Replicator
Walking down a busy city street, a tiefling motions towards an enemy-operated warehouse; his hand drops off, falls to the pavement, and crawls up a nearby wall to perch in a windowsill with a good vantage of the doorway.
Surrounded by goblins, an aasimar pumps arcane energy into a small construct by their side, unleashing an electric web which stunlocks their foes.
Rushing through the night, a cloaked human misses the figures that slip through the shadows. Or does she? As assassins leap for the killing blow, she splits into three identical versions of herself, which scatter into the darkness.
Replicators are the remnants and inheritors of a dark creative power birthed of rituals designed to rearrange the fabric of their bodies, and of reality itself. Though their reasons may differ, all those who take on this curse value one thing above all else: survival. To survive, they have given up their natural forms to become something stranger, but perhaps stronger, than flesh and blood would allow.
A Forgotten Way
Unlike Artificers, who unlock the potential dormant in an object, replicators create constructs from their own bodies using ancient magics and reality-bending techniques.
Replicators use the broken remnants of a lost civilization to transform themselves into magical constructs, infusing their bodies with creative energies torn from the fabric of the weave. The magic of the replicator is tied to their bodies and to the constructs they create from themselves.
Desperate Origins
According to whispers, replicators originate from a species long lost to time. In an attempt to save themselves from a great evil, legend has it this ancient society mined the very bedrock of reality to recreate themselves, and in so doing destroyed the plane of existence on which they lived.
Their civilization endures only in shattered fragments, now scattered throughout the multiverse. Scraps of parchment detailing strange rituals have been collected, as have eerie, glowing crystals, and dismembered body parts which somehow retain their vivacity.
Those who collect these fragments and carry out these rituals do so out of madness or desperation; any who willfully choose to undergo the terrible processes required to unmake and remake themselves are either crazy or have something far greater to fear. Though the replicators of today are nowhere near as powerful as their predecessors, the call of the construct still beckons to those who can see no other way.
Replicator Table
Level | Proficiency Bonus | Features | Replicant Types Known | Replicants Activated | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Metal Shell, Spellcasting | — | — | 2 | 2 | 2 | — | — | — | |
2nd | +2 | Replicate, Reabsorb | 3 | 1 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Replicator Line Feature | 3 | 1 | 2 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 1 | 2 | 3 | 3 | — | — | — | — |
5th | +3 | Desperation | 5 | 2 | 2 | 4 | 4 | 2 | — | — | — |
6th | +3 | Replicator Line feature | 5 | 2 | 2 | 4 | 4 | 2 | — | — | — |
7th | +3 | Overclock | 5 | 2 | 2 | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 2 | 2 | 5 | 4 | 3 | — | — | — |
9th | +4 | Greater Replication | 7 | 2 | 2 | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Replicator Line feature | 7 | 3 | 3 | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Split | 7 | 3 | 3 | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 7 | 3 | 3 | 7 | 4 | 3 | 3 | — | — |
13th | +5 | ─ | 9 | 3 | 3 | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Unification | 9 | 3 | 4 | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | Replicator Line feature | 9 | 3 | 4 | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 9 | 3 | 4 | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | ─ | 9 | 4 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Self-Awareness | 9 | 4 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 9 | 4 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Split Consciousness | 9 | 4 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Creating a Replicator
When creating a replicator, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your replicator.
What brought your character so low that they would give up their mortal life and undergo the horrific unmaking that would turn them into a construct? Did they make the decision themself, or was it made for them? Was it for power? An untreatable and fatal disease? A final option to protect those that they could not protect any other way?
More possible questions arise from the transformation: what remains of the person the replicator was? Is your character a husk of their former self? Do they have dreams of a previous life? If they remember, do they flee from their past, or face it head on?
The answer could be any of these and more — just remember that the choice to become a replicator is not one anyone should take lightly.
QUICK BUILD
You can create a replicator quickly by following these suggestions. First, Constitution should be your highest attribute score, followed by Charisma, followed by Strength or Dexterity. Second, choose from a background that might lead to hasty decision making: Haunted One, Urchin, Charlatan, etc.
