Augmented Private Version

by Biozard01

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Augmented

Thanks

Credits

Pictures were randomly taken from the internet and are credited in order of appearance (no artists were harmed during the making of this class) :

- Steampunk by DOFRESH on ArtStation

- Energy VY Gauntlet Concept by Nungsangwabang Longkumer on ArtStation

- Character Concept Design by xiang zhang on ArtStation

Big Thanks To The OG Boys !

u/SamuraiHealer

u/WeirdoWhoever

u/Manorian

u/Mheros

u/Malkezial

Written by u/Biozard01


Augmented


A detonation is heard, an halfling woman sees through her drone that her distraction was effective and starts preparing herself for the grandiose finish. A barrage of missiles.

Imps start running away as a tiefling readies its blades emitting radiant energy. They start climbing the wall to get a better fighting angle as imps start crawling back towards them.

A snap echoes, as a dwarven man bolts through the corridors of the castle, his body smoking with heat. He grabs the nearby guard and jabs him with a dagger engulfed in acid, propelling him immediately to the ceiling after another snap echoes.

Whatever their augmentation is, augmented are connected by their usage of magical energies.

Whether used as a clever distraction or a focus on defensive/aggressive abilities, this energy allows augmented to be successful on their diverse quests.

The Usage Of Energy


Augmented, by definition need a source of energy, this energy comes from the motion of precise technology and magic, that only they understand. This energy is the result of the combination between technology and the magic present in the multiverse.

Augmented project this energy in their mechanical parts to allow movements, magical effects or abilities that exceed what they could previously do. Using this energy, augmented can use improbable weapons and objects to give them an edge that nobody else has.

As they gain experience, their knowledge and control of elemental powers gives them more control over their mechanical parts and allow them to conjure some of their equipment with this energy.

Risks And Rewards


To become an augmented, one as to sacrifice parts of its body, this means that the risk of not succeeding in creating working pieces is always present. Augmented who succeed are faced with a lot more challenges and rewards as their hunger for knowledge is now open to new domains, which leads to taking more risks.

For every successful augmented, how many failed and died miserably ?

Most augmented live near big industrial or commercial towns as they will often need supplies for experiments. Libraries are also important for augmented, as they hold an almost infinite source of knowledge.

Augmented don't hesitate to help the local folks if a monster or other dangerous hazards endangers the life of the peoples. This makes it easy for them to test their creations.

For an augmented, becoming an adventurer means finding unknown technologies and other hidden technological prowess. Those who leave their safety bubble fully take on the adventuring life, learning about the world and it's mysteries, while also testing their work.

Because of what they do, augmented have to take jobs to get some sort of income, so material wealth found on creatures or chest are welcome and necessary for them to pursue their goals.

Appearance


The many augmented of the world have different appearances according to their native region or technology, each of which determines how they act and interact. If your character appearance reflect a certain type of technology, what does it look like, and what does it represent?

Gunsmith


Your augmented body, in most cases, was not entirely made by you. The person who helped you make your parts is also a helping hand when you need repairs or upgrades. What's your relationship like with this person ? Do you trust this person, do you care about them ?


Augmented
Level Proficiency Bonus Features Upgraded Parts
1st +2 Energy Core, Upgraded Parts 3
2nd +2 Body Of Steel 3
3rd +2 Augmented Knowledge, Design Philosophy 3
4th +2 Ability Score Improvement 4
5th +3 Elemental Technology (energy level 3), Extra Attack 4
6th +3 Power-Up 4
7th +3 OverDrive 5
8th +3 Ability Score Improvement 5
9th +4 Design Philosophy feature 5
10th +4 Ability Score Improvement 6
11th +4 7
12th +4 Ability Score Improvement 8
13th +5 Defense Mechanisms (energy level 4), Design Philosophy feature 8
14th +5 9
15th +5 Howling Barrage (energy level 5) 9
16th +5 Ability Score Improvement 10
17th +6 Design Philosophy feature 10
18th +6 Quick-Start 11
19th +6 Ability Score Improvement 11
20th +6 Mech Form 12

Creating an Augmented


As you make your augmented character, spend some time thinking about it's origin.

