Nanomachines, Son (5e Class)
Art by Japanese Artist Chihoko Uchiyama |
Nanomachines User[edit]
Microscopic Machines with great power[edit]
Shots of all caliber go up in the air, the sghells of all the wasted lead fall to the ground, every projectile hits a man, but he is covered by a layer of black armor like his second skin, every shot that hits his body becomes annihilated, charging against his aggressors he gives a great jump and when he falls with great force everything flies out with an explosion, in the crater formed, you can see the man, he only adjusts his glasses and smiles. No projectile was able to bring him down, all thanks to his Nanomachines.
Creating a Nanomachines User[edit]
Nanomachine Users are people who have made their way through adversity with their intellect, using their minds to propel them forward, nanomachines are a great demonstration of this, they created these machines to make a breakthrough in the world, others for personal gain, some for no one to ever trample on them again, the mind is a weapon.
So, what drives you on your path that led you to use your Nanomachines in order to achieve this means?
- Quick Build
You can make a Nanomachine User quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by the Constitution.
Class Features
As a Nanomachines User you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Nanomachines User level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Nanomachines User level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose 3 of Arcana, Acrobatics, Athletics, and your choice of Perception or History
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Fatigues or (b) Plain Clothes
- Any Simple Weapon from the normal D&D weapon list or Metal Gear Setting weapon list
- 2 Rations
- 1 Combat Knife
Nanomachines[edit]
You have applied the Nanomachines in you, they travel inside your body, strengthening and hardening it, giving you improved physical abilities, you control them with your mind to use them in the most efficient way. Starting at 1st level, you gain the following benefits:
- Nano-Armor: While you aren't wearing armor or a shield, your AC equals 10 + your Constitution modifier + your Intelligence modifier.
- Powered grips: You control the Nanomachines to make your hits stronger, you gain a d6 for your unarmed strikes, add, When you use the Attack action with an unarmed strike on your turn, you can perform an unarmed strike as a bonus action.
- Combat Intelligence: Your Nanomachine-enhanced mind develops better melee techniques, deciphering what moves to make in a fight, you can use intelligence instead of Strength for the attack and damage rolls of your unarmed strikes.
- Pain Inhibitors: Nanomachines make sure that the user is in the best possible shape, making the pain not stop them by turning off this sensation, any damage you take is reduced by 5
Some of the features of this class require the target to make a saving throw, the DC is calculated as follows: DC = 10 + your proficiency bonus + your intelligence modifier.
Improved Organs[edit]
Nanomachines have improved your body's organ functions greatly, gradually transforming you into a higher form of life. At the first level, you become immune to disease, gain an extra 10 feet of movement, also thanks to nanomachines, you can go without oxygen for 10 minutes along with a filter for your lungs so you don't suffer from environmental poisoning, making you immune to its effects. Additionally you can add your intelligence modifier to your perception rolls.
Analysis[edit]
In 2nd level, your Nanomachines help you identify threats around you, giving you an analysis and sending this information to your brain. As a bonus action, you can identify the skills and abilities of others. When you use your scanner, choose a creature within 60 feet. You learn whether its Strength, Dexterity, or Constitution are higher or lower than yours. Alternatively you can learn the following
You can learn their highest level spell slot (if any).
You can approximate their current hit points.
You can identify the target's AC.
You can use this ability a number of times equal to your Intelligence modifier, and you regain all uses after a long rest.
In addition, your Nanomachines can warn you of potential threats, you can no longer be surprised as the nanomachines identify hostiles around you And you get 40 feet of blindsight. Additionally Your eyes now have night vision properties, You gain Darkvision to a range of 60 feet.
Operating System Defenses[edit]
You know that an external factor can play against you, that's why you made your Nanomachines difficult to hack, Starting at level 2, anyone who tries to control or hack your Nanomachines suffers a penalty to the check equal to half of your intelligence bonus and disadvantage on the roll. If they manage to hack you and this hack is directly harmful to the user, the Nanomachines will detect this and deactivate themselves so as not to harm their user. (in this state you only keep your unarmored defense) they will operate again if they do not detect external control in 1 hour. At level 8 the penalty is equal to your full intelligence modifier and at level 12 you are immune to being hacked or Controlled.
Empowerment[edit]
At your 3rd level, as a bonus action, you can absorb the magic and energy around you, strengthening the Nanomachines and thus your body, improving your musculature, endurance and power. your appearance changes, with your body now being much larger, along with your muscle mass denoting large veins all over your body, your eyes glowing red, and your nanomachines changing the pigmentation of your skin to a harsh black whenever they harden. This form lasts 10 mins. you recover all uses of this feature after a long rest. In this state you gain the following abilities:
- You have resistance to bludgeoning, slashing and piercing damage.
- Your HP doubles when you enter your empowered state.
- You are immune to the conditions of bleeding and hemorrhage.
- Your critical probability increases to a range of 19-20. Additionally you gain a +2 to attack and damage rolls, this bonus increases by +4 at level 9.
