Augmenters (Corebound Awakening Supplement)

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Class Features[edit]

As a Augmenter you gain the following class features:

Hit Points[edit]

Surface Hit Dice: 1d12 per Augmenter Stage + Constitution modifier.

Proficiencies[edit]

Armor: Light Armor and Shields

Weapons: Simple Weapons and Martial Weapons

Saving Throws:Constitution, Dexterity or Strength

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Table: The Augmenter[edit]

Core Purity Stage Proficiency Bonus Features Mana points XP Threshold
Black +1 Mana Sensory Instinct 5*Con mod (min of 5MP) 0
Red Dark +2 Augment Modes 10*Con mod (min of 10MP) 5
Solid +2 Parallel Flow 10*Con mod (min of 10MP) 500
Light +2 Reflex Integration Combat Style 10*Con mod (min of 10MP) 1,200
Orange Dark +3 Elemental Augments 15*Con mod (min of 15MP) 2,000
Solid +3 Elemental Augments Extension 15*Con mod (min of 15MP) 3,200
Light +3 Partial Activation Extra Attack 15*Con mod (min of 15MP) 4,600
Yellow Dark +4 Runecasting 20*Con mod (min of 20MP) 6,200
Solid +4 Upcasting 20*Con mod (min of 20MP) 7,800
Light +4 Prepared Invocation Enchanting 20*Con mod (min of 20MP) 9,400
Silver Dark +5 Signature Spell 25*Con mod (min of 25MP) 11,000
Solid +5 Signature Echo 25*Con mod (min of 25MP) 12,600
Light +5 Signature Spell Expansion Mana Battery Core 25*Con mod (min of 25MP) 14,200
White +6 Zero Point Pulse 30*Con mod (min of 30MP) 15,000
Feature Level XP cost
lvl 1 0 XP lvl 11 6500 XP
lvl 2 200 XP lvl 12 7700 XP
lvl 3 500 XP lvl 13 9000 XP
lvl 4 900 XP lvl 14 10400 XP
lvl 5 1400 XP lvl 15 11900 XP
lvl 6 2000 XP lvl 16 13500 XP
lvl 7 2700 XP lvl 17 15200 XP
lvl 8 3500 XP lvl 18 17000 XP
lvl 9 4400 XP lvl 19 18900 XP
lvl 10 5400 XP lvl 20 20900 XP
Mana Sensory Instinct[edit]

You become subtly aware of the mana that flows through your body and around you. This is not a trained skill — it is instinctual, like a second heartbeat.(1-20lvl)

  • You can detect the presence of active mana (spells, spellcasters, mana cores) in a radius of 10 ft per Feature Level
  • Obstruction Weakens Detection: Range is reduced by 10 ft per 5 ft of obstacle (e.g., 15 ft of stone wall reduces range by 30 ft in that direction)
  • To gather specific details (e.g., spell type, element, Internal vs External, core strength), make an Insight check DC 20, this DC decreases by 2 every 5 Feature Level.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Augment Modes[edit]

You may activate one mode at a time as an action, sustaining it by spending 2 MP per round. Each mode has Feature Levels (1–20lvl).

Speed Mode:

  • Increases movement speed by +5 ft per Feature Level.

Power Mode:

  • Increases melee and unarmed damage by +1 per Feature Level.

Defense Mode:

  • Increases AC by +1 per 2 Feature Levels (rounded down).
  • Choose one: resistance to bludgeoning, piercing, or slashing while active.

Skill Mode:

  • Gain a bonus equal to Feature Level on all skill checks and saving throws(without those for Augmentation Backlash).

Augmentation Backlash:

  • If an Augment Mode is active for more than 10 consecutive rounds, you must make a Constitution saving throw at the end of each additional round:
  • DC = 30 − Feature Level + (# of rounds beyond 10).
  • On a failure, you suffer Augmentation Backlash: Take 2d10 force damage and become stunned until the end of your next turn.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Parallel Flow[edit]

You learn to divide your mana flow, allowing you to maintain multiple bodily enhancements simultaneously — or reinforce a single function with layered intensity.