Multiclassing and the Replicator
If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose replicator as one of your classes.
Ability Score Minimum: As a multiclass character, you must have at least a Constitution score of 13 to take a level in this class, or to take a level in another class if you are already a replicator.
Spell Slots: Add half your levels (rounded up) in the replicator class to the appropriate levels from other classes to determine your available spell slots.
Class Features
As a replicator, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per replicator level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per replicator level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor
- Weapons: Simple weapons
- Tools: Choose one type of artisan’s tools or one musical instrument and gain proficiency with your chosen implement
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Arcana, Deception, History, Intimidation, Perception, or Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any two simple weapons of your choice
- a light crossbow and 20 bolts
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A Replicator Gem and a Replicator Modification Focus
Becoming a Replicator
Replicator Cores and Modifiers
The process of transformation into a replicator requires two physical artifacts that replace parts of the new replicator's body.
- Replicator Gem: An ancient crystal gem - pure crystalized arcane energy - replaces the heart of the subject, fueling the energy required for transformation.
- Replicator Modification Focus (RMF): An appendage or limb removed from another replicator - usually a hand - which replaces the same appendage on the new replicator. This serves as a blueprint for the transformation.
Second Life
When you take this class, no matter what race you have chosen, you gain certain attributes:
- Prolonged Life: While replicators do not age like organic creatures, they can die, and with proper wear will decay over time. An arcane smith, Enchantment or Transmutation wizard, or artificer may be able to provide maintenance if knowledgeable about replicators. Maintenance is only necessary if your Replicator Gem or RMF are damaged, or if your physical form begins to decay. Speak with your DM about these possibilities.
- Construct-Adjacent: As the transformation takes hold, your constitution becomes a little hardier. Instead of sleeping you enter a dormant state for 4 hours to regenerate the arcane energy which empowers you.
- You retain all other racial abilities from your previous life.
Metal Shell
The process of transformation has formed a hard metal “skin” around your body. Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Constitution modifier + your Dexterity modifier.
Spellcasting
In the first step of the transformation process, your Replicator Gem grants you access to aetherial currents. At 1st level, you gain the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing mechanical effects from your body.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the replicator spell list. At higher levels, you learn additional replicator cantrips of your choice, as shown in the Cantrips Known column of the Replicator table.
When you gain a level in this class, you can replace one of the replicator cantrips you know with another cantrip from the replicator spell list.
Replicator Spell Production
You produce your replicator spell effects through your Replicator Gem and RMF. Your spellcasting focus is your RMF (in practice, one of your hands). See Spells Rules in the 5E's Basic Rules for the general rules of spellcasting and the Spells List for the replicator spell list.
Spell Slots
The Replicator table shows how many spell slots you have to cast your replicator spells. To cast one of your replicator spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the replicator spell list.
The Spells Known column of the Replicator table shows when you learn more replicator spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the replicator spells you know and replace it with another spell from the replicator spell list, which also must be of a level for which you have a spell slot.
Spellcasting Ability
Charisma is your spellcasting ability for your replicator spells since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a replicator spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Replicate
At 2nd level, your body has sufficiently assimilated your RMF so that you can now create small construct creatures called replicants using your own body to assist you in various ways.
Replicants Known
When you gain this feature, pick three replicant types to learn, choosing from the Replicant Types section at the end of the class’s description. You learn additional replicant types of your choice when you reach certain levels in this class, as shown in the Replicant Types Known column of the Replicator table.
Whenever you gain a level in this class, you can replace one of the replicant types you've learned with a new one.
Replicating
As your action, you may create a replicant. When you create a replicant, you lose an amount of hit points equal to the replicant’s hit points. See the Replicate Feature Options for optional mitigating effects.
If you have fewer hit points than a replicant, you can't Replicate that replicant. In addition, you can't use temporary hit points to replicate.
All replicants spawn adhered to or within 5 feet of you.
Using Your Replicants
Depending on the type of replicant, you may command them to do certain things. An Equipment type replicant simply activates and does its job; there’s no need to command it to do anything. When you activate a Mobile type replicant, as part of the activation you may set a destination for the replicant, at which point it will move towards that point until it reaches it, leaves your Replication Network, or is destroyed. Once per turn as a free action, you may change the destination of one replicant.