- Your body hardens in response to the physical trauma, for each time you lose 10 hit points, your AC increases by +1, this increase is +2 if you suffer a critical attack. The accumulated CA is temporary, it will dissappear at the end of 1 minute after the combat or sooner if you exit your empowerment.
- You have advantage on Strength checks and Strength saving throws, also, you can add your intelligence modifier to your strength checks and saving throws.
- You count as a huge creature in your carrying and pushing capacity.
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Nano-Strikes[edit]
In the 3rd level, your control over the Nanomachines is more prodigious, your mind has learned how to efficiently use your nanomachines to their full power, in your empowered state, once on each of your turns, when you hit a creature with your unarmed strike, you may add 2d8 to the damage caused by that attack. This damage increases as you gain levels in this class, You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature after a long rest.
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Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times instead of twice, whenever you take the Attack action and to four when you reach 18th level in this class.
Nano-Recovery[edit]
In the 5th level, you can use the Nanomachines in your body to accelerate the cellular process of regeneration to heal yourself, as an additional (free) action you recover d12 + your Constitution modifier. you become immune to poison damage and the poisoned state, In addition you can reattach limbs using this feature. At level 8, this regeneration improves, healing d12 + the double of your Constitution Modifier.
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Hacking[edit]
Starting 5th level, as an action you can use your Nanomachines to hack into computers technology in general with ease, using your influence over them you can cause malfunctions and short circuits, the Dm imposes the Dc to achieve this hacking. When rolling for your hacking you use intelligence and treat the roll as if you were proficient. At 8th level, you can generate a magnetic field that allows you to short circuit electronics near you without fail, As an action you can emit a electromagnetic pulse that disables all electronics within 30 feet of you
Destructive Strikes[edit]
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Automatically hit structures/objects and deal maximum damage. You also crit against structures/objects.
Acceleration[edit]
At level 6th, your Nanomachines propel you like a shot of adrenaline, On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Additionally, you can process information astoundingly fast. You can use intelligence on spell saves. With actions that require a save to reduce damage to half, you take no damage upon success and half on failure.
Nanomachines, Son[edit]
At 6th level, as a reaction, when you would be hit by an attack you can command your Nanomachines to concentrate on defense and resistance Covering your skin with a hardened black armor. Once per long rest as a reaction, you can double your AC until your next turn and all damage received reduced by half, except psychic damage. You can use this ability two times per long rest at level 10, 3 times at level 14 and finally 4 times per long rest at level 18.
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Forceful Style[edit]
At 7th level, when you take the Attack action and make an attack with your unarmed strikes, you can attempt a grapple or shove as part of that same action. When you successfully grapple or restrain a creature, that creature suffers 2d6 bludgeoning damage. When grappling, use your Intelligence modifier instead of Strength and add your proficiency bonus. You can only use this a number of times equal to your proficiency bonus.
While Empowered, these grapple or restrain attempts transform into a headbutt. The creature must make a Constitution saving throw as your head is covered with your Nanomachine armor, and you headbutt the creature. On a failure, it takes 3d8 bludgeoning damage and is stunned for 1 turn; on a success, it only takes half damage and isn't stunned.
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Unstoppable[edit]
At 7th level, nothing can stand in between you and your enemies. Your movement is unaffected by difficult terrain, and you can push enemies out of your way, being able to shove as a bonus action. Finally, your movement speed is not reduced when climbing or swimming, and your standing long jump and high jump distance is equal to your running long jump and high distance.
Magnetic Field[edit]
At 7th level, The energy of the Nanomachines allows you to manipulate the energy around you to create a magnetic field, taking objects from your surroundings launching them, As an action you can lift up to four objects near you whose weight does not exceed 100 lbs and launch them at a creature you can see within 30 ft, they must make a Dexterity saving throw or take 5d12 force damage as you hurl those objects at them. Additionally this ability can be used as a rudimentary form of telekinesis. You can use this feature a number of times equal to half your intelligence modifier, you recover all uses of this feature during a long rest
I HAVE A DREAM[edit]
From the 9th level on, you don't give a damn what comes your way. You have a goal, a dream; and nothing in your way will make you waver. Nanomachines linked to your mind will suppress negative effects. You are immune to all status conditions as long as you are in your empowered state, plus you have advantage on Dexterity saves while you are in your empowered state. Fear does not make dreams come true, but the will to fight for them does.
Superior Mind[edit]
Starting at 9th level, Nanomachines have completely enhanced your mind, improving your reaction speed and mental defense. As a reaction you can impose disadvantage on the first attack that would hit you in a round. You now have resistance to psychic damage, a extra reaction and also advantage in checks and intelligence saving throws.
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WHY WONT YOU DIE?![edit]
Starting at 10th level, your Nanomachines can keep you fighting despite serious injuries, propelling you through your limits, without falling defeated. If you fall to 0 hit points while empowered, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this trait after the first time, the saving throw increases by 5. When you finish a short or long rest, the saving throw resets to 10.
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Unsurpassed Resistance[edit]
Starting at 10th level, your Intelligence score, your Constitution score and your maximum hit points cannot be reduced. In addition, each time you fall under the effect of exhaustion you can treat it as one level less than it really is. Additionally, your current hit point maximum increases by an amount equal 3 times your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 3 hit points.
