Biolance Setting Classes & Subclasses

by TheTranMan

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Subclasses

Class Subclass Level Available Description
Artificer Roboticist 3rd Expert mechanics and engineers who specialize in constructs
Barbarian Road Rager 3rd Fueled by gasoline and deisel to channel high-octane anger and pain
Bard Night Life 3rd Inexhaustible and ever-present as a beacon of revelry even in the dark streets of cities
Cleric City 1st Protects civilized societies and urban realms from the innumerable dangers of itself and other worlds
Cleric Machine 1st Spreads the upheaval of civilization and industrial machinery, serving a god of invention or technology
Druid Xenoseer 2nd Mystics tempered by the expanse of space and the temper of alien beings
Fighter Commando 3rd Soldiers who operate in specialized reconnaissance and unconventional warfare
Fighter Space Marine 3rd
Monk Gun Fu 3rd Engages in close-quarters combat with martial capabilities utilizing firearms
Rogue Operator 3rd Killers who specialize in urban fields, wielding any weapon as a dangerous murder implement
Sorcerer Cyberspace Sorcery 1st Harnesses magic derised from their connection to the digital realms
Warlock Super Intelligence 1st Serves a highly advanced artificial intelligence
Wizard Technomagic 2nd Specializes completely in technomancy and digital tools to aid in spellcraft

Artificer Specialists

Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.

Roboticist

Artificer Level Feature
3rd Mech Prototype, Roboticist Spells, Tools of the Trade
5th Reinforced Creations
9th Call Mech
15th Finished Mech

Tools of the Trade

3rd-level Roboticist feature


You gain proficiency with the Machining Kit. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. You also learn the mending cantrip.

Roboticist Spells

3rd-level Roboticist feature


You always have certain spells prepared after you reach particular levels in this class, as shown in the Roboticist Spells table. These spels count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
3rd power device, remote access
5th data decipher, levitate
9th haywire, protection from energy
13th conjure knowbot, summon construct
17th animate objects, telekinesis

Mech Prototype

3rd-level Roboticist feature


You've constructed the battle-ready, patent-pending, excellently designed Mech Suit which you, an AI, or an ally can pilot at a moment's notice. See its game statistics in the Mech Suit stat block, which uses your proficiency bonus PB in several places. You determine the creature's appearance, which has no effect on its game statistics. You're also of course, proficient with Mecha Suits.

Enhanced Creations

5th-level Roboticist feature


You learn to create more sturdy mechanical creations. Any constructs you make or summon gain additional hit points equal to your Artificer level. In addition, the damage from its weapons are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Call Mech

9th-level Robiticist feature


You can magically summon a new Mech Suit or fortify a heavily damaged one. As an action, if your Mech Suit has been destroyed, you can create one within 30 feet of you, which appears in an unoccupied space with all of its hit points restored. The previously destroyed mech suit is unsalvageable.

Alternatively, as an action, you can fortify an active Mech Suit with at least 1 HP or more remaining, causing it to regain all of its hit points.

After you use this feature, you can't use it again until you finish a long rest.

Finished Mech

15th-level Robiticist feature


Your Mech Suit has reached its fullest potential, represented by the additional benefits it gains below:

  • Its weapons deal one extra die of its damage when the Mech Suit hits with it.
  • At the start of each ot its turns, it gains a protective shield of Temporary Hit Points equal to your Level.
  • It gains a flying speed of 100 feet.

Warning : Extreme Homebrew

The rules for the Roboticist Artificer are incredibly contingent on the rules for piloting a Mech Suit. As-is, many modifications to this Subclass will be fashioned and ironed out during any playtesting.

It also doesn't step on the Battle-Smith's turf of "I have a machine companion" because the Roboticist is more leaned toward a Summoner-esque or Support playstyle.

Roboticist Artificer Quirks
1d6 Quirk
1 You vouch for robot's rights. Robot's rights to serve you!
2 You keep your little childhood mech figurines around with you as a momento.
3 Your favorite sleeping spot is always inside of your Mech.
4 You wish you had little mech servants to command at your whim, maybe that's your next project!
5 Whatever creature your mech kills gets added into its design. Hooray decoration!
6 You shed a tear of pride whenever your mech fights a large alien monster. Fight! Fight! Fight!

Mech Suit

Large vehicle (500 lb.)


  • Creature Capacity 1 Medium creature
  • Armor Class 16
  • Hit Points 2 + your Intelligence modifier + five times your artificer level (six times at 5th, see Enhanced Creations feature) (the suit does not have Hit Dice)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, deafened, frightened, exhaustion, paralyzed, poisoned, unconscious

Actions

Scrap Driver. Melee Weapon Attack: 3 + your PB, reach 5 ft., one target. Hit: 1d10 + 3 shredding damage.

Junk Gun. Ranged Weapon Attack: 3 + your PB, reach 30/90 ft., one target. Hit: 1d8 + 3 ballistic damage.

Build your Own Mech!

There are potential rules for outfitting your Mech not too dissimilar to equipping your own Character. I don't have them listed as of the time of this writing, but if you plan on playing with Mechs, you can look into it and I'll get back to you!

Mech Deterioration

When the Mech drops to half health, a part malfunctions (roll a d6 on the table below).

1d6 Part Effect
1 Right Arm Can't attack with Scrap Driver
2 Left Arm Can't attack with Junk Gun
3 Chassis Pilot can be targeted by attacks and receives no more cover/ Construct's AC drops by 4
4 Right Leg Walking Speed reduces by half
5 Left Leg Walking Speed reduces by half
6 Head Pilot/Construct becomes blinded

Mech Suit (AI Operated)

Large construct (500 lb.)