For example, the Teleporterbot replicant moves to a space within 45 ft. of you, at which point, or at any time before it reaches that point, you may use a bonus action to teleport to its location. Once you have teleported, you may wish to send this replicant to a new location so that you might teleport in this way again.
Replication Network
As a replicator, you maintain a "network" which keeps your replicants active. Any replicant that moves outside of your network is destroyed, unless otherwise specified. When you gain this feature at 2nd level, your Replication Network extends 60 feet from you; any replicant within 60 feet of you remains active, while any replicant further than 60 feet from you is destroyed, unless otherwise specified.
Replicant Lifespan
A replicant remains active until its hit points are reduced to 0, it is used a number of times equal to the number shown for your level in the Replicants Activated column found on the Replicator table (unless otherwise specified), or until you die, at which point it is destroyed. A replicant is also destroyed if you give up your knowledge of the replicant for another one.
You may activate a number of replicants equal to the number shown for your level in the Replicants Activated column of the Replicator table. If you try to exceed this number, the oldest replicant is destroyed before the new replicant activates.
Each known replicant can be activated once at a time. If you try to activate a replicant that is already on the field of play, the existing replicant of that type is destroyed, and then the new replicant activates.
Replicate Feature Options
Looking for a slightly safer option? Take one of the following as an extra feature when you gain Replicate at 2nd level! Note: these features may be used an amount of times equal to your Profiency Bonus per long rest.
Patient Replicator: Taking your time while Replicating allows safer replication. When Replicating, you may use your bonus action in addition to your action to halve the damage taken from a replicant.
Gambler: When Replicating, make a Constitution Saving throw against the Replicant DC of the replicant. On a failure, you lose hit points equal to its hit points, or half that on a success.
- Replicant DC = 10 + half the total amount of hit points of the replicant. Ex: a replicant with 4 hit points has an RDC of 12 (4 / 2 + 10)
Reabsorb
As a bonus action you may reabsorb one replicant within 5 feet to immediately regain any of its remaining hit points. Any extra hit points gained this way beyond your max hit points are lost. Once a replicant has been reduced to 0 hit points, it cannot be reabsorbed.
Replicator Line
When a replicator is assembled, they already contain the "seed" of their replicator line held within their RMF, though it lays dormant until sufficient fusion with the subject's body. At 3rd level, your development has proceeded to the point that you unlock your chosen replicator line -- Parasite, Deconstructor, or Revitalizer -- each of which is detailed at the end of this class’s description. Your choice grants you additional features at 6th, 10th, and 15th levels.
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Desperation
Side effects can arise during transformations, especially in moments of great stress or panic. Starting at 5th level, you may use your action to create a number of replicants equal to the number shown for your level in the Replicants Activated column of the Replicator table. These replicants appear in random spaces within 30 feet of you and do not count against your Replicants Activated. Each has 10 hit points, an AC of 15, and a movement speed of 20 ft. When you use this feature, you may determine whether these replicants are stationary or move in a random direction. Once you have used this feature, you must complete a short or long rest before you use it again.
Overclock
As your transformation nears completion, your Replicator Gem becomes fully attuned to your body, and begins to wick extra arcane energy off reabsorbed replicants. Starting at 7th level, you may gain extra hit points equal to your Constitution modifier plus half your replicator level when you use Reabsorb. Any hit points gained this way beyond your max hit points are lost. You may use this ability an amount of times equal to your Constitution modifier, and regain all uses after you take a long rest. You can use this ability no more than once per turn.
In addition, if you are reduced to 0 hit points and a replicant is within 5 feet of you, you may use your reaction and one use of Overclock to reabsorb it. When using Overclock in this way, you may reabsorb one replicant, and you gain hit points equal to that replicant's current hit points.
Greater Replication
As you body begins the final stages of your transformation into replicator, your RMF becomes fully integrated, and as result, Replication becomes quicker and easier. As of 9th level, you may now create a replicant as a bonus action. You may use an action and bonus action to create 2 replicants.