How did you become an augmented ? Did you get caught in a terrible accident, or did you willingly sacrifice parts of your body, maybe you're part of a mechanical god cult ? Did you steal parts of your body, or did a friend make them ? Do you hide your parts, or do you wield them proudly ?

Work with your DM to determine how big a part of your past your parts play in your character adventuring career. Did you ever meet other augmented ?

Quick Build

You can make an Augmented quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity and Constitution or Strength. Second, choose the Sage background.

Class Features

As an Augmented you gain the following class features.


  • Hit Dice: 1d10 per augmented level
  • Hit Points at 1st Level: 10 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per augmented level after 1st level

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Hand, light and heavy crossbows
  • Tools: Tinker’s tools
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose two from Arcana, Athletics, History, Intimidation, Investigation and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor, a heavy crossbow and 20 bolts or (b) a chain shirt, a light crossbow and 20 bolts
  • Tinker's tools
  • (a) a dungeoneer’s pack or (b) a scholar's pack

If you forgo this starting equipment, as well as the items offered by your background, you start with 7d4×10 gp to buy your equipment.

Optional Rule: Firearm Proficiency

The creation and operation of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide (p. 267) and your augmented has been exposed to the operation of such weapons, your augmented is proficient with them.

Energy Core


As a bonus action, you can increase or decrease by one the energy level of your core. The energy level of your core goes back to 1 when you take a short or long rest.

Based on the current energy level of your core you benefit from different features explained in the table below.

When you increase the energy level of your core, your hit points maximum is reduced by a number equal to half your level.

These lost maximum hit points return when your energy level goes back to 1 and cannot be restored otherwise. When your energy level goes back to 1, no hit points are regained as part of the restoring of maximum hit points.

Each time you increase your energy level, you retain the benefits of the previous energy levels.

However, when you lower your energy level, you lose the benefit associated with that level of energy.

If you are knocked unconscious while the energy level of your core is above 1, the energy level of your core decreases by 1.

Energy Level Benefits
1 You don't gain any additional benefits while in this level.
2 When you hit a creature with an attack, you can deal an extra 1d4 force damage.
3 You can use the Dash action as a bonus action on your turn.
4 You can use the Disengage action as bonus actions on your turn.
5 Your walking speed increases by 10 feet.

Upgraded Parts


Being part mechanical, you take this occasion to install an upgrade to make you better in a certain domain.

You gain 3 upgraded part of your choice. When you gain certain augmented levels, you gain additional upgrades of your choice, as shown in the Upgraded Parts column of the Augmented class table. Your Upgraded Parts options are detailed at the end of the class description.

Additionally, when you gain a level in this class, you can choose one of the upgrades you have and replace it with another upgrade that you could have at that level.

Body Of Steel


At 2nd level, you undergo a surgical procedure of your own design. Your fists, your legs and/or your head count as natural melee weapons for you.

They deal 1d6 bludgeoning damage and have the finesse and light properties. These natural weapon can be enchanted but, require twice the resources necessary to do so. If parts of these natural weapons are lost or destroyed, you can replace them at the end of a long rest.

Augmented Knowledge


At 3rd level, if you spend at least 5 minute observing or interacting with technology (locks, traps, machines and other mechanical contraptions) outside combat, you learn some of the following information :

  • By what is this technology powered (by moving parts, magic, wind, heat ...)
  • How does this technology work (what is it meant to do, how do you use it ...)
  • The quality of the technology (how well its made ...)

Design Philosophy


Also beginning at 3rd level, your design philosophy represent what is the most effective way to solve problems for you.

Choose between Alchemist, Arcanist or Hellstorm, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th and 17th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Elemental Technology


Starting at 5th level, you learn to use elemental magic to power the technology of your body.