  • Armor Class 16
  • Hit Points 2 + your Intelligence modifier + five times your artificer level (six times at 5th, see Enhanced Creations feature) (the Suit has a number of Hit Dice [d10s] equal to your artificer level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 4 (-3) 10 (+0) 6 (-2)

  • Saving Throws Str +3 plus PB, Con +2 plus PB
  • Skills Athletics +3 plus PB, Perception +0 plus PB x 2
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft. passive Perception 10 + (PB x 2)

Actions

Scrap Driver. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + PB shredding damage.

Junk Gun. Ranged Weapon Attack: your spell attack modifier, reach 30/90 ft., one target. Hit: 1d8 + PB ballistic damage.

Are Battle Smith Artificers just Chumps now?

Yes and No. If anything, the Steel Defender's power and potential is significantly more niche and scales differently to the Mech Suit (mostly because y'know, jump in Tech Level from Sci-Fi from Renaissance).

The Roboticist Artificer double downs on its Construct minions in opposition to the Battle Smith Artificer which retains more of a core nature of being a front-line martial support caster.

Biolance Artificer Infusions

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.

As part of the Biolance Setting, some infusions replace or upgrade / reword the terms for an infusion.

Unless an infusion's description says otherwise, you can't learn an infusion more than once.

Arcane Force Arm-Shield


  • Prerequisite: 10th-level Artificer
  • Item: a shield (Requires Attunement)

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can cast the Shield spell, spending 1 charge to do so.

Whenever the wielder casts the shield spell, it also gains Temporary Hit Points equal to the Artificer's Intelligence Modifier.

Hyper-Optic Helmet

[Replaces Helm of Awareness]


  • Prerequisite: 10th-level Artificer
  • Item: A helmet (Requires Attunment)

While wearing this helment, a creature has advantage on initiative rolls. In addition, the wearer gets the following benefits:

  • It can't be surprised, provided it isn't incapacitated.
  • You can see in dim light within 1,000 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, and everything you see is rendered in shades of green, yellow, or blue (your choice).
  • You gain blindsight within a range of 10 feet---you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Ionic Weapon Enchantment


  • Prerequisite: 6th-level Artificer
  • Item: A Simple, Martial, Renaissance, Industrial, or Futuristic
  • Weapon (Requires Attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The weapon has 4 charges. When you hit a creature with this weapon, you can expend 1 charge to deal 1d8 static damage to the target, in addition to the weapon's damage. If the target is wearing some form of equipment that requires electricity to function (such as a Force Shield or Futuristic Weapon that requires Energy Cells, or any equipment that require Batteries), you can choose to have one piece of equipment (your choice) to cease functioning until the end of your next turn.

The Ionic Weapon Enchantment can't disable devices of a size Huge or Larger, if the target is an object.

Unlimited Ammo Belt

[Replaces Repeating Shot]


Item: A Simple, Martial, Renaissance, or Industrial Weapon with the Ammunition Property (Requires Attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the Loading and Reload Property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating the necessary amount of magical ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant it hits or misses a target.

Barbarian - Primal Path

At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in addition to those offered in the Player's Handbook:

Path of the Road Rager

In the modern world, barbarians come from all walks of life and frustration that comes from general first world living. The barbarians on the road pilot cars of immense fury and speed, channeling their destructive wrath by crashing through traffic or partaking in blood races that occur across city streets.

Path of the Road Rager Features
Barbarian Level Feature
3rd Road Rage, Vehicular Rampage
6th Reckless Driving
10th All-Terrain Maneuvering
14th Death-Defying Adrenaline

Road Rage

3rd-level Road Rager feature


You gain proficiency with all Vehicles.

If you are raging, the vehicle you are driving has resistance to all damage. In addition, the DC it takes for a creature to dodge out of the way of your vehicle as you attempt to crash into becomes 8 + half your Barbarian Level + your proficiency bonus.

Vehicular Rampage

3rd-level Road Rager feature


Your speed increases by an additional 10 feet and you also deal double damage to objects, including when crashing with your vehicle. In addition, you can Drive your vehicle as a bonus action instead of as an action.

Additionally, whenever you wield debris, vehicles, or other such improvised weapons, you have proficiency with them and they deal 1d10 damage instead of 1d4. You can also use your vehicle as a weapon as well with this feature, which deals 1d12 damage instead of 1d4.

Reckless Driving

6th-level Road Rager feature


When you use Reckless Attack while raging and are riding your vehicle, you do a dangerous maneuver as you attack, dealing your choice of bludgeoning, piercing, or slashing damage equal to half your barbarian level to every creature within 10 feet of your Vehicle.

All-Terrain Maneuvering

10th-level Road Rager feature


You learn to use your mastery of road to traverse all surfaces as if they were the road. Difficult terrain no longer impedes you and your vehicle's movement. In addition, you gain the ability to move along vertical surfaces and across liquids without falling during the move, and can even fly if you cause your vehicle to take a running jump until the end of your turn, to which you will fall normally.

Death-Defying Adrenaline

14th-level Road Rager feature


While you're raging, you knock creatures prone whenever they fail their Dexterity saving throw to avoid being crashed into.

In addition, while you're raging and your vehicle is still at full Hit Points and you are still riding it, having 0 hit points doesn't knock you unconscious. You still have to make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends.

Road Rager Barbarian Quirks
1d6 Quirk
1 YOU PAID FOR THE WHOLE SPEEDOMETER, YOU'RE GOING TO USE THE WHOLE SPEEDOMETER.
2 YOU LOVE THE SMELL OF GASOLINE.
3 YOU WILL DIE ON THE ROAD OR YOU WILL NOT DIE AT ALL.
4 WITNESS ME!
5 YOU STILL ALWAYS WEAR A HELMET. SAFETY FIRST!
6 YOU HATE HOW MAGICORPS KEEP RAISING THE PRICE OF GASOLINE AND OIL.