Split
At 11th level, you complete your replicator transformation, and your ability to Replicate reaches its ultimate form. Once per short rest, you may use your action to Split your body into equal incarnations. This lasts for one minute.
Incarnations
When Splitting, each of your incarnations retains a fraction of your hit points depending on the amount of incarnations produced, which is equal to half your proficiency bonus rounded down (2 incarnations = ½ HP, 3 incarnations = 1/3 HP, rounded down). Each incarnation is a part of yourself, and thus all incarnations share your turn, movement, action, bonus action, and reaction. Each incarnation’s AC is equal to your AC.
Conversely, each incarnation has its own hit point pool; damage to one incarnation does not transfer to another incarnation, and the same with healing. Each of your incarnations must be reduced to 0 hit points before you are rendered unconscious. Each incarnation makes its own ability checks and saving throws.
When you reach level 17, you gain the ability to Split into 3 incarnations, but may still Split into 2 incarnations if you prefer. Make this decision whenever you Split after you reach 17th level.
Spellcasting and Splitting
If a replicant is under the effect of a spell before Splitting (such as Charm Person or Haste), all incarnations remain under the effect of this spell until the spell ends.
However, when Split, if a spell is cast on one incarnation, it effects only that incarnation. Similarly, if an incarnation casts a spell that refers to the caster, in this instance that particular incarnation is the caster, not all incarnations together.
Splitting with Replicants
Any time you use Reabsorb while you are Split, whichever incarnation is within 5 feet of the reabsorbed replicant receives gained hit points. If there is more than one incarnation in range, you may choose which Reabsorbs.
When using Replicate while Split, the summoned replicant either adheres to or appears within 5 feet of the incarnation the summoned it.
Incarnations and Your Network
Your incarnations come into being 5 feet from each other and can move throughout your Replication Network and remain active. If an incarnation moves beyond the bounds of your Replication Network from any other incarnation, that incarnation deactivates and can no longer be used, unless the Network moves back within range of that incarnation. If two incarnations could define the Network boundary, you may choose which incarnation remains active.
Recombination
As a bonus action you may Recombine into one creature. This occurs automatically after 1 minute. Your recombined form appears randomly in the position of one of the active incarnations. When you Recombine, your hit point total equals the combined number of hit points of all of your incarnations within the Active Network.
When Recombining, any incarnations outside of the Active Network are lost. If all incarnations are more than 60 feet from each other when they attempt to recombine, you may determine which incarnation remains.
If you fall unconscious while Split, when you regain consciousness you have recombined.
Recombination Option
Want a little more control over positioning when Recombining? Take the following option when gaining Split at 11th level!
Careful Recombination: If you take your action to Recombine, you may select the location you wish to appear in. This location must be the location of one of your incarnations.
Unification
By 14th level, you gain a persistent awareness of your replicants, allowing you to relax your mental hold on them. Your Replication Network grows to 120 feet.
In addition, when you are Split, as your action, each of your incarnations may use your Manifest Weapon attack (as defined in your chosen Replicator Line) in a turn. You may use this feature an amount of times equal to your Constitution modifier before completing a long rest.
On Using Unification and Self Awareness: You may use Unification or Self-Awareness in a turn, but not both; you cannot Replicate as an action, and then use the extra action gained by Self Awareness to make a Unification attack. However, you can still use Unification before using a bonus action to Replicate, as granted by Greater Replication.
Self-Awareness
Starting at 18th level, your incarnations begin to experience separation of thought. When you are Split, if an incarnation is using your action to create a replicant, another incarnation may also use an action. This action must be something other than Replication.
Split Consciousness
When you reach 20th level, you have mastered body-body independence; while Split, the movement speed pool shared between your incarnations grows to twice your normal movement speed.
In addition, you learn the freedom of movement spell, which can be cast once per day without using any of your spell slots. When casting this spell while Split, the spell can be cast on any number of your incarnations at the same time within your incarnation network.
Replicator Lines
Replicators have the option of several different lines to spec into. Below are options you can choose from at 3rd level.