Choose one source of energy for all your cells between: acid, cold, fire, lightning and thunder.

While in energy levels 3 and above, your energy type give you resistance to the damage type you choose.

You can’t take an Elemental Technology option more than once, even if you later get to choose again.

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Power-Up


At 6th level, the force damage die you deal while in energy levels 2 and above changes to a D6.

This die later becomes a D8 at 10th level, a D10 at 14th level and a D12 at 17th level in this class.

Also, the energy level 5 walking speed bonus increases by 5 feet and by another 5 feet at 10th, 14th and 17th level in this class.

OverDrive


Reaching 7th level, you create a system to help you in dire situations.

As an action and once per long rest, you can increase or decrease your energy level by 3.

Defense Mechanisms


Reaching 13th level, you built powerful gadgets to surprise your enemies in case you need to turn over a fight in your favor.

While in energy levels 4 and above you can use one of the following features according to your energy type. You can only use this feature once per long rest. When a Defense Mechanism calls for a saving throw, the DC is equal to 8 + your proficiency modifier + your Intelligence modifier.

Energy Type Energy Feature
Acid Matter Liquefaction
Cold Freeze Grenade
Fire Flamethrower
Lightning Electrotherapy
Thunder Instant Vacuum

Matter Liquefaction. As an action, you throw a 20 foot cube of acid up to 10 feet away from you. Creatures inside the cube have to make a Constitution saving throw.

They take 4d4 acid damage, and all weapon attacks against them have advantage for 1 round.

On a success, they only take half damage and don't grant advantage for 1 round.

Freeze Grenade. Make a ranged attack using your Intelligence modifier against a creature up to 30 feet away from you. On a hit, the target takes 3d8 cold damage and its speed is halved until the start of your next turn.

Flamethrower. As an action, all creatures in a 30 foot cone have to make a Dexterity saving throw. They take 6d6 fire damage on a failed save and half as much on a success.

Electrotherapy. When you hit another creature with a melee weapon attack you can use your reaction to force the target to pass a Constitution saving throw or be stunned until the end of your next turn.

Instant Vacuum. As an action, you instantly create a vacuum by targeting a point in space up to 30 feet away from, all creatures in a 20 foot sphere away from that point have to make a Strength saving throw.

They take 2d6 thunder damage and are deafened and cannot speak until the start of your next turn.

On a success, they take half that damage and are not deafen or unable to speak.

Howling Barrage


Starting at 15th level, you now store inside your body short-ranged missiles to destroy your foes in an unexpected way.

While in energy level 5 you can as an action, unleash a missile barrage.

Choose a point within 60 feet of you. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d8 + your Intelligence modifier your energy type damage on a failed save, or half as much damage on a successful one.

Structures, objects and non-living material in range automatically fails their saving throw and take the maximum amount of damage.

You can only use this feature once per long rest.

Quick-Start


Beginning at 18th level, when you roll for initiative and are in energy level 1, your energy level increases by 1.

Mech Form


At 20th level, you can assume the form of large mech, taking on an appearance you choose.

Using your action, you undergo a transformation. While transformed you can still use your Augmented class and subclass features.

For 1 minute, you gain the following benefits :

  • Your size becomes Large.

  • Your creature type becomes Construct.

  • Your AC equals 15 + your Intelligence modifier, you don't gain bonuses to your AC from shields.

  • You gain either 60 feet of walking speed or 30 feet of swimming speed or 30 feet of flying speed or 30 feet of climbing speed or 30 feet of burrowing speed.

Once you use this feature, you can’t use it again until you finish a long rest.

Design Philosophy


Your design philosophy represent what is the most effective way to solve problems for you. The design philosophy you choose grants you features at 3rd level and again at 9th, 13th and 17th level.

Alchemist


Those who follow this philosophy utilize their alchemical knowledge to gain an edge over others on the battlefield.

Competent Alchemist


Starting at 3rd level, you gain proficiency with the alchemist’s supplies and the poisoner’s kit.