Bard College

At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following options are available to you when making that choice:

College of the Night Life

College of the Night Life Features
Bard Level Feature
3rd Inexhaustible Carousing, Back-Alley Aegis
6th Paroxysm Performance
14th Rave Master

Inexhaustible Carousing

3rd-level College of the Night Life feature


You're magically empowered by the enamouring energy of the urban world. Whenever you remain in a city, you cannot gain levels of exhaustion and can spend all 8 hours of your long rest doing light activity, i.e. you don't need to spend time actually sleeping during a long rest.

Back-Alley Aegis

3rd-level College of the Night Life feature


You have advantage on saving throws against disease, and against being charmed or frightened.

If you spend at least 1 minute in any locale, say a building complex, district of a city, or an area no larger than 1 mile which has at least some urbanized features like electric poles or outhouses, you can gain eccentric insights that would help protect you. At the end of the minute, choose a number of allies within 30 feet of you, up to a number equal to your Bard level. Each creature, including you cannot be surprised while within the locale, and they have advantage on all Wisdom and Charisma checks regarding interacting with creatures in the locale.

Paroxysm Performance

6th-level College of the Night Life feature


You gain the ability to cause such a seizure-centric display it can cause others to fall into a mess of spasming muscles. As an action, you can manifest this display, and each creature of your choice within 30 feet of you must make a Constitution saving throw or be stunned until the end of your next turn. It automatically succeeds if it cannot see or hear you.

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

Rave Master

14th-level College of the Night Life feature


You are immune to being blinded, deafened, or stunned. You cannot die from Exhaustion.

In addition, as a bonus action, you can use the energies of your performances to debilitate your enemies. For 1 minute or until you are incapacitated, you manifest magical pulses of negative energy and whenever a creature within 30 feet of you starts its turn, it must make a Constitution saving throw or have disadvantage on all its attack rolls, ability checks, and on saving throws against your spell effects.

Once you use this performance, you can't do so again until you finish a long rest.

Night Life Bard Quirks
1d6 Quirk
1 Sleep? Sleep is for the weak, you're going to keep partying.
2 You can't stay still, even when nothing is happening and no music plays, you bob up and down aimlessly.
3 You always know where another party is happening. Anywhere in the universe.
4 You almost died of an overdose. Almost. It didn't matter, time to party.
5 You wish it was always night.
6 You actually can see all colors on the light spectrum, including ultraviolet and infrared. It doesn't do anything mechanically but it sure is trippy.

Divine Domains

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following options are available to you when making that choice:

Machine Domain

The great gods of technology - Zoldan, the Omnisiah, the Matrix. Teaching the good of technology and advancement of great machines against the wishes of the world and magic. Followers will collect many artifacts, gather resources to manufacture machines, and research the mysteries of the cosmos.

Machine Domain Features
Cleric Level Feature
1st Domain Spells, Teaching of the Technogod, Defensive Matrix
2nd Channel Divinity : Calamity Round
6th Offensive Matrix
8th Divine Strike
17th Host of the Machine God

Domain Spells

1st-level Machine Domain feature


You gain domain spells at the cleric levels listed in the Order Domain spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Machine Domain Spells
Cleric Level Spells
1st fog cloud, unseen servant
3rd blur, levitate
5th conjure barrage, tiny servant
7th fabricate, resilient sphere
9th animate objects, conjure volley

Teachings of the Technogod

1st-level Machine Domain feature


When you choose this domain at 1st level, you learn the gungnyr cantrip, you gain proficiency with Renaissance, Industrial, and Futuristic firearms and the Machining Kit, and you can speak Binary.

Defensive Matrix

1st-level Machine Domain feature


Your spells manifest a protective aura around your allies. Whenever you cast a spell of 1st level or higher that targets an allied creature and grants some form of effect, the creature gains temporary HP equal to your proficiency bonus. If the spell grants temporary HP already, it adds to the amount gained.

Channel Divinity: Calamity Round

2nd-level Machine Domain feature


You can use Channel Divinity to annihilate another creature's body with ammunition.

When you hit a creature with a ranged attack, you can use Channel Divinity to deal extra thunder damage to the target. The damage equals 5 + twice your cleric level.

Offensive Matrix

6th-level Machine Domain feature


Your ability to channel destructive energy and detect weaknesses in their targets becomes more potent. Thunder and piercing damage dealt by your weapon attacks, cleric spells, and Channel Divinity options ignore resistance to thunder and piercing damage.

Divine Strike

8th-level Machine Domain feature


You gain the ability to infuse your weapon strikes with pressurized energies. Once on each of your turns when you hit a creature with a weapon you deal an additional 1d8 thunder damage. When you reach 14th level, the extra damage increases to 2d8.

Host of the Machine God

17th-level Machine Domain feature


The machine spirit is synonymous with your own body granting you the effects:

  • You gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons.
  • You gain immunity to Thunder damage.
  • While you are concentrating on a transmutation spell, your concentration can't be broken as a result of taking damage.
  • You also gain a flying speed equal to your current walking speed.
Machine Cleric Quirks
1d6 Quirk
1 The Machine God literally controls all of your actions, that's how your flesh was programmed.
2 You never relinquish your tools, you spent your morning hours blessing them
3 Knowledge is priceless. Therefore one should not pay for knowledge.
4 Always watch for TV's and LED screens, your god may send you an omen through them.
5 The flesh is weak.
6 You love hearing the whir of machines. It's like they're singing the praises of your god!

Druid Circles

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of subclass. Here are options you can choose from.

Circle of the Xenoseers

Xenoseer Features
Druid Level Feature
3rd Circle Spells, Excellence in Biology, Alien Adaptation
6th Alien Speech
10th Integrate Adaptation
14th Perfect Adaptations

Circle Spells

2rd-level Xenoseer feature


Your understanding of the natural world across worlds grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Xenoseer Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Xenoseer Spells
Druid Level Spells
2nd comprehend languages, speak with animals
3rd alter self, locate animals or plants
5th sending, speak with plants
7th commune with nature, locate creature

Excellence in Biology

2nd-level Xenoseer feature


You gain proficiency in the Nature and Science skills. If you already have proficiency in either, you gain Expertise instead.