Parasite
A Parasite is a replicator that has learned to use the bodies of others to “birth” its "spawn,"" namely replicants.
Mark of the Replicator
Each replicator line gains specific physical features that mark it as a replicator. When the replicator Parasite reaches maturity, its flesh begins to "bubble," becoming more malleable but leaving the parasite with physical deformities: pockmarks, cleft palate, or others. Their flesh is particularly loose, and when using their abilities, or when tired, their flesh has the tendency to stretch and sag aggressively.
Replicator Spells
3rd-level Replicator feature
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Parasite table. Each of these spells counts as a replicator spell for you, but it doesn't count against the number of replicator spells you know.
Parasite Spells
Replicator Level | Spell |
---|---|
3rd | Hex |
5th | Calm Emotions |
9th | Enemies Abound |
13th | Confusion |
17th | Mislead |
Manifest Weapon: Biomatter Dart
3rd-level Replicator Feature
As an action, you may target a creature and spray your own biomatter at it in the form of a dart. Make a ranged spell attack. On a hit, that creature takes 1d6 piercing damage + your Constitution modifier, and must make a Constitution spell save; on a failure, they become “infested.” The infested creature may make a new Constitution Spell save on each of their turns until the infestation ends.
As long as there are infested creatures, you may use an action to “hatch” one of these infestations into one of your known replicants.
When hatching a replicant, instead of using your hit points, the infested creature loses hit points equal to the replicant's hit points. These replicants may be any of the Replicant Types Known, as detailed in the Replicate class feature. If activation of these replicants exceeds the number found in the Replicants Activated column of the Replicator table, the oldest replicants are destroyed until that number is reached.
If hatching a variable replicant, you may only hatch it at its base level. Infestations fade after 1 minute.
Note: You can hatch Equipment type replicants from an infested creature, but must move within 5 feet of the replicant to “collect” it before using.
Biomatter Slave
6th-level Replicator Feature
Starting at 6th level, instead of hatching an infestation, you may utilize your biomatter infestation to attempt to seize control of the infested creature. As a bonus action, you may cause the infested creature to make a Wisdom Spell save. On a failure, they are charmed until your next turn, or until they are done any damage. Once an infestation has been used this way, it ends on that creature. When using this feature against a contruct, they have disadvantage.
Biomatter Retaliation
10th-level Replicator Feature
Starting at 10th level, when a creature hits you with an attack, you may use your reaction to spray a sequence of biomatter darts at them. These darts immediately explode, and the creature must make a Constitution Spell Save. On a failure, it is dealt 4d6 necrotic damage and becomes charmed until your next turn. On a success, it takes half that damage and doesn’t suffer additional effects. This may be used a number of times equal to half your Proficiency Bonus rounded down. You gain these uses back after completing a long rest.
Biomatter Infestation
15th-level Replicator Feature
Starting at 15th level, there is a chance for a Biomatter Infestation to become contagious. When a creature fails a Constitution Save against your Biomatter dart, you may choose one other creature within 10 feet of the infested creature. The proximate creature must also make a Constitution Spell save; on a failure, they too become infested. This may be used a number of times equal to Constitution modifier. You gain these uses back after completing a long rest.
Deconstructor
The Deconstructor uses arcane energy to absorb pieces, or “bio mods” off of other creatures, which the Deconstructor consumes use as buffs.
Mark of the Replicator
Each replicator line gains specific physical features that mark it as a replicator. To most, the replicator Deconstructor looks normal, but only because the Deconstructor successfully maintains itself. At maturity, the Deconstructor's body is cleft, partially or fully, creating a "tongue" which it uses to consume energy or "mods" from other creatures. As a result, the Deconstructor must always hold itself together, and when it is tired or distracted, others might catch a glimpse of the trademark "gap" of tongue separating from body.
Replicator Spells
3rd-level Replicator feature
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Deconstructor Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Deconstructor Spells
Replicator Level | Spell |
---|---|
3rd | Command |
5th | Hold Person |
9th | Meld into Stone |
13th | Stoneskin |
17th | Wall of Stone |
Manifest Weapon: Harvester Whip
3rd-level Replicator feature
As an action, you may use a tentacle-like whip that separates from your body to impact a creature within 5 feet. Make a melee spell attack. On hit, that creature takes 1d6 bludgeoning damage plus your Constitution modifier, and must make a Constitution Spell save; on a failure, you consume their hit points as a Mod. All Mods last for 1 minute.
