Cyber Soldier (5e Subclass)
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Cyber Soldier[edit]
Artificer Subclass
A long time ago, the Battle Smith's were extremely important on the battlefields and for their achievements they gained a lot of renown and therefore could conduct many studies, the creation of Warforged being one of those feats that revolutionized warfare with these large armored combatants and that could be done on a large scale, but at some point in this history a singularity emerged, a craftsman who joined the knowledge of the Armorer, Artillerist and Battle Smith's in one thing, but this singularity could not control so many variables at once and maybe this which is why he used the technology of Warforged to unify everything into one warrior known as the Cyber Soldier.
No one knows for sure their origin but in the middle of the battle a few Warforged Cyber Soldiers stood out as Cyber Soldiers, but that raised a suspicion that someone was making human instrumentation and this was considered a war crime and those few Warforged Cyber Soldiers were hunted down and exterminated and as soon as the Cyber Soldiers appeared they disappeared in the dust of war and that name was forgotten by all.
But if you've come this far and you're seeing this message, know that I, patient zero, recorded all the information about my knowledge in this stone of knowledge, and if you want to have the power of a soldier that the war fields feared, take or destroy the last spark of that knowledge, now my greatest creation is in your hands, I hope you make the right choice.
Become the new and updated Cyber Soldier.
- Restriction - Warforged only
Only warforged can develop the Cyber Soldier specialization, as they are the only species capable of modifying their bodies with technomagic upgrades.
Your GM can suspend this restriction to better adapt your campaign, but I strongly recommend not doing so, but if you do, I recommend following the tips on how to adapt this archetype to other species described at the end.
- Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
- Cyber Soldier Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Soldier Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Spell Level | Spells |
---|---|
1st | heroism shield |
2nd | branding smite mirror image |
3rd | conjure barrage spirit guardians |
4th | fire shield greater invisibility |
5th | banishing smite wall of force |
- Battle Ready
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
- Booster Charger
Starting at 3rd level, you can activate a surge of energy called a Booster Charger, as long as you are not wearing heavy armor. He bolsters it with superhuman speed, agility, and focus.
You can use a bonus action to initiate Booster Charger, which lasts for 1 minute. Ends early if you are incapacitated, wear heavy armor, or take a restricted turn. You can also dismiss Booster Charger any time you like (no action required).
While your Charger is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics and Stealth) checks.
- You gain a bonus on any Constitution saving throw you make to maintain concentration on a spell. The bonus is equal to your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you use all uses of Booster Charger, you gain one level of exhaustion and restrict the number of uses to half rounded down uses until you complete two long rests.
Overload: if you need to use it more times than allowed, the Cyber Soldier makes a Constitution check DC 15 + extra use and at the end of the use he suffers one more level of exhaustion for the extra use.
- Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
- Arcane Energy
At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 + your Intelligence modifier hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
- Improved Batller Sodier
At 15th level, your Arcane Energy and Booster Charger become more powerful:
- The extra damage and the healing of your Arcane Energy both increase to 4d6.
- Your Booster Charger develops energy armor to increase your ability to survive combat. While Booster Charger is active, you gain temporary hit points at the start of your turn equal to your Artificer level.
- Overclock
In moments of desperation where the combat seemed to be doomed to defeat, where the platoon already saw their lives slipping away through their fingers, it was the moment that the Cyber Soldiers demonstrated their greatest combat power, it was when all the security of the preservation protocols of the life are turned off and the Booster Charger is turned on at full power. The overclock is activated and 100% of the Booster Charger is used but not only that the system forces the body to extract more than it can offer, overheating all the circuits, and with that the Cyber Soldier increases its stats absurdly, however it starts to consume his life in the process, a process he usually cannot stop unless his body collapses and the Cyber Soldier dies in combat.
When Booster Charger is active Cyber Soldier can spend 1 action to activate Overclock. Receiving the following benefits:
- All Cyber Soldiers weapon attacks gain the benefit of Arcane Energy.
- Stays under the effect of the Haste spell without needing to maintain concentration throughout the Overclock. If you finish the Overclock and are still alive, the spell's negative effects last for 1 minute.
- Gains a bonus to AC, attack and damage equal to your proficiency bonus while overclocking is active.
At the cost of taking an amount of damage to your hit points and maximum hit points equal to your character level + your Intelligence modifier, which can only be recovered with a long rest, and during that rest no points are recovered from exhaustion. If your maximum hit points reach 0 points, you must make a DC 25 Constitution check, on failure the character dies immediately, on a success he becomes unconscious and dying until he is stabilized (or passes the death check) or dies. If stabilized, it has 1 maximum hit point until you finish a long rest. So the time limit is how many hit points you have available to burn.
To deactivate the Overclock it is necessary to spend the entire turn making a DC 20 Constitution check, in case of failure the Overclock remains active. Overclock remains active even if you fall unconscious.
If unconscious, it automatically enters a dying state and every turn and auto fails while unconscious with Overclock active, and requires a companion to make a DC 30 Medicine or DC 25 Arcane check, if that companion is an Artifice, these DCs will be reduced at 5, to disable Overclocking and healing spells have no effect in this state.
When disabled Cyber Soldier is still dying, requiring death rolls to be passed or otherwise stabilized.
After using this feature, you get 5 levels of exhaustion and you can only activate the overclock again after 7 days.
Warforged Transformation[edit]
If the GM accepts that other races use the Cyber Soldier archetype, the character must be willing to remove part of his biological body to implant mechanical parts, that is, starting to suffer bodily changes and psychological wear because of these implants. So the character must have at least 50% of his body made up of mechanical parts to be able to use 80% of the power of Cyber Soldiers, with 80% of his body being cybernetic he can use 100% of the archetype.
Such transformations can be done by implanting mechanical prostheses, artificial eyes, lungs and other official items already available, but below I will provide updates for the warforged race that can be used as a way to increase the percentage of mechanical parts in your body . More different from the warforged that was born a machine, the biological being suffers side effects when making the transformation and with each update made in their bodies they lose a little of their sanity and because of that they can suffer from cyberpsychosis where the character becomes the GM If that happen.
With each update, the character must make a wisdom test in order not to lose his sanity and become a cyberpsychopath, in addition, the higher the percentage of implants, the more times the tests must be repeated and the greater the difficulty. The percentage of each upgrade is set by the GM.
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