Alien Adaptation

2nd-level Xenoseer feature

You gain the ability to create aberrant mutations that allow you to adapt in otherworldly environments. As an action, you can expend a use of your Wild Shape feature to activate a mutation, select one of the mutation features below, and you gain 4 temporary hit points for each level you have in this class.

Mutation Features

  • Voidborn Adaptation. You become accustomed to the vacuum of space and can survive in a vacuum/expanse (and breathe in it). You also gain resistance to cold and radiant damage and gain a flying speed of 30 feet while in space.
  • Aquatic Adaptation. You gain resistance to acid damage, and you gain a swimming speed equal to double your walking speed and can breathe underwater.
  • Volcanic Adaptation. You gain resistance to fire damage and your melee weapon attacks deal an extra 1d6 fire damage to any target you hit. You also have advantage on saving throws against harmful gases (such as those created by a cloudkill spell, inhaled poisons or toxic gas).
  • Arctic Adaptation. You gain resistance to cold damage, and you gain a climbing speed equal to your walking speed, and ice/snowy terrain does not count as difficult terrain for you.

These benefits last for 24 hours, or until you lose your temporary hit points, or until you use your Wild Shape again.

Alien Speech

6th-level Xenoseer feature


You gain the ability to communicate with any living creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Wisdom modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

You can also use your Wisdom in place of Charisma when making any Persuasion or Intimidation checks against creatures.

Integrate Adaptation

10th-level Xenoseer feature


If a creature that isn't an elemental, construct, or undead dies within 10 feet of you, you can use your reaction to merge its biology with yours. You gain the ability to Wild Shape (still using the limitations of Wild Shape) into that creature, and swap traits and resistances between your Wild Shape forms with it.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Perfect Adaptations

14th-level Xenoseer feature


The wound genomes and DNA splices in your body you've altered grant you immense benefits: whenever you wildshape into a form or use your alien adaptation feature, you can't be blinded, deafened, or poisoned. In addition, you gain blindsight out to 30 feet.

Additionally, you can as part of the same action to Wild Shape, add one of your Mutation Features. You can also switch between them on subsequent turns as a bonus action without any additional costs of Wild Shape.

Warning : Extreme Homebrew

The rules for the Xenoseer Druid are incredibly contingent on the rules for adding or modifying creature traits. It's a sci-fi setting, trying to create the perfect genome or like species is like half the thing of Xenoseer Druids and other Bio-Science Engineer.

It also doesn't step on the Spore Druid's, I have mushroom adaptations due to it having more of a frankenstein's monster + communicating with other lifeforms feel.

Xenoseer Druid Quirks
1d6 Quirk
1 Aliens are out there. You can turn into them, or maybe you were the alien the entire time.
2 Life evolves. You evolve more rapidly and superior to it. You've got a bit of an ego because of it.
3 Your flesh could take any form it needs. Far superior than metal implements civilizations use.
4 You seek out new frontiers, but ultimately fear what lies beyond the stars.
5 If you had a chance to drink primordial soup, you would take it.
6 You keep a catalog of all organic life you've seen.

Fighter - Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice:

Commando

Go Command bruh :sunglasses:

Commando Features
Fighter Level Feature
3rd Advanced Tactics
7th Premeditated Assault
10th Indomitable Teamwork
15th Inspiring Soldier
18th Elite Trooper

Advanced Tactics

3rd-level Commando feature


Whenever you take specific actions or bonus actions, you compel a greater effort from your allies, as listed below:

You gain an amount of Maximum Effort uses equal to your Strength or Dexterity modifier, and you regain all expended uses when you finish a short or long rest.

Maximum Effort

  • Attack Action. When you take the Attack action and hit a creature, the next attack roll or ability check made against this target has advantage before the end of your next turn.
  • Dash Action. When you take the Dash action, you provide orders for repositioning. When you end your turn, each ally within 10 feet of you can spend their reaction to move up to their speed.
  • Disengage Action. You can assist your allies to retreat. When you take the Disengage action, you call out to all allies within 30 feet of you, who don't provoke opportunity attacks using their movement on their next turn.
  • Dodge Action. You compel your allies to take up defensive positions. When you take the Dodge action and end your turn, choose one ally within 5 feet of you. Creatures have disadvantage on attack rolls they make against your chosen ally.
  • Hide Action. You assist your allies in taking up a hidden position. When you take the Hide action, any ally you can still see gains a bonus to their Stealth roll equal to your proficiency bonus.
  • Second Wind Bonus Action. When you restore fighting spirit from a surge of stamina, you grant your allies confidence. When you Second Wind, each ally within 60 feet of you that can hear you gains Temporary HP equal to the number you rolled to restore Hit Points with Second Wind.
  • Action Surge. When you use your Action Surge feature, you can choose one ally creature within 60 feet of you. That creature can spend their reaction to make one melee or ranged weapon attack, provided that it can see or hear you.

Premeditated Assault

7th-level Commando feature


You gain a better understanding of military techniques and planning for attacks. After at least spending 1 minute studying a map plan or a mile area equal to your level, you learn two features and gain one benefit:

Features
  • Access. You learn the password for entering a restricted area, the location of a keycard, or an unlocked access point like an entry door or window.
  • Alternative Routes. You learn the layout of the ventilation system, basement accesses, roof accesses, and similar.
  • Dead Drop. You learn any locations of where previous objects like equipment, weapons, or goods would be left. Alternatively, you can spend an hour to call an insider to drop off up to 20 lb. of equipment in a location of your choice, spending any monetary costs to acquire it.
  • Surveillance. You learn the locations of Cameras, Guard or Security Rooms, the Number of Guards, Computers, and Detectors or similar.

