Body Implants
These Adaptator abilities can be chosen as you level up. They provide unique and powerful upgrades. One of your implants can be changed for free every time you level up, in addition to any new ones you may receive. You can also spend 4 hours and 50 gold to change any implant to another one.
Rest Implant
You can long rest in 4 hours.
During these 4 hours you do not need to actually sleep, you can instead do light activity, such as keeping watch, reading a book, or tinkering.
Weak Module
You can downcast spells one level. You can for example, cast 2nd level spells at 1st level or 3rd level spells at 2nd level. To do so, you must do the opposite of what casting at higher levels specifies.
Bodily Hardening
Your maximum constitution and strength are now 22.
Internal Storage
You can carry up to 20 lbs of items on yourself, these objects are extremely difficult to detect and will not come up in a standard search. Functionally, these 20 lbs of items have their weight halved for calculating carrying capacity.
You can also carry up to 2 light weapons in your body, these weapons are undetectable in most searches and can be deployed into your hands without using a bonus action or action.
Modified Legs
You can dash as a bonus action.
Toolsmith
You can pick a tool kit to store on your body. This tool kit is undetectable in a search. You have proficiency when using this specific tool kit.
Thermal Vision
You gain darkvision up to 90 feet and it appears in hues of blue, purple, red, and orange.
Combat Implant
prerequisite: level 2 and only one other fighting style
Choose another fighting style.
Reinforced Shell
prerequisite: 6th level
Your AC when not wearing armor is equal to 13 + your dexterity or constitution modifier (you choose).
Rapid Reload
prerequisite: 6th level
You can reload one of your canisters for a bonus action instead of an action.
Hardened Shell
prerequisite: 6th level
You gain resistance to non-magical slashing, piercing, and bludgeoning damage. You also gain immunity to fire damage.
Shield Module
prerequisite: 17th level
You can wear a shield while also wielding a two handed weapon or dual wielding. The shield becomes integrated into your body. You can also store it inside your body. You cannot wear another shield while doing this. You also cannot store or wear weapons in that arm.
Steeling Frame
prerequisite: cyborg
You cannot be knocked back by effects.
You automatically succeed on any effect attempting to grapple or incapacitate you.
Rocket Implants
prerequisite: cyborg and 8th level
You gain a fly speed equal to your walking speed.
Transformative
prerequisite: cyborg and 12th level
You can create a shield over your face that grants a +1 bonus to AC, you are also immune to effects that attempt to disable you with bright lights.
You are also immune to blindness.
Blood Leech
prerequisite: fleshbringer
You can latch onto a target when making a melee weapon attack, this functions like a grapple but without any negative effects to the person targeted. The target has their speed halved and when you make any attack on them while latched you gain advantage.
Bloodstorm
prerequisite: fleshbringer and 6th level
You can take 1d20 damage and create a cloud in 60 feet of blood obscuring vision for every creature except for you.
Fortified Flesh
prerequisite: fleshbringer and 12th level
You cannot be paralyzed.
Bony Figure
prerequisite: necron
You gain expertise in intimidation.
Ghostly Gaze
prerequisite: necron and 8th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this implant, you can't use it again until you finish a short or long rest.
Runemaster
prerequisite: runegiver
You can read all writing.
You gain advantage on deciphering runes and symbols.
Incantations
prerequisite: runegiver and 8th level
You inscribe Disguise Self, Shield, and Sleep on your skin, these can be cast once before they disappear.
All expended spells return at the end of a long rest.
One with Nature
prerequisite: beastshifter
You can speak druidic, you also can cast wildshape once per long rest.
Kindly
prerequisite: diviner
You gain 5 additional canisters one with healing word, one with cure wounds, and three with revivify on it.
These canisters always contain these spells and are replenished after a long rest as usual.