Boosted Toughness


Also starting at 3rd level, by your mastery of potions, you can give yourself a boost when you need it.

As a bonus action, while you are in energy level 3, you can gain temporary hit points equal to half your Augmented level.

You can only do so a number of times equal to you Intelligence modifier (minimum of 1) per short rest.

Magnetized Computations


Reaching 9th level, by combing your potions with technology, you gain the ability to briefly focus all of your sense.

While in energy level 4 and above, when you use an action, you can use your reaction to take an additional action on that same turn. You cannot use this feature if you don't have a reaction.

You can only do so once per short rest.

Vigor Siphon


Beginning at 13th level, while you are in energy level 4 and above, you can regain hit points equal to 2d6 + your Intelligence modifier after you make a successful melee attack against a CR 1/8 or higher creature.

You can only do so a number of times equal to you Intelligence modifier (minimum of 1) per short rest and only once per turn.

Augmented Reaction


Starting at 17th level, you create a series of drugs that give you a superior reaction time.

Once per round, you can regain your reaction (you cannot have more than one reaction at the same time).

You can only use this feature once per long rest.

You also gain the ability to take a point of exhaustion to use regain 1 usage of all your Alchemist features.

Arcanist


Those who follow this philosophy utilize their runic parts to cast powerful spells, often sacrificing defense for offense at a great cost.

Spellcasting


Starting at 3rd level, you imbue your parts with runic magic, giving you the ability to cast spells.

Spell Slots. The Arcanist Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the transmutation and enchantment spells on the wizard spell list.

The Spells Known column of the Arcanist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a transmutation or enchantment spell of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 7th, 15th, and 20th level can come from any school of magic. A spell you choose must be of a level you can cast, as shown on the Arcanist Spellcasting table.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a transmutation or enchantment spell.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you acquire your spells through the meticulous scribing of runes on your parts. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Exposed Arcanum


Beginning at 9th level, you can shed some of your armor to augment your runic spellcasting abilities.

As an action, you can reduce your AC by 5 to cast a spell as if you were using a 3rd level spell slot. This AC reduction last until you take a short rest. You can use this feature again after a short rest

At 13th level, this feature allows you to instead cast a spell as if you were using a 5th level spell slot.

Spelljammer


Reaching 13th level, while in energy level 3 and above, when you see a spell being casted within 30 feet of you, you can cast counterspell without expending a spell slot, even if you don't know the spell (you still need to use your reaction for the spell).

You can only do so a number of times equal to you Intelligence modifier (minimum of 1) per long rest.

Arcanist Spellcasting
Augmented Level Spells Known 1st 2nd 3rd 4th
3rd 3 3
4th 4 3
5th 4 3
6th 4 4
7th 5 4 2
8th 5 4 2
9th 6 4 2
10th 6 4 2
11th 6 5 3
12th 7 5 3
13th 7 5 3 2
14th 8 5 3 2
15th 8 5 3 2
16th 8 5 3 2
17th 9 5 3 2
18th 9 5 3 2
19th 10 5 3 2 1
20th 10 5 3 2 1

Spellslinger


Starting at 17th level, while in energy level 3 and above, when you target a creature with a spell, you can spend another spell slot of the same level to have the spell jump to one other creature within the spell range.

You can only do so once per short rest.

Hellstorm


Those who follow this philosophy utilize their will to go beyond, to fight what's impossible to fight.

Infused Armament


Starting at 3rd level, your knowledge of mechanics and energy sources allows you to make an infused weapon that you are the only one capable of using.

This infused weapon as two different mode : Melee and Range Mode, modes determine what properties your infused weapon has. You can switch to another mode as a bonus action.

Melee Mode

Your weapon as the Versatile (1d12) property.

You are proficient with this melee weapon. On a hit, it deals 1d10 + your Intelligence modifier slashing damage.

