House of S.I.V.A. (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search


House Of S.I.V.A[edit]

Eliksni Subclass

You're part of the splicers who survived the culling when the Guardians fell upon your kind, You scurried away and hid but the power of S.I.V.A still surge's in your body and you must let it free. S.I.V.A. a self replicating nanomechanical plague that infuse's you and all others touched by it with mechanical knowledge an untapped potential, By tapping into S.I.V.A. charges which are large globules of nano machines just waiting to be programmed into a new form, S.I.V.A. Charges can be used to break into and control any form of technology the charge is placed on.

Completed Engineering

At 2nd level, you complete your shock dagger, which now does 1d4 slashing and 1d4 lightning damage on a hit. In addition, your servitor is able to produce siva charges at half the cost of ether sups and as a bonus action can heal itself and allies 5 x your intelligence mod hp in a 30ft radius, enemies within 30ft of the servitor take an additional d10 damage from attacks and create siva charges when reduced to 0 hp.

Jury Rigger

At 2nd level, you gain an understanding on how to manipulate SIVA to recreate items. you can use a SIVA charge to create any 1 piece of adventuring equipment, at 6th level you can create weapons and armor.

Completed Servitor

At 6th level, you complete your servitor. It can now take actions as normal, such as the Hide action, dimming the purple light it gives off. It now has an energy projector, a ranged weapon that deals 1d8 force damage on a hit. It is considered proficient with this weapon and uses your proficiency modifier and Dexterity modifier to resolve its attacks. It now acts on its own turn and rolls initiative using your proficiency bonus as its modifier.

S.I.V.A.'s Embrace

At 10th level You have finally unlocked the true use of your S.I.V.A. Charges to create augmented weapons, equipment, and cybernetics. S.I.V.A. charges can now be used as a universal solvent and sovereign glue. Attaching a S.I.V.A charge to any technology will allow you disassemble it and figure out it's inner workings, allowing for combination with other tech to become much simpler this process take from 1-10 minutes and requires the use of a number of siva charges.

Prime Servitor

At 14th level, you upgrade your servitor to a Prime Servitor. Its size becomes Large, and its energy projector now deals 2d8 force damage. It also gains access to your Ether Blink feature, and has three uses per short rest. Lastly, it gains a shield which grants it 20 maximum temporary hit points. This shield will restore 5 temporary hit points at the start of each of your Prime Servitor's turns, provided it has not taken any damage since the end of its last turn.

S.I.V.A Enhancements[edit]

At level 2 you can use S.I.V.A. charges like grenades which deals a 1d6 + Int Mod necrotic damage to hostile creatures within a radius of 10ft the damage becomes 3d6 at 6th, 5d6 at 10th and 7d6 at 14th. When an attached to a structure or object it can deconstruct 10ft of materials per charge into S.I.V.A. charges equal to material consumed.

you gain access to the enhancements as listed.

Swift feet

You chop off your legs and replace them with peg legs that have been magnetized allowing for a 10ft increase in climbing and walking speed.

Cost 4 siva charges and 10lbs scrap.

Infected Shock pistol

Cost 2 siva charges and a shock pistol

You infect your pistol give it automatic tracking making it so that it works like magic missile and now dealing 2d4 lightning damage

Infected Shock rifle

Cost 5 siva charges and a shock rifle you give a normal shock rifle these following traits, Burst fire, (40) shots, range (90/360) and does 2d8 fire damage instead of the normal lightning damage.

Infected Wire Rifle

Costs 4 siva charges and a wire rifle you give a wire rifle these following traits, short burst (3), instead does d10 piercing and d10 fire damage

Infected Shock Blade

Costs 7 siva charges and a shock blade your shock blade gains 2d6 slashing and 2d6 lightning damage.

For archons and kells the blade does 2d12 slashing and 2d10 lightning damage

Infected Shrapnel launcher

Costs 5 siva charges and a shrapnel launcher gains an increase to all of its's damage die by 1.

Infected Elements

Costs 2 siva charges you can change the damage type of a weapon to an exotic damage type.