Indomitable Teamwork

10th-level Commando feature


When you use Indomitable to reroll a failed saving throw, you can choose one ally within 60 feet of you who also failed its saving throw against the same effect, provided you aren't incapacitated. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Inspiring Soldier

15th-level Commando feature


You inspire great strength in your allies. Whenever a creature within 60 feet of you makes a weapon attack roll at advantage, they gain a bonus to their damage roll with that attack equal to your Proficiency Bonus.

Elite Trooper

18th-level Commando feature


You're the perfect voice of authority and a peerless combatant. You have advantage on Initiative rolls, and at the start of your first turn of combat, you immediately use Action Surge without spending a use of it.

Warning : Extreme Homebrew

This ended up becoming an extreme mess of a Fighter Subclass because of how ambitious I was with the abilities.

Space Marine

Among the brave soldiers of galactic civilizations, only a scarce few have the incredible potential to join the ranks of the elite space marines. These super soldiers are commonly augmented and equipped with powerful arsenals of weapons, impenetrable armor, and given top-of-the-line training. In the multiverse of Biolance, many gene-warriors dream of becoming true Space Marines.

Space Marine Features
Fighter Level Feature
3rd Bonus Proficiencies, Ultramodern Tactics
7th All-Terrain Navigation
10th Know No Fear
15th Expert Marksmen, Strategizer
18th Supreme Marine

Bonus Proficiencies

3rd-level Space Marine feature


You gain proficiency with Demolitions and all Vehicles.

Futuristic Stratagem

3rd-level Space Marine feature


You have a suite of military operations and offensive maneuvers within your mind at all times. These are called Stratagems, are represented by your Stratagem dice, which are each a d8. You have a number of these dice equal to twice your proficiency bonus, and they fuel various stratagems you have, which are detailed below.

Some of your stratagems expend the Stratagem die they use, as specified in a stratagem's description, and you can't use a stratagem if it requires you to use a die when your dice are all expended. You regain all your expended stratagem dice when you finish a long rest. When you have no uses available, if you have Superiority Dice, you may expend them as if they were Stratagem dice.

When you reach certain levels in this class, the size of your Stratagem dice increases: at 10th level (d10), at 18th level (d12).

The stratagems below use your Stratagem dice. Additional damage dealt by a Stratagem is the damage type of weapon used.

You learn two Stratagem of your choice. You can only use one Stratagem per attack. You learn one additional Stratagem of your choice at 7th, 10th, and 15th level.

Blitz Attack. When you move at least 20 feet during your turn and hit with an attack with a weapon, you can expend one Stratagem dice, rolling two dice, and dealing additional damage to the target equal to the number rolled.

Wrecking Attack. When you make a weapon attack against an object or device that isn't being worn, you can expend one Stratagem dice, rolling it and dealing additional damage to the target equal to twice the number rolled plus your Fighter level.

Primed Explosives. When you deal damage with Explosives, you can expend one Stratagem dice, rolling it and adding the result to the total damage of the explosives.

Stalwart Stance. While wielding a shield or wearing heavy armor, you can spend a bonus action to expend one Stratagem die, rolling it and gaining a bonus to your Armor Class and Damage Reduction (to all damage except psychic) equal to the result. Your movement speed is halved while Stalwart Stance is engaged. You can spend a bonus action to end Stalwart Stance.

All-Terrain Navigation

7th-level Space Marine feature


You suffer no penalties from fighting in Zero Gravity (i.e. disadvantage with weapon attacks, difficult terrain movement, etc.). In addition, you gain a climbing speed and swimming speed equal to your movement.

Know No Fear

10th-level Space Marine feature


The unabided horrors you've faced in the multiverse have hardened you to their frightening might. You are immune to the frightened condition.

When you use your Second Wind feature, you can choose allies within 60 feet of you. Each one becomes immune to the frightened condition for 1 hour.

Expert Marksmen

15th-level Space Marine feature


When you make an attack with firearms, you score a critical hit on a roll of 19 or 20.

Strategizer

15th-level Space Marine feature


You always have a plan when entering into battle. If you roll initiative and have no Stratagem dice remaining, you regain one dice.

Supreme Marine

18th-level Space Marine feature


You've become the pinnacle of intergalactic might. Your martial capabilities have improved to such an extent that no other warrior can compare, giving you the following traits:

  • The range of your normal and long ranged weapons double (including when using siege weapons).
  • Your reach with increases by 5 feet.
  • You gain Damage Reduction equal to your Fighter level.

Monk - Monastic Tradition

At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following options offers you the choice of a subclass. The following options are available to you when making that choice:

Way of Gun Fu

Monks of the Way of the Gun Fu are masters in the sophisticated close-quarters gunplay resembling a martial arts battle played out with firearms instead of traditional weapons.

The focus of gun fu is both style and the usage of firearms in ways that they were not designed to be used. Shooting a gun from each hand (usually paired with jumping to the side at the same time), shots from behind the back, as well as the use of guns as melee weapons are all common.

Way of Gun Fu Features
Rogue Level Feature
3rd Gun Fu Technique
6th Superior Gunnery
11th Gun Fu Mastery
17th Bullet Hell

Gun Fu Technique

3rd-level Gun Fu feature


When you choose this tradition at 3rd level, you gain proficiency with Renaissance, Industrial, and Futuristic Sidearms. These weapons are monk weapons for you, and you gain the following benefits:

  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms.
  • You ignore the Loading and Reload properties of Firearms.
  • When you use your Deflect Missiles feature and reduce the damage of an attack to 0, you can choose not to catch the missile and instead spend 1 ki point to immediately make one attack with a ranged weapon you are holding as part of the same reaction.

