Base Class: Warlock
A perfect mix between magic and machine, there are some creatures- androids, ancient constructs, and artificial intelligence- that have reached a level previously thought to be unreachable. Few of these creatures exist, and many decry they exist at all, but their power cannot be denied. Those who seek out these beings find themselves imbued with magic and technology, enhancing their bodies, minds, and magic to its utmost potential. The beings of Cybernetics are generous to those who show the utmost loyalty and lack of humanity or emotional motivations. Show your patron that you can be coldly logical and calculating and they will likely boost you with cybernetic enhancements ranging from more spell slots to greater health and durability.
Your spells deal an extra 2d6 lightning damage. Any spell that allows you to teleport or fast travel from one place to another creates a sphere of lightning in a 20 ft. radius surrounding you, dealing 8d6 lightning damage to any creatures in the vicinity.
Any time you gain a level, you can learn any spell from any list that deals lightning or thunder damage.
Nanite Swarm: Starting at 6th level, your body naturally produces nanites within your cerebellum and you can expel them orally. They move on your command and any enemy within the swarm will suffer 6d6 piercing damage at the start of each of their turns. You can move the nanites 60 ft. as a bonus action on each of your turns. The nanites can restrain one individual and pull them towards your, feeding off their life-force and transferring it to you. You can regain 20 hit points once each turn using this method, until that creature is reduced to 0 HP. The nanites can also self destruct, inflicting 12d6 force damage to any creatures in the cloud.
Nova Charge: Starting at 11th level, every cell in your body is supercharged with electricity and nuclear energy. Your body will be destroyed in the resulting explosion, a 150 ft. radius sphere inflicting 30d6 lightning damage and every creature in the sphere must succeed on a DC 25 Constitution save. On a success, they take an additional 20d6 poison damage but suffer none of the other effects. On a failure, they suffer the same damage, are immediately taken to Exhaustion Level 4, and Poisoned indefinitely. For every hour they are poisoned in this way, they suffer an additional 6d6 poison damage. This condition can only be ended by 9th level Greater Restoration or a Wish spell. If it is not cured in 3 days, mutations start to form and take hold (DM's discretion). If at any point the creature becomes fully mutated, they die and become something entirely different, spreading this poison to whatever they touch and wherever they go.
Your body reforms at the nearest source of electrical energy in 1d6 hours. You can use this ability once per long rest.
Cybernetic Enhancements
Warlock Level Enhancements
3rd 2
5th 4
7th 6
9th 8
11th 10
Data Download
At 1st level, you gain the ability to access information from electronics around you. Reading data, binary, and codes is as simple as reading Common for you. Only the best Firewall or the nastiest Virus can keep you at bay.
Cyber Jump
At 6th level, you gain the ability to travel through electronic and electrical wires. While in this state, you travel as fast as the information would, but it makes you more vulnerable to viruses.
When you use this ability, you can decide whether you emit a 20-ft. radius of electricity around yourself. If you do so, creatures in the radius must succeed on a Constitution save versus your spell save DC or take 8d6 lightning damage. The damage can only be dealt 3 times per day; you regain all expended uses on a long rest.
Additionally, you can enter cyberspace using this method, and gain all the benefits that come with it.
Cyber Configuration
At 10th level, you can use the information from all the electronics around you to create two androids or two A.I. The androids would be comparable to a 7th level Warlock Hexblade with 20 Charisma. (Invocations: Agonizing Blast, Inproved Pact Weapon, Thirsting Blade). The A. I. would be comparable to a 7th level Evocation Wizard. with 20 Intelligence.
Additionally, you gain a greater connection to the electronics around you. So long as you are within 120 ft. of a functioning piece of tech, you can cast spells as if they originated from this spot. You can also use this connection to take control of a fallen A.I. or construct.
Cerebral Infestation
At 14th level, cords with needles on the end emerge from your forearm and strike towards one target within 20 ft. Roll a spell attack. On a hit, immediately takes 10d6 psychic damage and succeed on an Intelligence saving throw, with disadvantage, against your spell save DC. On a failure, you absorb all their knowledge and they are left a vegetable. On a success, you only receive bits of information, and they do not recall this event.
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