Cybernaut
BREACHER
This archetype is for those who seek to increase their prowess through mechanical enhancement. Some who take this path go so far they are left with little more than the memory of the body they once owned, all to achieve in combat what they cannot with a body made of flesh and bone.
BASIC CYBERNETICS
When you choose this approach at 3rd level, you learn the mending and analyze tech powers and can cast them without the use of a wristpad or spending tech points. You can cast analyze this way a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.
OVERDRIVE ENHANCEMENT
Also, at 3rd level, you gain a cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 100 credits and takes 8 hours.
Dermal Armor
While on your adrenal you have resistance to all damage except psychic damage.
Morbid Protrusions
While on your adrenal, your unarmed strike deals 1d4 + Strength modifier kinetic damage and when you take the Attack action and attack with a melee weapon or unarmed strike, you can use a bonus action to make an unarmed attack. This unarmed attack die increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Pressurised Limbs
While on your adrenal, you can use your bonus action to leap up to 30 feet to an empty space you can see. When you land you deal kinetic damage equal to your Strength modifier to deal damage to 3 creatures of your choice. You can use this feature a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses when you complete a long rest.
Twitchlock Actuators
While on your adrenal, other creatures have disadvantage on opportunity attack rolls against you.
SUPPORT ENHANCEMENT
At 6th level you gain an additional cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 600 credits and takes 8 hours.
Body Sculpting
You gain proficiency in two skills of your choice from Athletics, Acrobatics, Stealth, and Sleight of Hand.
Holdout Cavity
You have a shielded compartment built into your body that can be used to store and hide a light weapon or item of similar size.
Krykna Anchors
You gain a climbing speed equal to your movement speed.
Panspectral Optics
You can see up to 1 mile away with no difficulty. You are able to discern even ne details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Support Structure
Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
MORE MACHINE THAN MAN
Starting at 10th level, your cybernetics allow you to become immune to poison and disease. Additionally, you ignore unenhanced difficult terrain.
FINAL ENHANCEMENT
At 14th level you gain a final cybernetic enhancement. Choose one of the following enhancements and gain its feature. You must undergo cybernetic surgery by a person proficient in biotech's tools that incorporates this enhancement into your body. This surgery costs 2000 credits and takes 8 hours.
Holoskin Emitters
While on your adrenal any creature you may designate two creatures that are hostile to you and it has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
Hydraulic Overrides
While on your adrenal you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Integrated Boosters
While raging you are capable of flight giving attacks disadvantage against you. This benefit works only in short bursts; it last one round of combat and will need one round to recharge.
YSALAMIR CAPACITOR MESH
When you are in combat you can strike when others miss, you may use your reaction to make an attack of opportunity if the following conditions are met.
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The target rolls a natural 1, 2, or 3.
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If a tech casting ability is used that attempts to mind control you, and you pass your saving throw, you make an attack against the tech caster.