When you receive a Mod, roll 1d3; on a 1, you receive +n to your AC, where n is equal to half you proficiency modifier rounded down. On a 2, you receive nd4+n temporary hit points. On a 3, you gain 5n feet of movement speed.
You may only have one of these Mods active at a time. If you gain a new Mod while you possess another Mod, you lose the Mod you already possess.
When you gain Split at 11th level, each incarnation may receive its own Mod. If an incarnation possesses a Mod, only that incarnation gains the effect of said Mod. When Recombining, you may choose to maintain one active Mod, or activate a Mod in Muscle Memory for free.
Heavy Hit
6th-level Replicator feature
Starting at 6th level, your Harvester Whip becomes more forceful. When a hit creature fails their Constitution Saving throw, they are knocked back up to 15 feet. If they strike a terrain feature, they take an additional 2d6 bludgeoning damage. If they strike another creature, both creatures split that damage.
You also gain a Mod option, and the Mod die grows to 1d4. The first 3 options are the same, and on a 4, you receive a bonus of +n to hit and damage on all spell attacks, including your Harvester Whip.
Muscle Memory
10th-level Replicator feature
Starting at 10th level, when you obtain a Mod while another Mod is active, that Mod doesn’t fail but remains on hold until you decide to use it. You may choose when to activate a new Mod as a bonus action. Your Harvester Whip can “remember” up to 2 extra Mods, excluding the one you are currently using, allowing you to cycle through Mods at you will, and you may activate either of these mods at your discretion. Once a new Mod is activated, the old Mod is lost.
If you gain a Mod while your “Memory” is full, you may choose to forget that Mod, or one of the Mods in your Memory. While Split, each incarnation receives their own mod, but Muscle Memory is shared between all incarnations.
In addition, you gain a Mod option; the Mod die grows to 1d5. The first 4 options are the same, and on a 5, you gain resistance to a type of magic damage of your choice.
Cache Control
15th-level Replicator feature
Starting at 15th level, when a creature fails its Constitution Saving throw against your Harvest Whip, you may roll the Mod die twice and pick which Mod you want. Your Muscle Memory expands to include 3 inactive Mods.
In addition, you gain a Mod options, and the Mod die grows to 1d6. The first 5 options are the same, and on a 6, you may grant yourself advantage on Saves with a particular ability.
Revitalizer
A Revitalizer uses their replicating abilities to heal and protect their allies.
Mark of the Replicator
Each replicator line gains specific physical features that mark it as a replicator. The replicator Revitalizer is, by nature, a solid defender that uses its abilities to support and protect its allies. To facilitate this, at maturity a Revitalizer gains bulk and heft, and often grows ridges in fragile areas, such as the face and cranium. A Revitalizer is marked by these ridges, which look like geometric deposits under the skin.
Replicator Spells
3rd-level Replicator feature
Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Revitalizer Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. (Spells with ** are homebrew.)
Revitalizer Spells
Replicator Level | Spell |
---|---|
3rd | Bless |
5th | Succor of the Construct** |
9th | Beacon of Hope |
13th | Aura of Life |
17th | Wall of Force |
Manifest Weapon: Arcane Shield
3rd-level Replicator feature
You may manifest an arcane shield and bash an enemy within 5 feet. As an action, make a melee spell attack. On a hit, that creature takes 1d6 bludgeoning damage + your Constitution modifier, and must succeed on a Dexterity spell save or be knocked prone.
Unlike other Lines, you may keep your shield manifest. While your shield is manifest, you gain +2 to your AC, and it takes up one of your hands. You may manifest or dismiss your shield as a free action, but must use your action to do both in a turn.
After you gain the Unification feature at 14th level, all your incarnations may summon your shield with one use of Unification. Otherwise, one incarnation may summon or dismiss your shield as free action, but must use an action to interact with it again.