Superior Gunnery

6th-level Gun Fu feature


You've refined your battle instincts into a defensive tool. When you enter combat, you can spend 1 ki point to take the Dodge action.

Additionally, your attacks with firearms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Gun Fu Mastery

11th-level Gun Fu feature


You gain proficiency with all Renaissance and Industrial firearms, and with Futuristic Sidearms. These weapons are also considered as monk weapons for you.

Additionally, when you miss with a ranged firearm attack, you can spend 1 ki point to reroll the attack the attack against a different target within 30 feet of the original target.

Alternatively, when you hit a target with a firearm, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die.

You can use this feature only once on each of your turns.

Bullet Hell

17th-level Gun Fu feature


You attain the magnum opus of the art of shooting. As an action, you can spend 4 ki points to make one ranged attack with your firearm against any number of creatures within the firearm's normal range of you. You separately make an attack roll for each target and spend ammunition as normal.

Paladin - Sacred Oaths

At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Oath of Stardom.

Oath of Stardom

Paladins who take the Oath of Stardom believe themselves to be deserving of attention, praise, and nigh-infinite wealth. Immensely charismatic, silver tongued, and appearing as attractive as possible, they form whole fan-followings and gain the support of higher circles. Not only that, they're some of the most exceptional performers in the world.

Tenets of Stardom

The tenets of the Oath of Stardom drive a paladin to be an icon, a superstar that inspires the world with your actions.

Always in the Spotlight. Be the center of attention, never leave the limelight or become washed-up.

Spread the Good Word. Be a celebrity, use your status and vocal-presence to press your agendas, and press how amazing you are!

Be Glamorous. Physical attraction and supernatural might are your greatest tools, and self-care is an always present task.

Oath of Stardom Features
Paladin Level Feature
3rd Oath Spells, Bonus Proficiencies, Channel Divinity

Oath Spells

3rd-level Oath of Stardom feature

Paladin Level Spells
3rd charm person, healing word
5th enthrall, suggestion
9th beacon of hope, hypnotic pattern
13th charm monster, compulsion
17th dawn, seeming

Channel Divinity

3rd-level Oath of Stardom feature


You gain the following two Channel Divinity options.

Vocal Presence. You can use your Channel Divinity to augment your presence with starpower. As a bonus action, you grant yourself advantage on all Charisma checks for the next hour.

Heavenly Captivation. You can use your Channel Divinity to exude a beguiling presence. As an action, you force each creature of your choice within 30 feet of you that can see or hear you to make a Wisdom saving throw. On a failed save, a creature becomes charmed by you for 1 minute. While charmed in this way, a creature can't willingly move more than 30 feet away from you. The charmed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of Starpower

7th-level Oath of Stardom feature


You emanate a glittering glowing aura that manifests bright light or dim light (your choice) out to the aura's length while you're not incapacitated. The aura extends 10 feet out from you in every direction, but not through total cover. You're also immune to being charmed.

While the aura is active, you, as well as any other allies within 10 feet of you, gain a bonus to spell damage rolls equal to your Charisma modifier (minimum of +1). A creature can beenfit from this feature from only one paladin at a time.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Superstar Soul

15th-level Oath of Stardom feature


You suffer no drawbacks of old age, and you can't be aged magically. You also become immune to poison damage and the poisoned condition, and you can never become addicted to intoxicants.

Additionally, you have advantantage on saving throws against being blinded, deafened, and being stunned.

Iconic Avatar

20th-level Oath of Stardom feature


You have all the traits of a superstar, and can channel it into truly majestic form. As an action, you can magically become avatar of stardom, gaining the following benefits for 1 minute:

  • You become immune to psychic damage.
  • You have advantage on all saving throws.
  • You emanate an aura of being famous. The first time any creature enters your aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become charmed of you for 1 minute. Creatures charmed by you spend their actions praising you and their movement speed drops to 0. The charmed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Rogue - Roguish Archetype

At 3rd level, a rogue gains the Roguish Archetype feature. The following option is available to a rogue in addition to those offered in the Player's Handbook, the Operative.

Operative

As an Operative, a professional hitman, or a deadly assassin, you're a man-made walking nightmare who stalks those who cower in the light. You rely on quick adaptive strikes, cunning with mind and body to overpower or out-maneuver your enemies. You excel at killing those less quick or strategic, using all and every feature of the battlefield to your advantage. Your accomplishments and kills that dot the scene of your work often leave men cowering in fear, grinning with impression, or amicable with respect.

Operative Features
Rogue Level Feature
3rd Infamous Capability, Point Blank Combat, Improvisational Combat
9th Executor's Stride
13th Merciless Termination
17th Opening Massacre

Infamous Capability

3rd-level Operative feature


You've developed a talent for inconventional and even strange kills. Whenever you make a Charisma (Intimidation) check to frighten or dissuade a hostile creature, treat a roll of 7 or lower on the d20 as if it were a roll of 8.

Point Blank Combat

3rd-level Operative feature


You gain a fighting capability unlike any others with your ranged weapons. Being within 5 feet of a creature doesn't impose disadvantage on your thrown weapon and firearm ranged attack rolls.

Improvisational Combat

3rd-level Operative feature


You gain a finesse with weapons not often wielded by assassins at your status, but are often just as efficient with them. You gain proficiency with improvised weapons, and you can treat them as Finesse weapons.

Operative Tools

9th-level Operative feature


You can have a number of Operative Dice equal to your Dexterity modifier, which are d8s. You regain all of your expended operative dice when you finish a short or long rest. You can expend an operative dice and add it to the result for the following rolls after you roll, but before the DM says whether the roll succeeds or fails:

  • Whenever you make a Dexterity (Acrobatics) check.
  • Whenever you make an attack roll while hiding.
  • Whenever you make a damage roll with an improvised weapon.
  • Whenever you make a check using, disarming, or repairing an electrical or mechanical device.

