Augments
You were an enhanced being long before you achieved the first level of your class. Early in life you chose one of three types of augmentations, many people lack the synaptic capacity to augment, you risked your wellbeing to become more than human. You chose to be either a Psych, Cyborg, or Mutant.
Choose one Augmentation feat at level 1. At levels 7, 15, & 20 you may choose another from the same list as your first.
Psych
Psych’s have their minds obliterated, subjected to a stream of information that shorts them out memory by memory, concept by concept, neuron by neuron. Those who find their way back see sanity as a something negotiable. They are masters of memetics, the art of giving ideas, behaviors, & thoughts their own life, and making them as transmissible as disease.
Psych Augmentations
Metamemetics
You become aware of the memetic signatures alive in media and individual interactions.
Increase your Charisma score by 1, to a maximum of 20.
You learn the Detect Memetics & Identify Memetics programs. You can run them simultaneously. You can run them using one program slot or as a single QC Protocol.
Memetic Infiltration
You awaken the ability to mentally connect with others, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You can speak telepathically to any creature that can see you within 60 feet of you, even if that creature does not share a language with you. Your communication doesn't give the creature the ability to respond to you telepathically.
You can run the Detect Thoughts program, requiring no program slot or components, and you must finish a long rest before you can run it this way again. Your programming ability for the program is the ability increased by this feat. If you have program slots of 2nd level or higher, you can run this program with them.
Meme Transmission
With a simple word or glance you can compel the thoughts of others.
You learn two level 0 programs of your choice from the Icon program list. In addition, choose one 1st-level program to learn from that same list. Using this feat, you can run the program once at its lowest level, and you must finish a long rest before you can run it in this way again. Your programming ability for these programs is Charisma
Alert
Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative. You can't be surprised while you are conscious. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Idedic Memory
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You have advantage on Intelligence checks to navigate your surroundings & to decypher codes.
You can accurately recall anything you have seen or heard within the past month.
Mimicry
Skilled at impersonation and dramatics, you gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Linguistics
You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create ciphers. Others can't decipher a code you create unless you teach them, or they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus).
Motivational Speech
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight.
choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Phobia Transferral
You can make yourself the object of your targets most deep-seated fears.
Increase your charisma score by 1, to a maximum of 20.
You awaken the sense of mortality in creatures who can see or hear you within a 30ft cone. The targets must succeed on a Wisdom saving throw or become frightened of you until the effect ends. The frightnened targets can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success. (DC equal to 8 + your Cha. modifier + your proficiency bonus). You must complete a short or long rest before you can do this again.
Perfect Focus
You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Cyborg
Cyborgs have machinery wired directly into their nervous systems. For most, their bodies reject the new steel organ, for others they black out when their nerves try to relay the machine language to their brain, but for the select few, man and his tools become one. Cyborgs can commune with the network itself, engineer devices and programs on the fly, and the best keep AI in check, letting humanity live another day.
Cyborg Augmentations
Neurajack
You can detect & analyze network traffic as it percolates through the nanobot swarm that is the Technet.
Increase your intelligence score by 1, to a maximum of 20.
You learn the Detect Tech & Identify Tech programs. You can run them simultaneously. You can run them using one program slot or as a single QC Protocol.
This implant can function as a Cyberdeck, Datapad, and Commpad.
Maker-lite
With this implant you’re instantly an able designer & programmer.
You learn one 0-level program and one 1st-level program from the Inventor program list. You can run the 1st-level program a number of times per long rest equal to your proficiency bonus
You gain proficiency with the omnitool and one type of kit.
This implant can function as a Cyberdeck, Datapad, and Commpad.
Programmed Aptitude
You have a knack for learning new things. You gain the following benefits:
You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
This implant can function as a Cyberdeck, Datapad, and Commpad.
Dual-Processing
Your mental implant can process 2 streams of thought at once. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You can concentrate on two programs at once so long as one is a 0-level program.
Once per rest, you can take a second reaction in a round.
This implant can function as a Cyberdeck, Datapad, and Commpad.
Communications Module
You are loaded up with all the hardware & software required to to speak with anyone, anywhere, in any condition.