When your shield is manifest, you may impose disadvantage on the attack roll of one creature you can see that is within 5 feet of you, provided the attack roll is against a creature other than you.
Piecemeal Medic
6th-level Replicator feature
At 6th level, you may use a bonus action to heal an ally with a replicant that is within 5 feet of them. That ally gains any of that replicant’s remaining hit points.
Manifest Weapon Transformation: Arcane Sword
6th-Level Replicator Feature
Also at 6th level, you may manifest or transform your shield into an arcane sword. As an action, make a melee spell attack against a creature. On a hit, that creature takes 1d6 slashing damage + your Constitution modifier, and must make a Constitution spell save.
On a failure, the wound is Cauterized, and you gain the damage dealt as temporary hit points. You may use Cauterized temporary hit points to replicate; however, you still cannot use temporary hit points gained from other abilities, spells, or items to replicate. When Split, each of your incarnations can gain their own Cauterized temporary hit points. All Cauterized hit points fade after 1 minute.
In all other ways, the sword behaves as the shield does. You can transform your weapon as a free action once per turn, but must use your action to transform it back. You cannot have both manifest at the same time.
Revitalize
10th-level Replicator feature
When you reach 10th level, you may use your action to Reabsorb all replicants you control within 30 feet of you. You may add Overclock once each time you use this ability. If you use this feature while Split, each incarnation gains a fraction of these hit points divided evenly amongst them. Any extra hit point gained this way beyond your maximum hit points are lost. You must take a short or long rest before using this ability again.
In addition, you may now add Overclock when you heal an ally with Piecemeal Medic.
Self-Sacrifice
15th-level Replicator feature
Starting at 15th level, when you are Split, as an action you may sacrifice one of your incarnations to heal an ally. The incarnations must be within 5 feet of the ally. The affected ally gains the incarnation's remaining hit points, which you sacrifice as a part of this ability. You may add Overclock to the hit points gained if you wish. Any extra hit points gained this way beyond that creature's max hit points are lost. You must take a long rest before using this ability again.
Replicants
As a replicator, you can create replicants from your own body to assist you in battle. There are two main types of replicant -- Equipment and Mobile -- and these are broken into subclasses: Attackertype / Defendertype / Explodertyper / Supportertype.
Here are some examples, divided by level. Look out for the Replicator: Replicants collection to see all the options!
Replicant Examples
Lvl 2
Splinterbot
Equipment/Attackertype
- Hit Points: 4
This replicant adheres to your weapon, expanding on attack. While active, it gives you advantage on attacks. Once you have used this a number of times equal to the Replicants Activated on the Replicator table, Splinterbot is destroyed.
Lvl 5
Exploderbot
Mobile/Explodertype
- Hit Points: 8 (variable)
- AC: 15
This replicant wanders the battlefield at your command in an attempt to find a strategic location to do the most collateral damage. Exploderbot loses 4 hit points at the end of each of its turn; when Exploderbot is reduced to 0 hit points, it explodes. Any creature within 5 ft. must make a Dexterity Spell Save; on a failure, that creature takes 4d8 fire damage. On a success, that creature takes half damage.
With Higher Hit Points (For All Explodertypes): For every 4 hit points granted to an explodertype, its explosion gains 5 feet of range.
Level 10
Runnerbot
Equipment/Supportertype
- Hit Points: 8 (variable)
This replicant allows you to slip out of tricky situations. While using Runnerbot, you may use the disengage action as a bonus action. In addition, while Runnerbot is equipped, you gain an extra 5 feet of movement. Runnerbot is destroyed after it is used to disengage a number of times equal to the Replicants Activated on the Replicator table.
With Higher Hit Points: For every 4 additional hit points granted to Runnerbot, Runnerbot gives an extra 5 feet of movement.
Lvl 13
Healerbot
Mobile/Supportertype
- Hit Points: 20
- AC: 15
Once per long rest, when replicating Healerbot you may regain all expended uses of Overclock.