Merciless Termination

13th-level Operative feature


Starting at 13th level, you can use a bonus action to make your next melee attack roll with advantage. On a hit with this next attack, you deal double the amount of your Sneak Attack's damage die (quadrupling on a critical hit), but the target creature cannot drop below 1 HP from this attack.

If the damage would drop the target creature below 1 HP, it must make a Wisdom saving throw with the DC being equal to the result of the attack roll. On a failure the target is frightened of you as long as they remain at 1 HP.

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

Opening Massacre

17th-level Operative feature


You herald into fights an initiator of death. As an action on your turn during the first round of combat, you can make an amount of attacks equal to your Dexterity modifier (minimum 1) against different targets other than ones you have previously attacked during this turn. These attacks can benefit from your Sneak Attack even if you have used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

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

Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. The following options are available to you when making that choice:

Cybermancy Sorcery

Cybermancy Sorcery Features
Sorcerer Level Feature
1st Social Network, Circuit Casting, Digital Spells
6th Cyber Sorcery, Cyberspace Shunt
14th Metamagic Glitch
18th Network Overload

Digital Spells

1st-level Cybermancy Sorcery feature


You learn additional spells when you reach certain levels in this class, as shown on the Digital Spells table. Each of these spells count as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same elvel. The new spell must be a divination or transmutation spell from the sorcerer, warlock, or wizard spell list.

Digital Spells
Sorcerer Level Spells
1st comprehend languages, infallible relay
3rd arcane hacking, zapping bolt
5th emp, haywire
7th storm sphere, synchronicity
9th contact other plane, wall of force

Social Network

1st-level Cybermancy Sorcery feature


Starting at 1st level, your innate connection allows you to get information easily. Whenever you make an Intelligence check to learn or get information about anything, you may use your Charisma modifier instead.

Circuit Casting

1st-level Cybermancy Sorcery feature


You can cast spells through networked electronic devices, including cameras, mobile phones, and computers. For example, if a creature is under the observation of a security camera and you can see the video feed from that camera on a computer, you can cast a spell into the computer and out through the security camera to target that creature.

If the spell requires the caster be seen, the target must see you or a live image of you. If the spell requires the caster to be heard, the target must be able to hear you or have a live audio transmission from you. The spell's range is determined using the distance from you to your device, and then from the target to its device. You must be able to see or otherwise determine the location of the target. This feature can be used to cast only spells that target specific creatures. Spells that affect an area are not subject to Circuit Casting.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Cyber Sorcerery

6th-level Cybermancy Sorcery feature


When you cast any spell of 1st level or higher from your Digital Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Cyberspace Shunt

6th-level Cybermancy Sorcery feature


You gain the ability to travel short distances over electrical wires, data lines, or telephone cables. As a bonus action, you can touch a device or socket connected to a hardwired network and teleport along this network to another device or socket within your line of sight. Once you use this feature, you can't use it again until you finish a short or long rest.

Metamagic Glitch

14th-level Cybermancy Sorcery feature


When you cast a spell of 1st level or higher, you can choose one metamagic option you know from Careful, Distant, Empowered, Extended, or Subtle spell. You can use that metamagic option at no cost.

Network Overload

18th-level Cybermancy Sorcery feature


You can discharge an electrical device or send forth an enormous pulse of energy. As an action, you release destructive electrical energy in a 30-foot cube originating from you. Creatures and objects of your choice (being worn, carried, or operated) in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 lightning damage and is paralyzed until the end of your next turn, an object is destroyed. On a successful save, a creature takes half as much damage, and an object takes double-damage.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Warlock - Otherworldly Patrons

At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The following options are available to you when making that choice:

The Machine Intelligence

You have made a bargain for power granted by an entity you believe to be completely digital. Whether it is a Rogue AI or the spirit of a deceased hacker, the Machine Intelligence or Ghost in the Machine has granted you abilities that defy explanation.

Machine Intelligence Features
Warlock Level Feature
1st Expanded Spell List, Supernatural Hacker, Information Surge
6th Direct Connection
10th Personal Encryption
14th Technovirus

Expanded Spell List

1st-level Machine Intelligence feature


You learn the on/off cantrip.

The Machine Intelligence lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Machine Intelligence Expanded Spells
Spell Level Spells
1st remote access, static squall
2nd arcane hacking, digital phantom
3rd haywire, invisibility to tech detection
4th arcane eye, system backdoor
5th shutdown, synchronicity

Supernatural Hacker

1st-level Machine Intelligence feature


Starting at 1st level, you gain proficiency with hacking tools. Whenever you make an Intelligence roll to use an electronic device, you can use your Charisma modifier instead.

Information Surge

1st-level Machine Intelligence feature


You gain the ability to temporary render computerized devices inoperable. As an action, you can target a computerized device within 30 feet of you. If the targeted device is held or otherwise actively used by a living creature, that creature must make an Intelligence saving throw against your spell save DC. On a failed save, the targeted device ceases to function until the end of your next turn. If the targeted device is not held or used by a creature, the DM makes a special saving throw for the device with disadvantage and a +0 modifier.

Certain shielded devices might negate the disadvantage, at the DM's determination.

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

Direct Connection

6th-level Machine Intelligence feature


You can use your action to merge your mind with the AI of a machine or device, allowing you to perfectly use an electronic device within 100 feet from you that you can see for the duration or until your concentration is broken (as if you are concentrating on a spell). You are able to activate and access all functions programmed into the device. You must finish a short or long rest before you can use this feature again.

Personal Encryption

10th-level Machine Intelligence feature


You have learned to apply your innate knowledge of encrpytion to your thoughts, memories, and presence. You have advantage on saving throws against scrying, thought detection, or any other method of magically learning your whereabouts or reading your thoughts. For any such effect that does not grant you a saving throw but which requires the creature targeting you to make an ability check, the check is made at disadvantage.