Range Mode

Your weapon as the Two-Handed property and its Reload Score is equal to your Intelligence modifier (minimum of one).

You are proficient with this weapon and it has a range of 120 to 360 feet. On a hit, it deals 2d6 + your Intelligence modifier piercing damage.

Reload Score: A weapon can be fired a number of times equal to its reload score before you must spend 1 attack or 1 action to reload it, you must have one free hand to reload it.

Infused Armament Damage Type

You can with the permission of your DM change the slashing damage type of your Melee Infused Armament to either piercing or bludgeoning.

Charged Counter


Also at 3rd level, while in energy level 3 and above, when you are hit by a melee attack you can immediately use your reaction to make a melee attack with your Infused Armament against that creature (if they are within range) to counter the attack.

If you hit you halve the attack's damage against you.

A critical hit inflicted with Charged Counter triples the damage instead of doubling it.

For example, if I took 13 point of piercing damage and used Charged Counter, with which I dealt 14 points of slashing damage, I would take no damage and deal 1 point of slashing damage.

Overclocking


Beginning at 9th level, you can add your Intelligence modifier to your initiative roll.

Also, when in energy level 5, your Infused Armament attacks score a critical hit on a roll of 19 or 20.

Enhanced Elemental Techniques


Reaching 13th level, you develop the ability to use another type of elemental magic to power the technology of your body.

Choose one source of energy from the Elemental Technology list. You can’t take an Elemental Technology option more than once, even if you later get to choose again.

Also, while in energy level 3 and above, you can choose whether your Infused Armament deals your energy type damage instead of slashing or piercing.

Over-Charged Strike


Starting at 17th level, when in energy level 5, when you attack with your Infused Armament and hit you can roll a d4 on the Over-Charged table below to see what your Over-Charged Strike does. You can only do so once per long rest.

Over-Charged
d4 Effect
1 You can make an additional attack as a bonus action with your Infused Armament.
2 The target falls prone.
3 If the damage rolled is lower than half of the maximum damage possible you instead deal half the maximum damage possible.
4 The attack is a critical hit.

Upgraded Parts List


If an upgraded part has prerequisites, you must meet them to obtain it. You can obtain the upgrade at the same time that you meet its prerequisites.

Additionally, when you gain a level in this class, you can choose one of the upgrades you have and replace it with another upgrade that you could have at that level.

A.E.D

As an action, you can stabilize a creature that has 0 hit points and that you are touching, without needing to make a Wisdom (Medicine) check.

Back Breaker

Prerequisite: 3rd level

You create a set of deployable battering rams stored in your arms.

While in energy level 3 and above, you have advantage on rolls for shoving or dropping creatures prone.

Carrier Drone

Prerequisite: 4th level

You create a companion to aid you in the diverse task and problems that you face. Your companion is stored on your body, making it easy to deploy and store.

As a bonus action you can power your carrier drone for an hour if its within 30 feet of you.

The drone deactivates itself if its 120 feet away from you or the duration expires, slowly drifting toward the ground.

When the duration expires, you can repower your drone for an hour as normal after a short rest. You can't have multiple drones of this type active at the same time.

If it drops to 0 hit points, you will have to spend 20 minutes to repair it or create a new one.

You can as a bonus action, see through the drone until the start of your next turn. You are considered blinded while seeing this way.

In combat, the drone shares your initiative count, and takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take either the Dash, Disengage, or Help action.

Your drone has a set of pincers. They allow it to carry up to two objects weighing a maximum of 20 lbs each.

Your drone also has a storing capacity of 1 cubic foot for a maximum of 30 pounds of gear.

Crushing Extensions

A creature that starts its turn while grappled by you takes 1d6 bludgeoning damage.

Deflection System

Prerequisite: 4th level

While you are in energy level 2 and above and you are attacked, you can use your reaction to defend yourself with it, granting you +2 AC against this attack. You can only do so a number of times equal to your Intelligence modifier (minimum of 1).