Infected Shield Unit

Costs 2 Siva charges and a shield unit, you calculate the shield temp hp as 5+level x con mod + proficiency

Flesh-fused Armor

Costs 4 Siva charges and one set of armor, You graft a set of armor into your body layering it into your body, you can add your full dex bonus to the armor or if you have an unarmored ac, you add the armors lowest denominator to your base AC on top of the unarmored AC and the armor now counts as natural armor and cannot be doffed or removed from your body and you can integrate other armors on top of the first although they only provide a +1 bonus to AC you do gain access to the armor's abilities and specialties like being vacuum sealed or invisibility you can only fuse up to your proficiency bonus of armors and double that for partial armor

Cyberware

Costs 10 siva charges, you create and install 1 piece of Cybertech

Remote Detonator

Costs 1 Siva charge as a reaction you can prime any number of siva charges you know of and is within line of sight, then as a bonus action you detonate all of them as if they were thrown by you.

Infected Cyberlink

Costs 1 Siva charge you create neural link that allows for you to interact with any technology within a 100ft radius, you create a virus that gives a +5 to all hacking rolls and give a passive +10 to defense against being hacked.

Fused Armament

Costs 5 Siva charges you fuse a weapon to your body allowing it's operation without constraints such as ammunition to worry about and the fire or lightning damage becomes force damage. it now counts as a natural weapon.

Eye-borne Minigun

Costs 6 Siva charges and one shrapnel launcher You strap an ogre eye onto an energy projector allowing for rapid sustained fire of arcane power giving it the following properties counts as a +2 Minigun (5e Equipment) without the reload and stabilizing property, instead of piercing it deals force damage.

Grow S.I.V.A.

Costs 1 Siva charge you plant a charge to cultivate a S.I.V.A node which occupies a 5foot space and generates your prof bonus S.I.V.A charges per hour.

Oversize up

Costs 1 Siva charge and the weapon you wish to oversize, you increase your weapons size and damage die to your current size

Shoulder Mortar

Costs 5 Siva charges, you create a Shoulder Mounted Launcher that can fire small sized objects, the launcher does not have the special trait or the loading trait.

Internal SIVA Generator

Costs 5 Siva charges, you create a chamber in your body that creates SIVA charges from your body. You may spend a hit die to generate your prof bonus of SIVA charges.

Materializer

Costs 4 Siva charges, you create a device that can deconstruct and reconstruct items at a molecular level. As a bonus action you may deconstruct a 15ftx15ft cube of material and as a bonus action you may reconstruct the material within 10ft of you. as a reaction you can consume the material creating your prof bonus + int mod siva charges.

Vorpal Module

Costs 15 Siva charges you give a weapon the vorpal quality.

S.I.V.A Outbreak alpha prototype

Costs 35 Siva charges you think you can produce a engine that produces a larger amount of siva, you create the Genesis Chain (5e Equipment)

Outbreak beta prototype

Costs 40 Siva charges you thought about implementing an engine into a more melee focused frame, you create the Outbreak (5e Equipment)

Kell of Kells integration

Costs 45 Siva charges and the rank of kell you ascend through siva transforming yourself into a huge monstrosity with full control over the siva compound becoming a metaphorical technologic god, You can create SIVA charges as a free action with no material cost

Outbreak Prime

Costs 60 Siva charges you forge the mighty Outbreak Prime (5e Equipment)

Resurrection Drive

Costs 100 Siva charges and a dead body, you overflow a corpse with siva and allow it to revive a creature back to life, the creature is now bound to serve you and cannot break control unless all siva is purged

Infected Vehicles[edit]

At 16th levl you can mold S.I.V.A. through to your vehicles and robotics

Infecting Shanks

Costs 6 siva charges per shank this changes their weapon to the infected variant and increases the damage output of your shanks by 2 dice also increases the movement speed by 20

Shank mk2

Costs 10 Siva charges and one shank, you take your shank to it's next tier as it and make it one size larger and you can replace it's AC with your AC, and add your str and dex mod to damage, on top of that you can make shank actions at the end of someone's turn. they gain access to your shield unit.

Infected Skiff

This large ship is used as a minor transport for all fallen the infected version Gains fire damage on it's attacks and can make four attacks.

Cost 20 Siva charges and its original material cost

Infected Ketch

The mother of all space ships it's your home away from home a colossal spaceship armed with larger room space effectively doubling the passenger cap and produces 10 S.I.V.A. charges a day.

Costs 100 Siva charges and one Fallen Ketch (5e Equipment)


5.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Destiny franchise, and/or include content directly affiliated with and/or owned by Bungie. D&D Wiki neither claims nor implies any rights to Destiny copyrights, trademarks, or logos, nor any owned by Bungie. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png