You learn the Message & Comprehend Languages programs. At level 3 you learn the Speak with Animals & Skywrite programs. At level 5 you learn the Speak Binary & Speak with Plants programs. You can run each of these programs without expending a program slot. Once you run any of these programs in this way, you can't run that program in this way again until you finish a long rest. You can also run these programs using program slots you have of the appropriate level.
This implant can function as a Cyberdeck, Datapad, and Commpad.
Power Cell
You have a heavy duty fusion battery pack wired into you.
You know the Shocking Grasp & Electric Lure programs. Your programming ability for them is constitution.
If programs you run can charge machines, they can charge machines 2 sizes larger than expected.
This implant can function as a Cyberdeck, Datapad, and Commpad.
Task Algorithms
A variety of talents become available to you.
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You gain proficiency in any combination of three skills or tools kits.
This implant can function as a Cyberdeck, Datapad, and Commpad.
Nanite Infection
You have replaced some bodily tissue with an unstable nanite-swarm that can improve but also consume your form.
Increase your Constitution score by 1, to a maximum of 20.
You know the Zephyr Strike & Steelskin programs and may run each without program slots but gain a level of exhaustion anytime you do so.
As a reaction you may roll a hit die, you gain temporary hit points equal to twice the number rolled but take one level of exhaustion.
This implant can function as a Cyberdeck, Datapad, and Commpad.
Mercurial Symbiosis
You have had mercurial parasites implanted in your body.
You can run the program Infestation. Also the programs Print Drone, & Print Swarm once per rest. Charisma is your programming ability for them. the drones can be in the externophile form only. When the drones first appear it must be in a space adjacent to you, as they are in fact your mercurial parasites emerging from you.
Holo-GPU
You have a hologram projector wired into your brain.
The Silent Image & Invisibility Programs are known to you and you can run them each once per rest without expending a program slot. Your programming ability for them is intelligence.
This implant can function as a Cyberdeck, Datapad, and Commpad.
Telescoping Prosthetics
Your arms and legs have been replaced with extending spring steel and servos.
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Your reach is now 10ft.
Increase your jump distance by 10ft.
This implant can function as a Cyberdeck, Datapad, and Commpad.
Mutant
Mutants subject themselves to a viral rewrite of their entire genome, knowing this new body could make them godlike.. or monstrous. The failures limp away to a life of body horror, but the successes can often bend steel or laugh off fatal injuries.
Mutant Augmentations
Biofield Sense
You can smell the myconet spores used in biotech programs & determine from their chemical signaling what they are doing.
Increase your Wisdom score by 1, to a maximum of 20.
You learn the Detect Biofield & Identify Biofield programs. You can run them simultaneously. You can run them using one program slot or as a single QC Protocol.
Trauma-Resistance
All your tissues grow denser and more robust.
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Spore Vector
You produce an approximation of the spores that make up the myconet
You learn two level 0 programs of your choice from the Splicer program list. In addition, choose one 1st-level program to learn from that same list. Using this feat, you can run the program once at its lowest level, and you must finish a long rest before you can run it in this way again. Your programming ability for these programs is Wisdom.
You can run these programs even when outside the myconet.
Peak Recovery
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Apeshit
Your chest, arms, and hands grow larger and stronger. The old instincts now come easily to you that once made us deadly with bare hands or a simple rock.
Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons and unarmed strikes. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
You have advantage on athletics & acrobatics checks to climb & swing
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Predator Strikes
You naturally adjust mid-strike to always hit your prey’s vital points
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Atavism
You have had dormant prehistoric, pre-hominid, genes activated. You grow claws & a thick leathery hide, often coated in fur or scales.
Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
your AC becomes 13+Dex. modifier, and your retractable claws deal 1d4+Str. or Dex. modifier slashing damage.
Cellular Regeneration
Just breathe, & your wounds will close themselves
Increase your Constitution score by 1, to a maximum of 20.
Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Exposure Adaption
The vacuum of space or the core of a nuclear reactor will kill you, just not immediately.
You have resistance to Cryo & Radiation damage. As well as advantage on checks against atmospheric pressure environmental effects.