Enhanced Movement System

Prerequisite: 9th level

Your legs are upgraded to better suit fighting in difficult conditions.

Choose between studs that give you a climbing speed equal to your movement speed or deployable propellers that give you a swimming speed equal to your movement speed.

You can also use your movement to jump across a 20 feet gap at maximum.

Energy Shield

While in energy level 2 and above, when you take damage, you may use your reaction to generate a phase shield at the point of impact, reducing the damage by 1d8 + Your Intelligence modifier.

Fully Mechanized Body

Prerequisite: 14th level

You are immune to diseases and the Poisoned condition. Also, creatures with the ability to sense heat cannot sense your presence while you are in energy levels below 3.

Flank Shield

Prerequisite: 8th level

Enemies do not have advantage on attack rolls against you as a result of the help action or other similar effects.

Grappling Hook

As an action, you may target a surface, object or creature within 30 feet of you.

Make a ranged attack. On hit, the target takes 1d6 piercing damage.

Also, if the target is equal or smaller than you, you can make a grappling check to pull it up to you or grapple it (the target isn't pulled up to you).

A grappling check is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use).

Alternatively, if the target is larger than you, you can choose to be pulled up to it.


Carrier Drone

Small Construct, your Alignment


  • Armor Class 17
  • Hit Points your Augmented level + your Intelligence modifier + 3
  • Speed fly 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities All conditions
  • Senses darkvision 60 ft., passive Perception 10
  • Languages

Construct Form. If the mending spell is cast on it, it regains 2d6 hit points.

Hardened Body

Prerequisite : 10th level

You harden your skin with different armor parts. Your armor class is equal to 13 + your Intelligence modifier while conscious. However, you cannot wear armor anymore, but you can still benefit from shields.

Your hardened body parts can be enchanted but, require twice the resources necessary to do so.

Helping Hand

You build an additional arm or appendage and attach it to yourself. As a bonus action, you can give yourself advantage on the next attack roll you make within 1 minute.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining all uses on a short rest.

Hidden Blade

As a bonus action you can power your hidden blade to increase your damage potential.

It remains powered for a number of minutes equal to your Intelligence modifier (minimum of 1).

While powered, your hidden blade becomes a special melee weapon that you are proficient with. It has the Light and Reach property. On a hit, it deals 1d8 piercing damage.

Impact Reflector

Once per short rest, if you are hit by a melee attack you can use your reaction to cast thunderwave at 1st level. Intelligence is your spellcasting ability for this spell.

Infrared Sight

Prerequisite: 10th level

You gain 60 feet of darkvision through non-magical darkness, hot blooded creatures appear in bright red when you are in dim light and darkness unless they are behind three-quarter or total cover. You also have advantage on Perception checks.

Reflective Cloaking

Prerequisite: 5th level

Your coloration changes instantly to match the background of any new environment you enter with no effort on your part.

This effect grants you advantage on Stealth checks if you move less than half your movement speed on your turn.

Sentinel Drone

Prerequisite: 3rd level

You create a companion to aid you in the diverse task and problems that you face. Your companion is stored on your body, making it easy to deploy and store.

As a bonus action you can power your sentinel drone for an hour if its within 30 feet of you.

The drone deactivates itself if its 120 feet away from you or the duration expires, slowly drifting toward the ground.

When the duration expires, you can repower your drone for an hour as normal after a short rest. You can't have multiple drones of this type active at the same time.

If it drops to 0 hit points, you will have to spend 20 minutes to repair it or create a new one.

You can as a bonus action, see through the drone until the start of your next turn. You are considered blinded while seeing this way.

In combat, the sentinel drone shares your initiative count, and takes its turn immediately after yours. The only action it takes on its turn is either the Dodge action or a ranged attack, unless you take a bonus action on your turn to command it to take either the Dash, Disengage, or Help action.

Your sentinel drone, as a part of its turn can make one ranged weapon attack with a hand crossbow hidden inside it. You use the sentinel drone statistics for the attack roll, dealing damage as normal on a hit. Your sentinel drone doesn't benefit from the Extra Attack class feature.

