Cybersmith

An Engineer Discipline that installs and tunes cybernetics, grafts the Apparatus into the body and gains extra augment slots.

Identity

The Cybersmith is the Engineer Discipline of the back-alley surgeon on Tier III and IV worlds: clinic-runners who broke a corporate contract, frontier mechanics who learned biology by necessity, ripperdocs who can flush a black-market wetware install on a folding table by candlelight. A Cybersmith fuses the work to flesh, their own and other people's.

Features

  • L3 Cybernetic Surgery

    You gain proficiency in the Medicine skill if you do not already have it. You can install, maintain and tune cybernetic augments without clinic-grade equipment, needing only your Apparatus and 1 hour of work per slot of augment instead of the surgery hours the augment lists. You also gain one cybernetic slot at no cost, and you can install one Tier III or lower cybernetic augment into yourself at character creation or during the next downtime, paying only material costs.

  • L7 Integrated Apparatus

    You can graft your Apparatus directly into your body as a forearm mount, a sub-dermal lattice or a chest-cavity reactor, your choice. While it is integrated, it cannot be disarmed, dropped or separated from you without surgery, and you regenerate 1 additional Charge on a short rest (this stacks with Apparatus Guard at 10th level). You also gain resistance to one damage type, chosen when you integrate it from fire, lightning, kinetic and plasma, representing the augment's installed shielding. You can re-tune the resistance during a long rest spent in workshop conditions.

  • L11 Modular Augments

    Your number of cybernetic slots increases by 2, in addition to your normal allotment, and can go past the standard cap. When you install a cybernetic augment into yourself or a willing ally, you can add one Modular Benefit from this list: +1 to checks with one skill associated with the augment site, +5 feet to walking speed (leg sites only), one additional concealed compartment (any site), or a low-light visual overlay (head and eye sites only). You can reallocate Modular Benefits during 1 hour of work in a workshop.

  • L15 Augment Adept

    Cybernetic augments you install, in yourself or in others, gain one of the following enhanced effects, chosen per augment at installation: the augment occupies one fewer cybernetic slot (minimum 0), the augment grants an additional +1 to its associated check (stacking with its standard benefits), or you can remotely power the augment down as a reaction while within 30 feet of it. You also have advantage on Medicine and Technology checks made to diagnose, repair or modify any installed cybernetic in any creature.

  • L18 Whole-Body Convergence Capstone

    Once per long rest, as an action, you can enter Convergence for 1 minute. During this time, you gain temporary hit points equal to twice your Engineer level, you have advantage on all Constitution saving throws, and your walking speed increases by 10 feet. You regenerate 1 Charge at the start of each of your turns, up to your normal maximum. You have resistance to the damage type you currently have selected through Integrated Apparatus. When Convergence ends, you gain one level of exhaustion that cannot be removed except by a long rest spent in clinic-grade conditions.