Enhancements (Metal Gear Supplement)

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Enhancements[edit]

In wars long passed, fighting was done between soldiers; people of flesh and bone clashing steel. In the modern day, however, some soldiers have become more machine that man. A player can not take this "class" at 1st level, instead, any time they would gain a feature from another class, they may instead install an enhancement detailed in this page, but otherwise gain the effects of gaining a level in the chosen class. If the player forgoes a feature that another feature relies on, they gain the base feature instead when they would gain the reliant feature. Very Rare enhancements do not require forgoing a feature to install. An enhancement must be acquired before it can be installed, and each enhancement has its own rarity. If the same enhancement is installed twice and has limited uses, its uses are multiplied by the number of times it has been installed.

Enhancement Lists[edit]

As a Enhancements you gain the following class features.

Hit Points

Hit Dice: 1d— per Enhancements level
Hit Points per Level: 1d— (or Expression error: Unrecognized punctuation character "&".) + Constitution modifier per Enhancements level

Proficiencies


Level Proficiency
Bonus
Features
1st Very Rare Enhancements
2nd Special Common Enhancements
3rd Special Uncommon Enhancements
4th Special Rare Enhancements
5th Special Very Rare Enhancements


Very Rare Enhancements[edit]

Codec. You have a miniature two-way radio implanted in your cochlea or nanomachines, allowing only you to hear it, as well as being able to communicate through it silently if it is synched with your nanomachines.

First-Generation Nanomachines. Microscopic machines flow through your veins. As a bonus action, you may cause your nanomachines to administer adrenalin, among other compounds, to induce an artificial combat high, reducing your exhaustion by 1 level. You may do so once, regaining use when you eat a meal, including rations. If something has access to your nanomachines, it may cause your nanomachines from taking certain actions, such as moving or firing a weapon.

Second-Generation Nanomachines. Microscopic machines flow through your veins. As a bonus action, you may cause your nanomachines to administer adrenalin, among other compounds, to induce an artificial combat high, reducing your exhaustion by 1 level. You may do so once, regaining use when you eat a meal, including rations. If something has access to your nanomachines, it may cause your nanomachines from taking certain actions, such as moving or firing a weapon, as well as cause visual and auditory hallucinations. Additionally, your nanomachines can interface with most Digital Age technology up to 30 feet away, as well as monitor your vital signs.

Third-Generation Nanomachines. Microscopic machines flow through your veins. As a bonus action, you may cause your nanomachines to administer adrenalin, among other compounds, to induce an artificial combat high, reducing your exhaustion by 1 level. You may do so once, regaining use when you eat a meal, including rations. If something has access to your nanomachines, it may cause your nanomachines from taking certain actions, such as moving or firing a weapon, as well as cause visual and auditory hallucinations. Additionally, your nanomachines can interface with most Digital Age technology up to 30 feet away, as well as monitor your vital signs, as well as those with third-generation nanomachines synched to your own along with their perceptions. Third-generation nanomachines are also required to access ID-locked guns, which make up over 90% of the world's weapons as of 2014.

Special Common Enhancements[edit]

Imperfect Soldier Genes. You have received genetic treatments to make key parts of your genetic pattern match that of the Legendary Mercenary, Big Boss. You gain a +1 bonus to all checks, saving throws, attack and damage rolls, and your AC. When initiative ends, you gain 1 level of exhaustion.

Cybernetic Sensor. Your body has been implanted with an automated sensor, causing you to never be surprised, even when unconscious.

Photosynthesis Parasite. A parasite has replaced your skin, feeding you through photosynthesis in exchange for the durability of the human body. After spending at least 8 hours in direct sunlight or UV light, you count as having eaten a day's meal, lose 1 level of exhaustion, and regain 1d4 hit points.

Observation Parasite. A parasite has replaced your skin, enhancing your perception in exchange for occasionally feeding off of you. As a bonus action, you gain advantage on attack rolls and Perception checks until the end of your turn, upon which you gain 1 level of exhaustion.

Special Uncommon Enhancements[edit]

Perfect Soldier Genes. Requires Imperfect Soldier Genes. You no longer gain exhaustion when initiative ends.

Mutant Telomeres. Your body is able to constantly regenerate without deteriorating. You have advantage on death saving throws and you age four times slower.

Defensive Nanomachines. Requires Third-Generation Nanomachines. You have been injected with nanomachines that harden in response to physical trauma. Your unarmed strikes deal an additional 1d4 bludgeoning damage, and you gain a bonus to your DT equal to your Strength or Constitution modifier.