The sentinel drone can only store up to 5 bolts. While its within 5 feet of you, you can restock it with bolts as an action.

Tempered Body

Prerequisite: 5th level

You are adapted to extreme climates, as described in chapter 5 of the Dungeon Master's Guide.

Winglets

Prerequisite: 8th level

You built a set of artificial wings. You can deploy them as an action, or as a reaction to falling. When deployed, they give you a flying speed of 15 feet. If you deploy them while falling you are under the effects of the feather fall spell.


Sentinel Drone

Tiny Construct, your Alignment


  • Armor Class 15
  • Hit Points your Augmented level + your Intelligence modifier
  • Speed fly 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities All conditions
  • Senses darkvision 60 ft., passive Perception 10
  • Languages

Construct Form. If the mending spell is cast on it, it regains 2d6 hit points.

Augmented NPC's


Augmented Alchemist

Medium humanoid (any race), any alignment


  • Armor Class 16 (Hardened Body)
  • Hit Points 45 (5d10 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 13 (+1) 17 (+3) 10 (+0) 11 (+0)

  • Saving Throws : Int +6, Con +4
  • Skills Arcana +6, Investigation +6,
  • Damage Resistances Acid
  • Senses passive Perception 10
  • Languages Common and two other languages
  • Challenge 5 (1 ,800 XP)

Sentinel Drone. As a bonus action the augmented alchemist can power its sentinel drone for an hour if its within 30 feet of it. The drone deactivates itself if its 120 feet away from the augmented alchemist or the duration expires, slowly drifting toward the ground. You can't have multiple drones of this type active at the same time. If it drops to 0 hit points its destroyed. In combat, the sentinel drone shares the augmented alchemist initiative count, and takes its turn immediately after it. The only action it takes on its turn is either the Dodge action or a ranged attack, unless the augmented alchemist took a bonus action on its turn to command it to take either the Dash, Disengage, or Help action. The sentinel drone, as a part of its turn can make one ranged weapon attack with a hand crossbow hidden inside it. You use the sentinel drone statistics for the attack roll. The sentinel drone can only shoot 5 bolts.


Actions

Multiattack. The augmented alchemist makes two natural weapons attacks

Natural Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Vigor Siphon (3/Day). Once per turn, after making a successful melee attack the augmented alchemist can regain hit points equal to 2d6 + 3.

Matter Liquefaction. (1/Day). The augmented alchemist throws a 20 foot cube of acid up to 10 feet away from them. Creatures inside the cube have to make a Constitution saving throw (DC 14). They take 4d4 acid damage, and all weapon attacks against them have advantage for 1 round. On a success, they only take half damage and don't grant advantage for 1 round.


Sentinel Drone

Tiny Construct, your Alignment


  • Armor Class 15
  • Hit Points your Augmented level + your Intelligence modifier
  • Speed fly 40 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities All conditions
  • Senses darkvision 60 ft., passive Perception 10
  • Languages

Construct Form. If the mending spell is cast on it, it regains 2d6 hit points.


Augmented Arcanist

Medium humanoid (any race), any alignment


  • Armor Class 13 (leather armor)
  • Hit Points 35 (4d10 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 13 (+1) 17 (+3) 12 (+1) 13 (+1)

  • Saving Throws : Int +6, Con +4
  • Skills Arcana +6, Investigation +6,
  • Damage Resistances Lightning
  • Senses passive Perception 11
  • Languages Common and three other languages
  • Challenge 5 (1 ,800 XP)

Spellcasting. The augmented arcanist is a 5th-level spellcaster. Its spellcasting ability is Inteligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: 1st level (3 slots): catapult, magic missile, sleep.

Winglets The augmented arcanist can deploy winglets as an action, or as a reaction to falling. When deployed, they give a flying speed of 15 feet. If they are deployed while falling the augmented arcanist is under the effects of the feather fall spell.

