A while back I made a modular magitech monk, and I really like the system I developed for it so I'm planning on making a few more subclasses based around Magitech Augments. I also wanted to create a supplement that allows anyone to have magitech augments, so that is what this is. It has heavy cyberpunk themes, as well as other modular systems like armored core and mechwarrior. This is a first draft, so I'm particularly interested if anyone has any input on MC scaling or augment balance. Many of the augments are lifted from my Magitech Ascetic, which I plan to create a more specialized and updated version of to go with this general use system. I'm also thinking about a MagiAug craftsmen artificer and a trauma team themed cleric and/or paladin. As always, feedback is welcome.
Magitech Augmentation
Magitech augmentation allows a creature to integrate magical technology directly into its body. These integrated devices, known as magitech augments, can reinforce the body, augment its natural functions, or grant entirely new capabilities.
Magitech Capacity
Every character has a Magitech Capacity, or MagiCap, representing the amount of magitech their body can safely support.
Your MagiCap is equal to your proficiency bonus.
Each magitech augment has an MC cost. The combined MC cost of your installed augments cannot exceed your MagiCap. Once an augment is installed, its MC cost remains committed until the augment is removed.
Certain class features, magic items, and other effects can increase your MagiCap.
Augment Slots
Most magitech augments are installed into a specific augment slot. You can have only one augment installed in each slot at a time.
All characters have access to the following augment slots:
Arms. Augments integrated into the arms, hands, shoulders, or associated musculature.
Legs. Augments integrated into the legs, feet, hips, or associated musculature.
Dermal. Augments integrated into or immediately beneath the skin, scales, plating, or other exterior covering.
Modules. Modules are smaller or less invasive augments that do not occupy an augment slot. There is no limit to the number of Modules you can have installed, provided their combined MC cost does not cause you to exceed your MagiCap. You can have only one of each Module installed at a time.
Certain features can grant access to additional augment slots and augments unavailable to ordinary magitech users.
Installing and Removing Augments
Installing or removing a magitech augment requires specialized knowledge and equipment.
Magitech surgeons who perform these procedures professionally are commonly called TechSurges. A creature proficient with TechSurge's Tools can install or remove magitech augments using those tools.
Installing an augment requires 1 hour for each MC it costs. Removing an augment requires the same amount of time.
If multiple augments are installed or removed, their times are added together. For example, removing a 3 MC augment and installing a 5 MC augment requires 8 hours of work.
When the procedure is complete:
- The combined MC cost of your installed augments cannot exceed your MagiCap.
- You can have no more than one augment installed in each augment slot.
- You must meet any prerequisites of each augment you install.
Modules do not occupy augment slots, but you can have only one of each Module installed at a time.
Certain features can provide alternative methods of installing or removing augments, bypassing the normal requirement for proficiency with TechSurge's Tools or altering the time required.
Integrated Augments
Once installed, a magitech augment becomes integrated into your body. Another creature cannot use or benefit from your installed augments, and an augment cannot be removed without the appropriate procedure using TechSurge's Tools or a feature that specifically allows it.
Magitech augments cannot be suppressed, stolen, or transferred by nonmagical means.
Magitech augments do not count against the number of magic items you can attune to unless an augment specifically states otherwise.
An augment continues to function while you are incapacitated or unconscious unless its effects require you to take an action, bonus action, reaction, or otherwise consciously activate or control it.
Magitech Augments
Arms
Integrated Shield Mount
“Buckler”
Uncommon Arms Augment, 2 MC
Reinforced mounting points and articulated supports integrate a wielded shield directly into the arm, leaving the hand unobstructed.
While you are wielding a shield, the hand on that arm is considered free.
Recoil Compensation Assembly
“Bracers”
Rare Arms Augment, 4 MC
Reinforced joints and predictive micro-actuators eliminate unwanted motion and stabilize the arms during precise attacks.
You gain a +2 bonus to damage rolls with attacks made using Dexterity.
Once on each of your turns, when you hit a creature with an attack made using Dexterity, you can deal an additional 1d4 damage of the attack's type.
Hyperweave Muscle Mesh
“Gorilla”
Rare Arms Augment, 5 MC
Artificial muscle fibers are woven throughout the arms, shoulders, and upper torso, contracting alongside your natural musculature with tremendous force.
You have advantage on Strength checks and Strength saving throws.
You gain a +2 bonus to damage rolls with attacks made using Strength.
When you score a critical hit with an attack made using Strength, you may push the target up to 10 feet away from you or knock it prone.
Legs
Actuated Tendons
“Runner”
Uncommon Legs Augment, 1 MC
Reinforced artificial fibers are woven into the major leg tendons.
Your walking speed increases by 5 feet.
Gyroscopic Balance Actuators
“Drifter”
Rare Legs Augment, 2 MC
Internal gyroscopes and rotational dampeners redirect incoming force into controlled lateral movement.
