Base Class: Rogue
In a world where people are not talented in the arcane, some have begun to focus on mechanics. They have developed incredible machinery that utilizes magic and gears to substitute for the wonderful things that magic can and even cannot achieve. Others have found a way to use this machinery for war and power. Yet there are some who saw the machinery as more than just minions for war, they begun the experimental process of body augmentation. This New-Age rogues have been replacing their body parts with mechanics and in that gaining more power, protection, and quick access weapons.
As a New-Age rogue you will have options of how your body has been changed. Until the lines between organic and bionic have been blurred.
Bionic Tools
When you choose this archetype at 3rd level, you have a part of your body or limbs bionically augmented to hide thieves tools inside of you. If you don't already have thieves tools, add them to your inventory. these tools are now a part of you and have to be surgically removed if anyone wishes to take them away. When not in use they are hidden inside of you.
Augmentations
Starting at 3rd level, you have begun augmenting your body. You are able to pick three augmentations available to you at this level. These are mechanical changes that have been made to your body parts and are specified in the descriptions.
You get to choose one more augmentation at 9th, 13th, and 17th levels.
Charge Punch
You have made your fist a concentrated force of power that is ready to explode through any wall standing in your way. Charging up your unarmed strike, you can make a powerful punch against a creature or an object adding your sneak attack against the target.
You have advantage against a non creature targets, like a wall. The sneak attack only applies if you’re not at disadvantage. All other sneak attack rules apply.
EXPENDS SPARK CHARGE.
Dislocated Voice Box
You have implemented a way for you to throw your voice to a location up to 60 ft away from you. Whatever you say has to fit within one action. It can be as quiet as a whisper or as loud as a shout.
EXPENDS SPARK CHARGE.
Gatling Gun
When you take the attack action with a ranged weapon on your turn, you can use your bonus action to make another attack with that same weapon. You no longer need to keep track of you arrows or bolts as they are a part of your mechanics
If when rolling to attack with a ranged weapon you roll a natural 20 on the d20, you instantly make another attack at the same target. You still have to roll for attack on this extra attack, there is no limit this can happened per turn. This is due to your mechanics glitching and accidentally releasing two projectiles instead of one.
If when rolling to attack with a ranged weapon you roll a natural 1 on the d20, your mechanics jam and you can no longer make any attack actions on your turn. Whether this attack was made as part of your action or bonus action that part of your turn is ended.
EXPENDS A SPARK CHARGE.
Grappling Claw
Your mechanical arm shoots from your body for up to 30 ft in an attempt to attach to the target. If the target is not a creature you don’t need to roll to attack, if it is then roll against their AC.
You are proficient with this attack. When you successfully attach the claw to your target, you are able to pull yourself towards the target at no cost to your movement. You can also make an strength (athletic) check with advantage, against the creatures strength (athletics).
EXPENDS SPARK CHARGE
Hard Alloy
Your mechanics are able to help stop an enemies blow. Gain +1 to your AC.
Hidden Archer
You have one hand crossbow that has been made a part of you. If you don't already have a hand crossbow you can add one to your inventory. This ignores the loading property of that crossbow.
Hidden Blade
Choose a melee weapon you are proficient with and one that does not require you to use two hands, you are able to store this weapon within your body. You can draw it out or store it back as a free action. The weapon is not bound to you in any way and you can still lose it. If you want to choose a new weapon you can make the switch when taking a short rest.
Night Vision
You gain an implant in your eye allowing for darkvision for up to 120ft.
Pincers
You are able to climb on walls and ceilings without a skill check. Provided you have at least one free hand.
Power Jump
When you make a jump, you can double your jump distance or height.
EXPENDS SPARK CHARGE.
Satellite Ear
You have advantage on wisdom (perception) checks relying on your ears. The range and the detail you can hear increases, including picking out a certain person talking across a crowded room. Your passive perception increases by 3 points.
Target Lock
You can focus in on one enemies weaknesses. Gain a +1 to attacks made with ranged or finesse weapons when they use Dexterity as their attack stat.
Spark Charge
When you reach 3rd level, you gain access to augmentations: mechanical changes to your body. Though some effects are passive and constant, others require more energy to use than your body can offer. Those augmentations require a spark of energy, represented by your spark charge, to perform. You gain all of your expended spark charges on a short or long rest.
At level 3 you gain 2 spark charges. This bonus increases with your level. At 9th you have 3 charges, at 13th you have 4 charges, at 17th you have 5 charges.
Inconspicuous
At 9th level, when you start combat and none of your weapons are drawn, you gain advantage and sneak attack on all attacks your first turn. The idea is the enemy doesn't predict that you have weapons hidden as augmentations. You gain this benefit on the first round of combat. If the combat began with a surprise round, you gain this benefit on the surprise round only.
More Machine Than Man
Starting at 13th level, when you take a short rest, your bionic parts try to help you heal. For each die you roll during the rest, you can double the Constitution modifier that you add to the number rolled. Add a minimum of +1 if you do not have a positive Con modifier.
Auto-correct
Beginning at 17th level, your muscle reaction is aided by the mechanical implants. Once per short rest when you fail an attack roll or a saving throw, you can re roll to possibly succeed. You know whether you failed or succeeded the first roll.
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