  • You may maintain 1 more Mode per 2 Feature Levels.(Feature Level 2 = 2 active modes)
  • Additionally, for every 2 Feature Levels, you may activate the same mode multiple times, stacking its effects.(Feature Level 2 = Up to 2 active modes, or Speed Mode ×2)
  • Each active mode still costs 2 MP per round, so multi-mode usage drains faster(stacking is having the Speed Mode two times so is still 2 active modes).

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Reflex Integration[edit]

Through intense practice and attunement, your body begins to respond to your will before you even fully decide.

  • For every Feature Level you may activate 1 more mode as the same action.(max 5 modes at ones)
  • Every 5 Feature Levels you can lower the action cost Action(0) → Bonus Action(1) → Free Action(2) → Reaction(3).
  • For every lower action you can activate as many modes as you have Feature Level - 5*[The action type].

[At Level 5 → Can activate 1 mode as a Bonus Action and 5 as Action][At Level 10 → Can activate 1 mode as a Free Action and 5 as Action or Bonus Action]

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Combat Style[edit]

You imprint a permanent enhancement pattern into your mana flow, one that subtly alters your physical instincts, posture, and reflexes. This becomes your Combat Style — a foundational approach to battle that persists even without active Augment Modes.

Breaker Style

  • You deal +1 damage with melee weapons per 2 Feature Levels.
  • When you hit a creature with two Augment Modes active, they must succeed a Strength saving throw (DC = 10 + Feature Level) or be knocked back 5 ft.

Juggernaut Style

  • Gain +1 AC per 2 Feature Levels while not wearing heavy armor.
  • When you use an Augment Mode that enhances defense, you gain temporary HP equal to your Feature Level (once per short rest).

Striker Style

  • When you hit a creature with a melee weapon, your movement speed increases by 5 ft per 2 Feature Levels until the end of your turn.
  • You can make an unarmed strike as a bonus action after taking the Attack action (once per turn for every 10 Feature Levels).

Precision Style

  • Gain +1 bonus to initiative per 2 Feature Levels.
  • Once per turn, add your Proficiency Bonus to a weapon attack roll or Dexterity saving throw an additional time.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Elemental Augments[edit]

The elements you were born attuned to may now be used as elemental mods.

  • You must have the corresponding elemental affinity.
  • You may activate one elemental mod at a time as an action, sustaining it by spending 3 MP per round.
  • All Mods scale with this Feature Level(1-20lvl).

Elemental Mod List

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Elemental Augments Extension[edit]

The deviant elements you can use you may now attune and used as elemental mods.

  • You must meet the prerequisites for corresponding elemental affinity.
  • You may activate one elemental mod at a time as an action, sustaining it by spending 3 MP per round.
  • All Mods scale with this Feature Level(1-20lvl).

Deviant Elemental Mod List

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Partial Activation[edit]

You may now partially activate an Elemental Mod end of your next turn as a reaction or bonus action without fully committing your core. This costs 1 MP and does not count against your active Elemental Mod.

  • You may use one partial activation per turn.
  • You may only use the Mod’s passive or one minor effect — not its full set.
  • You may still maintain a full Elemental Mod simultaneously.
  • You use the Feature Level of the Elemental Augments Extension or Elemental Augments for the activated ability (Fire you use the Elemental Augments for Ice you use the Elemental Augments Extension).
  • You may do this as many times as you have Feature Level.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Extra Attack[edit]

Beginning at Light Orange Stage, you can attack 1 more time per 4 Feature Level, instead of once, whenever you take the Attack action on your turn.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Runecasting[edit]

You’ve reached a turning point. Your internal mana pathways have stabilized enough to extend outward — not just enhancing your body, but shaping the world through structured mana instructions.

  • You can chain runes to create magical effects.
  • You can cast while using Augment Modes, but you may only use one rune chain per turn unless a feature says otherwise.
  • You cast spells using Constitution as your casting stat (your body remains the core of your power).
  • Spell Save DC = 8 + Proficiency Bonus + CON modifier + 1 per 2 Feature Level.
  • Spell Attack = Proficiency Bonus + CON modifier + 1 per 2 Feature Level.
  • You can cast spells of a difficulty equal to your Feature Level (Each rune add 1 to the difficulty level).

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Upcasting[edit]

Your body and mana core have adapted enough to briefly channel spells beyond your current limits — but doing so teeters on the edge of collapse.