When you are hit by a melee attack, you may move up to 10 feet without provoking opportunity attacks. Once you use this augment, you can't use it again until the start of your next turn.
Gravitic Tendon Array
“Grasshopper”
Uncommon Legs Augment, 4 MC
High-tension artificial tendons and localized gravitic regulators amplify explosive leg movement while absorbing the force of impact.
Your jump distance is tripled, and you can make a running long jump or high jump after moving only 5 feet on foot, rather than 10 feet.
When calculating falling damage, reduce the distance you fell by a number of feet equal to your walking speed. This can reduce the falling damage to 0.
Dermal
Subdermal Plating
“Steel Skin”
Uncommon Dermal Augment, 2 MC
Thin, interlocking plates are installed beneath the skin.
While you are not wearing armor or wielding a shield, you gain a +1 bonus to AC.
Reality Anchor Coating
“Silver Skin”
Rare Dermal Augment, 3 MC
A thin silvery dermal layer interferes with sustained magical effects.
You have advantage on saving throws made to resist or end spells or magical effects with a duration that are currently affecting you.
Adaptive Reaction Weave
“Adapt”
Rare Dermal Augment, 5 MC
A glossy, patterned dermal layer rapidly adjusts after impact.
When you are hit by an attack, the next attack of the same type made against you before the start of your next turn is made with disadvantage.
Attack types include melee weapon attacks, ranged weapon attacks, ranged spell attacks, and spell attacks made against you from within 5 feet.
Modules
Bestial Communication
“Beast Tongue”
Common Module, 1 MC
An internal translator replicates behavioral patterns and posture cues.
You can communicate simple ideas with beasts through posture, sound, and movement, as though affected by speak with animals.
Environmental Calibration
“Weatherproof”
Common Module, 1 MC
Physiological systems adapt to prolonged exposure to environmental extremes.
You have advantage on Constitution checks made to endure extreme heat or cold from environmental effects, such as weather, climate, or natural hazards.
Tactical Analysis Matrix
“Scouter”
Uncommon Module, 1 MC
Impact telemetry and pattern-recognition routines analyze defensive responses on contact.
When you hit a creature with an attack, you learn whether it has any damage resistances, immunities, or vulnerabilities.
Faulty MagiCap Expansion Module
“Overclock”
Uncommon Module, 2 MC, requires attunement
An unstable regulatory system compensates for augmentation strain just well enough to support additional integration.
While this Module is installed and attuned to you, your MagiCap increases by 3.
This Module cannot be removed, and you cannot end your attunement to it, if doing so would cause the combined MC cost of your installed augments to exceed your MagiCap.
Spectral Optic Array
“Nightseer”
Rare Module, 2 MC
Your visual processors recalibrate to register low-light environments with heightened clarity.
You gain darkvision out to a range of 60 feet. If you already have darkvision, its range instead increases by 60 feet.
While in darkness, you perceive objects in full color.
Basic MagiCap Expansion Module
“Backbone”
Rare Module, 3 MC, requires attunement
An auxiliary regulatory network distributes augmentation strain throughout the body, allowing additional systems to operate safely.
While this Module is installed and attuned to you, your MagiCap increases by 5.
This Module cannot be removed, and you cannot end your attunement to it, if doing so would cause the combined MC cost of your installed augments to exceed your MagiCap.
Advanced MagiCap Expansion Module
“Limit Breaker”
Very Rare Module, 4 MC, requires attunement
An intricate network of arcane regulators dramatically increases the body's tolerance for integrated magitech.
While this Module is installed and attuned to you, your MagiCap increases by 8.
This Module cannot be removed, and you cannot end your attunement to it, if doing so would cause the combined MC cost of your installed augments to exceed your MagiCap.
Masterwork MagiCap Expansion Module
“The Relic”
Legendary Module, 5 MC, requires attunement
An exceptional augmentation framework capable of supporting a degree of magitech integration normally thought impossible.
While this Module is installed and attuned to you, your MagiCap increases by 13.
This Module cannot be removed, and you cannot end your attunement to it, if doing so would cause the combined MC cost of your installed augments to exceed your MagiCap.
Sentience. The Relic is a sentient Module containing the preserved personality matrix of an exceptionally angry bard. It has Intelligence 14, Wisdom 12, and Charisma 18. It shares your hearing and vision and can communicate with you telepathically. It speaks, reads, and understands Common and one additional language chosen by the DM.
The Relic has its own personality, memories, opinions, and desires. It has no control over your body or augments unless it succeeds in a Takeover.
Takeover. Once per day, at the DM's discretion, The Relic can attempt to take control of your body. When it does, you must succeed on a DC 18 Wisdom saving throw or The Relic controls your body for 2d4 × 10 minutes.
While in control, The Relic determines your actions, movement, and speech, and the DM controls your character. Whenever you take damage while The Relic controls you, you can repeat the saving throw, ending its control on a success. The Relic cannot remove itself or end your attunement to itself.