
At 10th level, you learn to manipulate your augments. You can manipulate your augments to use the following abilities, if you have the required augment.
You also gain access to augmented abilities. You can use only one augmented ability per turn and you can't cast a spell until the end of your next turn, after using an augmented ability.
Augmented Flurry. Immediately after you take the Attack action on your turn, you can use your bonus action to make an attack with an arm augment.
Augmented Fortitude. When you take damage, that would reduce your hit points below quarter your hit point maximum, you can use your reaction to reduce this damage by your Constitution modifier (minimum of 1) + number of augments you wear.
Additionally you can expend spell points up to an amount equal to half your sorcerer level and reduce the damage by an additional amount equal to four times the spell points spent.
(Requires an augmented torso.)
Augmented Haste. Immediately after you take the Dash action on your turn, you can use your bonus action to make an additional Dash action. (The bonus action grants half a Dash if you have only 1 augmented leg. This feature doesn't work, if you have no augmented legs.)
Augmented Strength. When you must succeed a Strength saving throw, you can use your Reaction and gain a +1 bonus to your Strength saving throw for each augment you have. (The reaction grants half of the bonus, if you have only 1 augmented arm. The feature doesn't work, if you have no augmented arms.)
Autonomous Body
You gain a +1 bonus to constitution saving throws for each augment you have.
You are resistant to piercing damage, while you have temporary health and at least 2 augments.
You are also resistant to slash damage, while you have temporary health and at least 3 augments.
You are also resistant to blunt damage, while you have temporary health and at least 4 augments.
You are also resistant to poison damage, while you have temporary health and at least 5 augments.
You are also resistant to necrotic damage, while you have temporary health and at least 6 augments.
You are also resistant to acid damage, while you have temporary health and 7 augments.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/16/2019 10:33:36 AM
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36
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1
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0.3
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12/17/2019 8:52:45 AM
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25
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0
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0.31
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Coming Soon
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3/11/2020 9:37:02 AM
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61
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1
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0.4
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Coming Soon
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5/13/2020 3:27:35 PM
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67
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0
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0.5
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Coming Soon
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