  • You may attempt to cast a spell using a rune chain that exceeds your current control threshold.
  • When you do, make a Constitution saving throw with a DC equal to 10 + 2 for every difficulty level (higher then what you can do) - Feature Level.
  • On a success, the spell is cast normally.
  • On a failure, the spell fails and you suffer Conjuring Backlash: You take 1d10 force damage per rune used, ignoring resistance. Your MP is immediately locked for 1d4 rounds — you cannot cast or use Augment/Elemental Modes during this time. At DM discretion, unstable magic might cause a wild effect or secondary consequence.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Prepared Invocation[edit]

Your mastery of external spellcraft has progressed to the point where you no longer need to build every spell in the moment.

  • You may prepare a number of rune chains equal to your Int + Wis * Feature Level (min = Feature Level).
  • Prepared spells are pre-built rune sequences stored in your mind or on etched focus objects.
  • You may cast a prepared spell as an Attack Action, Bonus Action or Reaction, and it cannot be altered or expanded mid-cast.
  • Casting a prepared spell costs its normal MP, but it's a pre set amount (Example[Plant:✺(1MP)⬡(Ball)(4MP)⧖(1MP)∞1(2MP)⚝(1MP)△(1MP)➤(up)(1MP)⬡(tentakels)(4MP)⟳(2MP)∞1(2MP)]).
  • You may prepare a new rune spell by spending 10 minutes in focused meditation or etching.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Enchanting[edit]

You gain the ability to create temporary enchantments.

  • You can spend 10 minutes in focused meditation to create a simple enchantment on your equipment.
  • You can later spend MP up to your Feature Level to activate the enchantment/s as a Free Action.
  • The enchantments power scales with the MP spent on activating it.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Signature Spell[edit]

After years of combat, ritual, and mana flow mastery, you've developed a spell so ingrained in your identity that it bypasses preparation, customization, and hesitation.

  • Choose or create one rune chain (minimum 2 runes, maximum 2*Feature Level).
  • This chain becomes your Signature Spell.
  • The normal rules for rune chain do not apply to Signature Spell (At DM's discretion).
  • Once per every 5 Feature Levels per short rest, you may cast your Signature Spell as a bonus action.
  • It costs half the normal MP (rounded down, minimum 1 per rune).
  • You may re-engrave a new Signature Spell after finishing a long rest and spending 1 hour in focused training.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Signature Echo[edit]

Your mastery over your Signature Spell has reached such precision and instinct that you can unleash it in waves, striking multiple targets in a single breath.

  • You may now choose to cast your Signature Spell as an action instead of a bonus action.
  • When cast this way, the Spell activates as many times as you have Feature Level/2.
  • MP Cost = Half the spell's cost × as many activations (minimum 1 MP per rune per activation).

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Signature Spell Expansion[edit]

Your control over mana inscriptions has reached such depth that you can now sustain multiple engraved spells within your core.

  • You may now engrave and maintain up to your Feature Level/5 Signature Spells at once.
  • Each spell follows the normal rules for Signature Spells.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Mana Battery Core[edit]

Your mana core has developed a secondary reserve, a self-sustaining storage node within your body that slowly accumulates mana over time.

  • You gain a Mana Battery that can hold up to 2 * Feature Level Bonus MP.
  • The battery automatically recharges 1 MP * Feature Level per hour, even when you are not in combat.
  • You can only spend from the Mana Battery once per turn.
  • You may spend MP from the Mana Battery to cast Signature Spells, Prepared Spells, or Spells.
  • Once emptied, the battery takes 1 hour of rest or 10 minutes of focused meditation to begin recharging again.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).

Zero Point Pulse[edit]

You’ve reached the end of your path — and from the brink of collapse, you draw unmatched power.

  • When you are reduced to 0 MP, you may immediately trigger a Zero Point Pulse.
  • Choose one of your Signature Spells — it is cast automatically, affecting all creatures within 10 ft per Feature Level of you.
  • You then regain MP equal to your Feature Level × 2.
  • All active Augment Modes and Elemental Mods remain active for 1 turn per 2 Feature Level at no MP cost.
  • This can occur once per long rest, and only if your MP hits 0 naturally.

XP Required for level up = 100 × Level + last XP Required (e.g., Level 2 = 200 XP, Level 3 = 500 XP, Level 4 = 900 XP).


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