Regenerative Nanomachines. Requires Third-Generation Nanomachines. You have been injected with nanomachines that build up energy off of your bioelectricity, and can release said energy to heal you. As an action, you may regain 2d4 hit points or reattach one severed limb. If you are reduced to 0 hit points with at least 1 use remaining, you automatically use 1 use and instead drop to 1 hit point. After using this feature, you can not do so again for 1 minute.

Pyrokinetic Nanomachines. Requires Third-Generation Nanomachines. You have been injected with nanomachines that build up energy off of your bioelectricity, and can release said energy at will as fire. As an action, you may cause your next unarmed strike before the end of your next turn to deal an additional 2d4 fire damage, or to create a 30 ft. long, 30 ft. tall wall of fire that lasts until the beginning of your next turn that deals 1d4 fire damage to any creature that touches it. After using this feature, you can not do so again until the end of your next turn.

Strength Nanomachines. Requires Third-Generation Nanomachines. You have been injected with nanomachines that build up energy off of your bioelectricity, and can focus said energy at will into your body. As a bonus action, you gain a +10 foot bonus to your movement speed, your unarmed strikes deal an additional 1d4 bludgeoning damage, and you may cause your unarmed strikes to target every creature in a 10 foot radius of you until the end of your next turn. After using this feature, you can not do so again until the end of your next turn after this feature ends.

Projectile Nanomachines. Requires Third-Generation Nanomachines. You have been injected with nanomachines that build up energy off of your bioelectricity, and can release said energy at will as condensed energy projectiles. As a bonus action, you may grant your next unarmed strike a range of 30/60 feet. After using this feature, you can not do so again until the end of your next turn.

Hornet Parasite. A parasite has replaced your skin, secreting hornet-attracting and -controlling pheromones in exchange for occasionally feeding off of you. You become immune to poison damage and the poisoned condition. As a bonus action, you may create a nest of bees anywhere within 30 feet of you, after which you gain 1 level of exhaustion. While at least 3 nests of bees are within 30 feet of you, you may destroy them without causing the typical affects of doing such as an action to grant yourself resistance to all damage until the beginning of your next turn.

Camouflage Parasite. A parasite has replaced your skin, turning you invisible at will in exchange for occasionally feeding off of you. As an action, you gain advantage on Stealth checks against being seen, and automatically succeed them if you are completely still. At the end of each turn this feature is active, you must succeed a DC 15 Constitution saving throw or gain 1 level of exhaustion.

Special Rare Enhancements[edit]

Cyborg Body. Most of your body has been replaced with artificial parts. You gain a +1 bonus to all checks, saving throws, attack and damage rolls, and your AC and DT, but you regain half as many hit points from all sources of healing unless you or the creature healing you succeeds a DC 20 Technology check.

AR Sense. You have been implanted with a sensor that sends out a deep scan of your surroundings. As a bonus action, you can scan everything within a 30 ft. radius of you. This gives you dark vision in a light blue tint in this radius and gives you exact measurements of the area, the distance between you and an intended destination, and the location of all creatures and objects of note in this area until the end of your turn. You may do so once, regaining use after 1 minute.

Wall Run. Your legs have been implanted with spikes that stick into surfaces as you move. As a bonus action, your walking speed increases by 15 feet, you gain a climbing speed equal to your walking speed, and you can climb on vertical and inverted horizontal surfaces without making any kind of check for 1 minute. If you stop moving while on a vertical or inverted horizontal surface, you fall prone. You may use this feature once, regaining use 1 minute after this effect ends.

Weapon Mode. Your brain has been implanted with a module that can stimulate an advanced combat high. As a bonus action, you may make 1 additional attack when you take the Attack action, and your critical hit threshold increases by 1 (20 → 19-20 → 18-20).

Mist Parasite. Requires Photosynthesis, Observation, Hornet, or Camouflage Parasites. A parasite has replaced your skin, releasing a metallic archaea fog in exchange for occasionally feeding off of you. As an action, you may release a 30 foot radius cloud of mist. This area becomes heavily obscured for 1 minute or until a wind of moderate or greater speed clears it, and any Huge or smaller vehicles within the area instantly drop to 0 hit points. Immediately after using this feature, you gain 3 levels of exhaustion

Armor Parasite. Requires Photosynthesis, Observation, Hornet, or Camouflage Parasites. A parasite has replaced your skin, turning your skin as hard as metal in exchange for occasionally feeding off of you. As a bonus action, you gain a damage threshold of 15 until the end of your next turn, after which you gain 1 level of exhaustion. When you take damage that would surpass this damage threshold, you may end this feature early to reduce the damage to 0.