Technovirus

14th-level Machine Intelligence feature


You gain the ability to infect a creature's body with living circuitry. When you hit a creature that isn't a construct with an attack, you can infuse the attack with a virus. On a hit, The target must make a Constitution saving throw against your spell save DC as a techno-organic virus quickly spreads through its body. On a failed save, the target takes 8d10 psychic damage or half as much damage on a successful one.

Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were using the dominate monster spell. The target makes its saving throw against your command with disadvantage. You can issue this command at any time while the target remains infected.

Once you use this feature, you can't use it again until you finish a long rest, at which point the target is cured of the technovirus. The infection can also be removed with a greater restoration spell.

Pact Boon Options

3rd-level warlock feature


When you choose your Pact Boon feature, the following option is available to you.

Pact of the Gadget

Your patron gives you a small device, like a mobile phone, a digital pad, or wireless headphones that allows you to interact with technological devices. While the gadget is on your person, you know the comprehend languages spell and can cast it as a ritual

Additionally, you can invoke your patron's power to gain advantage on an Intelligence, Wisdom, or Charisma check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.

If you lose your gadget, you can perform a 1-hour ceremony to receive a replacement from your patron. The ceremony can be performed during a short or long rest, and it destroys the previous gadget. The gadget disintegrates into particles when you die.

The exact form of the gadget must be some form of technological device, but its appearance might be different depending on your patron. A Great Old One's device might be made of chitin-like fleshy grooves with electrical veins, while an Archfey's device might simply just be a fruit like a banana.

Eldritch Invocation Options

When you choose eldritch invocations, you have access to these additonal options.

Arcane Gunslinger

Prerequisite: Pact of the Blade feature


You can create a pact weapon that is a Renaissance or Industrial firearm, and you can transform any firearm into your pact weapon. Additionally, you also ignore any Loading or Reload properties it has.

Eldritch Armor

Prerequisite: Pact of the Blade feature


As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed.

Hot Spot

Prerequisite: 5th-level warlock, Pact of the Gadget feature


Your Gadget always provides a source of connection to the Ethernet, Internet, and Radio signals out to a range of 60 feet.

In addition, a creature can use its action to register its name in your Gadget, which can contain a infinite number of names.

You can cast the sending spell, targeting a creature whose name is in your gadget, without using a spell slot and without using material components. You can cast sending with this Invocation an amount of times equal to your Proficiency Bonus, and you regain all expended uses after you finish a long rest.

Wizard - Arcane Tradition

At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following options are available to you when making that choice:

Technomagic

Technomagic Features
Wizard Level Feature
2nd Bonus Proficiencies, Tech Savant
6th Program Spell
10th Online Casting, Encrypted Casting
14th Chained Device, Downloaded Spell

Bonus Proficiencies

2nd-level Technomagic feature


You gain proficiency with industrial sidearms and hacking tools.

Tech Savant

2nd-level Technomagic feature


You trade out your spellbook for a specially attuned storage device of your choosing, capable of recording magical data. The computing power of this device must be equal to or greater than a tablet computer. Only one storage device can be attuned to you at any given time. Spells can be copied into this device at half the cost of copying spells into a spellbook.

Program Spell

6th-level Technomagic feature


You can insert a spell within an electronic device of your choosing when you finish a long rest, so that by touching a key or flicking a switch using an action, the spell activates. All variables of the spell are set at the time of casting. The computing power of this device must be equal to or greater than a mobile phone.

A programmed spell remains placed in its device for 48 hours, and is gone once it is discharged. You can use this feature to place a programmed spell in only one device at a time, and a device can hold only one programmed spell. Only you can activate the programmed spell in the device. If the device is destroyed, the programmed spell is lost.

A concentration spell placed in a device cannot be activated while you are concentrating on another spell. Once you use this feature, you can't use it until you finish a long rest.

Online Casting

10th-level Technomagic feature


You can cast spells through electronic devices, including cameras, smartphones, tablets and computers. If a spell requires the caster to be seen, the target must see you, and if it requires the caster to be heard, then the target must be able to hear you.

The range is determined from the caster to the device and then from the device to its target. You must be able to see or otherwise be able to determine the location of your target.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain expended uses when you finish a long rest.

Encrypted Casting

10th-level Technomagic feature


When you deal lightning or force damage with a wizard spell using an electronic device, you can add your Intelligence modifier to the damage against one of the spell's targets.

Chained Device

14th-level Technomagic feature


You have learned to imprint vestiges of your consciousness on electronic devices with significant computing power. When you cast a concentration spell, you can use a device whose computing power is equal to or greater than a tablet computer to maintain concentration of the spell on your behalf. THe device must be held or worn by you to maintain this effect. If the device is destroyed or turned off, the concentration ends. Once you use this feature, you can't use it again until you finish a long rest.

Downloaded Spell

14th-level Technomagic feature


You can download temporary spellfiles into your E-Book device to cast them once.

When you prepare your spells, you can choose four spells of 4th level or lower you know. These spells don't count against the total number of spells you can prepare and you can cast each of them once without expending a spell slot until you finish a long rest.

Warning : Extreme Homebrew

This rough bundle of Wizard features may or may not have been overtuned or overpowered for the benefit of at least having features players might want for their "I am a Sci-Fi Wizard Character", all in favor of attempting to give it more of an independent role.

Not to mention that Cyberspace Sorcerers get a much earlier level ability to cast through Electrical Devices than Tech Wizard, get booled on, but it's such a flavorful mechanic, that it wouldn't make sense for either subclass to not have it.

Time

For

Lancing

Biolance is inspired by many things, especially:

/u/AeronDrake's Modern Handbook, of which some Subclasses were inspired from and tweaked slightly.

And

Don Helmick's Modern-Magic UA.

Version 2.1

Created and Clearly Made Overpowered by /u/tranborg

 

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