Fighter: Cyborg

by Lucifer1389

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Fighter:

Cyborg

Warriors and tinkerers with an arcane flair -
their magic carved onto their very bodies,
humming with electric, esoteric power.
Cyborgs are ghastly results of extensive
experimentation upon one's own body,
replacing and enhancing flesh and bone
with metal and clockwork.

Cyborgs are viewed with wonder and disgust, for it takes a genius or madman to carve off one's mortal vessel so readily. In battle, however, these pioneers claim an array of esoteric abilities.. and vast firepower.

As a cyborg, yours is the path of experimentation. From merely replacing lost limbs to grafting magisteel on your own entire skin, your journey is long and excruciating. How far will have you come, and how far will you go?

Arcane prototype

3rd level cyborg feature
You gain proficiency in arcana and tinker's tools. In addition, you can use your own body as a spellcasting focus for cyborg spells you cast.

Machine magic

3rd level cyborg feature
You learn to craft arcane machines and embed them into your body. Your machines draw power directly from the weave, using you as the catalyst.

Spells you know are represented by an arcane machine you have created and embedded into your body, such as mechanical wings.

Cantrips. You learn two cantrips of your choice from the artificer spell list. You learn an additional artificer cantrip of your choice at 10th level.

Spell Slots You have two spell slots. The cyborg table shows what the level of those slots is. To cast one of your cyborg spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells known. You know two 1st level spells from the artificer spell list. The Spells Known column of the machine magic table shows when you learn more artificer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.

Spellcasting ability. Intelligence is your spellcasting ability for your cyborg spells, so you use your Intelligence whenever a spell refers to your spellcasting ability.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Machine magic
Fighter Level Spells known Slot level
3rd 2 1st
4th 4 1st
5th 4 1st
6th 4 1st
7th 4 2nd
8th 4 2nd
9th 5 2nd
10th 5 2nd
11th 6 2nd
12th 6 2nd
13th 7 3rd
14th 7 3rd
15th 8 3rd
16th 8 3rd
17th 9 3rd
18th 9 3rd
19th 10 4th
20th 10 4th

Cyborg by Lucifer

Art by IronHuggies

Fabricator martial

7th level cyborg feature
As a bonus action, you can active the myriad machinery inside you and fabricate a weapon or armor you are proficient with. The item cannot be separated from you, and it vanishes when you use this feature again or when you dismiss it as a bonus action.

In addition, you can create a nonmagical trinket or equipment worth 1gp or less as part of a short or long rest.

Bombardier

10th level cyborg feature
You graft limbs of destructive arcanotech on yourself. You learn an evocation spell from any spell list of a level you get spell slots for. It counts as a cyborg spell for you. You gain an additional spell in this manner when you reach 15th and 20th level.

Magisteel

15th level cyborg feature
You can use magitech to bolster your mortal coil in newfound ways. You can add your Intelligence modifier to Strength, Dexterity, or Constitution saving throws (your choice when you gain this feature).

You can rapidly repurpose your magitech and change the ability score that benefits from this feature when you use second wind.

Overdrive

18th level cyborg feature
When you use action surge and cast two cyborg spells on your turn, you can maintain concentration on both of them at the same time, as if concentrating on a single spell.

Cyborg by Lucifer

Art by OneTrueBears

 

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