Exposed Arcanum. The augmented arcanist can shed some of its armor to augment its runic spellcasting abilities. As an action, reduce its AC by 5 and cast a spell as if it was using a 3rd level spell slot. This AC reduction last until the augmented arcanist takes a short rest. The augmented arcanist can use this feature again after a short rest


Actions

Multiattack. The augmented arcanist makes two natural weapons attacks

Natural Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Augmented Hellstorm

Medium humanoid (any race), any alignment


  • Armor Class 16 (Hardened Body)
  • Hit Points 55 (6d10 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 17 (+3) 10 (+0) 11 (+0)

  • Saving Throws : Int +6, Con +4
  • Skills Arcana +6, Investigation +6,
  • Damage Resistances Fire, Cold
  • Senses passive Perception 10
  • Languages Common and one other languages
  • Challenge 5 (1 ,800 XP)

Crushing Extensions. A creature that starts its turn while grappled by the augmented hellstorm takes 1d6 bludgeoning damage.

Grappling Hook. As an action, the augmented hellstorm may target a surface, object or creature within 30 feet of it. Make a ranged attack. On hit, the target takes 1d6 piercing damage. Also, if the target is equal or smaller than you, you can make a grappling check to pull it up to you or grapple it (the target isn't pulled up to you). Alternatively, if the target is larger than you, you can choose to be pulled up to it.


Actions

Multiattack. The augmented hellstorm makes two infused armament attacks

Natural Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Infused Armament. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10 + 3) slashing damage. You can choose whether your Infused Armament deals Fire or Cold damage instead of slashing.

Multiclassing

Prerequisites.

To qualify for multiclassing into the Augmented class, you must meet these prerequisites: Intelligence and Constitution 13.

Proficiencies.

When you multiclass into the Augmented class, you gain the following proficiencies: Light armor, medium armor, shields and Tinker's tools.

Patch Notes

(Previous Patch Notes)

0.1.5 Changes

Global Changes

  • A lot of thing changed so be sure to check everything out !

  • Global wording changes.

Starting Equipment

  • Some of the equipment changed due to the removal of simple weapon proficiency.
  • Added an extra die to the gold you can take instead of the starting equipment.

Upgraded Parts

  • Changed the number of Upgraded Parts you get.
  • Added a new upgrade : Tempered Body.
  • Added a new upgrade : Enhanced Movement System.
  • Added a new upgrade : Fully Mechanized Body.
  • Mitigator (REMOVED)
  • Hardened Body (NERF) : Cannot wear armor anymore.
  • Helping Hand (NERF) : Cannot make an attack anymore, also has a number of uses.

Design Philosophy


Alchemist (REWORK)
  • Boosted Toughness (REWORK) : Improved to be a lot clearer, also added a number of usage per rest.
  • Magnetized Computations (REWORK) : Now works from energy level 4 and above, also now it can only be used once per short rest.
  • Vigor Siphon (NERF) : Made the ability a lot more balanced by reducing the amount of healing you can get over a long fight.
  • Augmented Reaction (NERF & CHANGE) : Added the ability to regain 1 usage of all your Alchemist features for 1 exhaustion point.
Arcanist
  • Spellcasting (NERF) : You no longer get to choose spells from every class at 7th, 15th and 20th level.
  • Glass-Cannon now Exposed Arcanum (BUFF) : Now a short rest feature.
  • Spellslinger (NEW) : Allows you to slingshot you spells to multiple targets.
Hellstorm
  • Changed Super Charge to Charged Counter, which allows you to counter an attack.
  • Heat Of Battle is now Enhanced Elemental Techniques (REWORK) : Allows you to choose another Elemental Technology energy type, also allows you to deal your energy type damage with your Infused Armament.
  • Added a 17th level feature : Over-Charged Strike.

Enhanced Movement System (REMOVED)

Fully Mechanized Body (REMOVED)

Added Augmented NPC's

 

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