Lvl 17
Freezerbot
Mobile/Explodertype
- Hit Points: 28 (variable; see Exploderbot)
- AC: 15
This replicant causes a temporal rift to form centered on itself. Freezerbot loses 4 hit points at the end of each of its turns; when Freezerbot is reduced to 0 hit points, it explodes. Any creature within 5 feet of this replicant must make a Dexterity Saving throw or be momentarily frozen in time; on a failure, that creature has a movement speed of 0 and is incapacitated for 1 minute. While frozen this way, it takes no damage, and does not age.
Spell List
Spells marked with "**" are original and a part of the replicator class. Check out the Replicator: Spells collection for more info!
Several spells are Unearthed Arcana, and focus primarily on technologically advanced worlds. Ask your DM if they are running such a world before taking these spells.
Cantrips
- Acid Splash
- Blade Ward
- Booming Blade
- Create Bonfire
- Dancing Lights
- Encode Thoughts
- Fire Bolt
- Frostbite
- Green-Flame Blade
- Light
- Lightning Lure
- Mage Hand
- Magic Stone
- Mending
- Message
- Minor Illusion
- Poison Spray
- Prestidigitation
- Ray of Frost
- Resistance
- Shocking Grasp
- Sword Burst
- Thorn Whip
- Thunderclap
1st Level Spells
- Absorb Elements
- Alarm
- Cause Fear
- Charm Person
- Comprehend Languages
- Detect Magic
- Disguise Self
- Distort Value
- Expeditious Retreat
- Faerie Fire
- False Life
- Featherfall
- Flash**
- Fog Cloud
- Grease
- Identify
- Illusory Script
- Jump
- Longstrider
- Reality Warp**
- Sense Emotion (UA)
- Silent Image
2nd Level Spells
- Arcane Hacking (UA)
- Arcane Lock
- Barkskin
- Blindness/Deafness
- Blur
- Borrowed Knowledge
- Calm Emotions
- Darkvision
- Digital Phantom (UA)
- Enhance Ability
- Enthrall
- Gust of Wind
- Heat Metal
- Invisibility
- Knock
- Levitate
- Locate Object
- Mirror Image
- Pyrotechnics
- See Invisibility
- Silence
- Spiderclimb
- Suggestion
- Thought Shield (UA)
- Zone of Truth
3rd Level Spells
- Blink
- Daylight
- Dispel Magic
- Feign Death
- Flame Stride (UA)
- Haywire (UA)
- Hypnotic Pattern
- Incite Greed
- Intellect Fortress
- Invisibility to Cameras (UA)
- Major Image
- Nondetection
- Overload**
- Protection from Ballistics (UA)
- Protection from Energy
- Sacrifice for Power**
- Water Walk
4th Level Spells
- Arcane Eye
- Banishment
- Charm Monster
- Conjure Knowbot (UA)
- Death Ward
- Elemental Bane
- Fabricate
- Freedom of Movement
- Hallucinatory Terrain
- Leomund’s Secret Chest
- Private Sanctum
- Resilient Sphere
- Stone Shape
- Summon Construct
- Synchronicity (UA)
- System Backdoor (UA)
5th Level Spells
- Animate Objects
- Antilife Shell
- Commune with City (UA)
- Control Winds
- Creation
- Dream
- Mislead
- Seeming
- Shutdown (UA)
- Skill Empowerment
- Telekinesis
- Telepathic Bond
- Temporal Shunt
Strange Biscuits
Homebrew
As with most homebrew, this owes a lot to a lot of different sources. The Replicator Class is part of the world of The Source, a setting of both homebrew and a video game (in progress).
The game and its contents owe their existence to old and new games such as Resident Evil, Silent Hill, Mother, Lisa, Nier: Automata, and many more, as well as books like Jeff Vandermeer's Annihilation, Karin Tidbeck's Amatka, China Mieville's The City and the City, amongst others.
As always, much of the credit goes to friends and family who have supported me through many daft ventures.
Cover Art: Zeronis
Image Credits
- NASA/ESA/ESO/Wolfram Freudling et al. (STECF)
- No Man's Sky / u/ConciseCrow
- Bethesda Software LLC
- Lynne Buchanan
- Anthony Chong Jones
- Santiago Betancur Salazar
- Maxime Gainche
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