Augmentate
A Warrior Archetype with three cybernetic augment sockets, a 1-minute Overclock, self-repair, resistances and a Full Conversion capstone.
Identity
Augmentates are Warriors who replaced parts of themselves with hardware and kept fighting. Some were rebuilt after an injury that should have retired them, and some volunteered for a program that paid well and explained little. Others did the work in a rented bay off a docking ring, with a manual open on the bench.
Features
- L3 Augment Sockets
You have three augment sockets. You fill two of them at 3rd level and the third at 11th level, choosing from the following. Servo Frame. Your carrying capacity doubles and you have advantage on Strength checks. Dermal Plating. You gain a bonus of 1 to your Armor Class. Optic Suite. You gain darkvision out to 120 feet and advantage on Perception checks that rely on sight. Reflex Wiring. Your walking speed increases by 5 feet and you add your proficiency bonus to initiative. Arm Mount. Choose one simple or martial weapon. It is built into your arm, you are always proficient with it, and you cannot be disarmed of it. You can rewire your augments during a long rest taken at a workshop.
- L7 Overclock
A number of times per long rest equal to your proficiency bonus, as a bonus action, you overclock your augments for 1 minute. For the duration, your walking speed doubles, you make one additional attack whenever you take the Attack action, and you have advantage on Dexterity saving throws. When the minute ends, you take 2d6 kinetic damage that cannot be reduced or prevented.
- L11 Field Repair
Once per short rest, as a bonus action, you vent and reseat your hardware, regaining hit points equal to 1d10 plus your Warrior level. You are also immune to the Poisoned condition and to disease.
- L15 Hardened Systems
You have resistance to lightning damage and to psychic damage, and you cannot be Paralyzed or Stunned. Your augment layer shields your thoughts: any effect that would read them gains no information unless the creature using it succeeds on an Intelligence check against your passive Insight.
- L18 Full Conversion Capstone
Once per long rest, as an action, you release every governor on your augments for 1 minute. For the duration, you gain temporary hit points equal to three times your Warrior level, your weapon attacks deal an extra 2d8 kinetic damage, you are immune to the Charmed, Frightened and Poisoned conditions, and you gain one additional action on each of your turns that you can use only to Attack, Dash or Disengage. When the minute ends, you gain two levels of the Exhausted condition, and your augments are offline and you lose the benefits of Augment Sockets until you finish a short rest.