Power Parasite. Requires Photosynthesis, Observation, Hornet, or Camouflage Parasites. A parasite has replaced your skin, massively enhancing your physical abilities in exchange for occasionally feeding off of you. As an action, your Strength, Dexterity, or Constitution increases by 4, as does the chosen ability score's maximum, and you gain a +15 ft. bonus to your movement speed. At the end of each turn this feature is active, you must succeed a DC 15 Constitution saving throw or gain 1 level of exhaustion.

Special Very Rare Enhancements[edit]

Cyborg Strength. Requires Cyborg Body. Your cyborg body has been upgraded beyond human capabilities. Your Strength, Dexterity, or Constitution increases by 4, as does the chosen ability score's maximum.

Lightning Cuts. Requires Cyborg Body. Your cyborg body is capable of making melee attacks faster and cleaner than any human. Your critical hit threshold increases by 1 (20 → 19-20 → 18-20) with melee weapons, and your melee attacks count as a ranged attack for the sake of the Bullet Parry feature. If you have the Bullet Parry feature, you do not gain a level of exhaustion after using it on a ranged attack.

Dwarf Gekko Arms. Requires Cyborg Body. Your cyborg body is capable of interfacing directly with dwarf gekko. On a hit with an unarmed strike against a dwarf gekko, you may kill it instantly and attach one of its arms to your body, gaining full control over the arm. You may have up to 14 dwarf gekko arms attached in this way. For every 7 dwarf gekko arms you have attached, you gain 1 additional bonus action, and you may forgo 2 bonus actions to take an additional action on each of your turns. When you are hit by a critical hit or take damage from an explosion, you lose 1d4 dwarf gekko arms.

Polarity Dodge. Requires Cyborg Body. Your cyborg body has been split into segments that can quickly separate using magnetic fields while still remaining a function whole. As a reaction when you would take damage, you reduce the damage to 0. You may use this feature once, regaining use at the end of a long rest. If you have multiple uses of this feature, you may expend a second use to regain your reaction.

Polarity Strike. Requires Cyborg Body. Your cyborg body generates a powerful magnetic field. As an action, you can lift any metallic object within 30 feet of you and throw it anywhere within 30 feet of you, making an attack against any creatures in the space the object now occupies using Technology. The size of the object determines the damage it deals:

Polarity Table
Size Damage Die
Tiny 1d6
Small 2d6
Medium 3d6
Large 4d6
Huge 6d6

Explosive Reactive Armor. Requires Cyborg Body. Your cyborg body has been upgraded with six prehensile armor panels. As a bonus action, you may ready a panel until the beginning of your next turn. If you are hit by an attack that is not a critical hit with a panel readied, you take no damage, the panel is broken, and every creature within 5 feet of you must make a DC 15 Constitution saving throw. On a failure, they take 5d6 bludgeoning damage. On a successful save, they take half as much damage.

Special Legendary Enhancements[edit]

Brainwave Acceleration. Requires Third-Generation Nanomachines or Cyborg Body. Your enhancements constantly stimulate your brain. Any time you use your Wisdom or Charisma modifiers, you can instead choose to use your Intelligence modifier.

Nanomachine Swarm. Requires Third-Generation Nanomachines or Cyborg Body. You can take direct control of your nanomachines. Whenever you can make an attack, you may make a ranged attack with your nanomachines using Technology with a range of 60 feet. The target must make a Constitution saving throw equal to the attack roll. On a fail, they take 2d6 slashing damage and are stunned until the end of their next turn. On a success, they take half as much damage. You may use this feature once, regaining use at the end of your next turn.

Nano-Restoration. Requires Nanomachine Swarm. When you hit a creature with your nanomachines, you may cause them to regain 2d4 hit points or lose 1 level of exhaustion instead.

Infectious Meme. Requires Nanomachine Swarm. When you hit a creature with Third-Generation Nanomachines with your nanomachines, you may force them to make an Intelligence saving throw against your average Technology roll. On a failure, they become charmed by you. While charmed in this way, you control their actions and movement on their turns, but they can talk normally. This effect ends if you are hit by a critical hit or explosion, or if you use this feature on another creature.

Cyber Boss. Requires Cyborg Body. As an action, your cyborg body shifts into a massive, unpierceable tank. Your size increases by 1 category to a minimum of Large, you gain resistance to all damage, your movement speed is halved, and you have disadvantage on any attack rolls on your turn after the first.


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