You follow your Wrath[edit]
At level 11, at one point in the battle, you decide to follow your rage and say "fuck it all." In response to your rage impulse, the nanomachines, as an action, charge a big hit. Creatures within 30 feet must make a Dexterity saving throw; on a failure, they take 10d10 force damage and are pushed 15 feet. On a success, they take only half damage and are not pushed. You can use this ability a number of times equal to your Constitution modifier.
Empowerment Improvement[edit]
At level 13, your empowerment has become much more powerful, your Nanomachines have adapted and learned from past failures, correcting them, to ensure the highest possible efficiency. Now when you enter your empowered state, you get these new abilities:
- You gain resistance to all damage, Nanomachines have adapted to anything that can hurt the user.
- The response and adaptability to physical trauma has improved, now, every time you lose 10 hit points your AC increases by +2, on a critical hit you add a +3.
- When you use the Attack action with an unarmed strike on your turn, you can perform an unarmed strike as a bonus action.
- You gain a critical chance at 18-20.
- When you land a critical hit, you triple your damage, your blows have become much heavier
- Combat ability has also increased, every time you deliver a critical hit to an enemy, you can use your reaction to perform an additional attack action against him. This attack must target the creature you attacked, or another creature within 5 feet if the initial target has been reduced to 0 hit points.
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Wear and tear[edit]
At level 14, Your body in your empowered state has become so hard, that the enemies that hit you suffer damage when they hit you, if someone hits you with unarmed blows suffer damage equal to your proficiency modifier, if they hit you with weapons, these are losing their edge, and suffer a wear in their performance, after each attack roll they make against you, these suffer a -1 to their attack rolls.
When it reaches a penalty of -5 or more, you can use your reaction to try to break the weapon or disable it, you take the enemy's weapon and force him to make a strength roll against your DC with disadvantage due to the damage this weapon has suffered, on a failure you break his weapon and on a success you fail to break the weapon.
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Improvement of Nano-Strikes[edit]
At level 15, have a reversal tendency, now the uses for your nano strikes are double your proficiency modifier and By using this function, as part of this function, you force the creature you attacked to make a Constitution saving throw against your dc (10 + Your Intelligence Modifier + Your Proficiency Modifier) on a failure the creature is knocked down. You recover all the uses after a long rest.
Complete Synchronization[edit]
At level 17, The connection between the Nanomachines and your mind has been completed, now your control over them is as if they were an extension of your body, thus completing the synchronization with you. Your Constitution and intelligence scores increase by +4, their limit now being greater than 20, the improvement is noticeable in your body and mind, having a better response reaction and improved senses, you gain proficiency in skill saving throws and advantage in wisdom saving throws.
Blows as hard as Adamantine[edit]
At level 18, your damage ignores any resistance, immunity, and absorption.
You can also concentrate everything in one hit, you force a creature within 5 feet of you to make a constitution against your Dc, in a devastating hit you deal damage equal to 10 hits from you and they are pushed 60 feet, if the creature succeeds in the saving throw only takes half damage and they are not pushed back. You can use this skill a number of times equal to half your proficiency bonus, you recover all uses in a long rest.
It Has To Be This Way[edit]
At level 20, Standing here, you realize, there is no alternative, no more options, no more solutions or exits, you are not upset about this, because you are willing to do anything and you know that in the end... It has to be this way. As a action, you spend all uses to enter your empowered state, your nanomachines are overloaded by the use of all reserve energy, at the end of 30 minutes, in this new state apart from the other benefits of the empowered mode, You gain the following features:
- your Intelligence Modifier increases and becomes a 30.
- Gain immunity to non-magical physical.
- You double your bonus to attack rolls and damage from your unarmed attacks.
- You gain an amount of temporary HP equal to your Max HP.
- If you are reduced to 0 hit points you don't die immediately, you are left with half of your total hit points restored in this state, the Nanomachines offered a shot of energy to prevent the end. This ability can only be used once.
In the end, if it had to be this way, you will give everything of yourself to achieve your objective, after that overload, you gain 4 exhaustion points, you only have half of your hit points and your Nanomachines saturated by this will not be able to return to be used for a while, you can't use any skill of this class until 3 days have passed, and your ultimate form can't be used again until a month has passed.
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Configuration of Nanomachines (Subclasses)[edit]
The Living Weapon[edit]
The configuration of the living weapon of the nanomachines is designed to turn the user into the ultimate unstoppable weapon, transforming it into the heavy artillery par excellence, being a juggernaut in every sense of the word.
- Juggernaut
Starting at 3rd level, when you choose this subclass, you gain proficiency with strength saving throws and your unarmed strikes count as an adamantine weapon, adding 2d6 to your unarmed attacks and when you enter empowerment your unarmored defense counts as adamantine armor and you added twice your Constitution Modifier to your HP formula. When you use your Nano-Healing, you gain double hit points when using this function.
At 8th level, while not in your empower state, you have resistance to non-magical piercing, slashing, and bludgeoning damage.
- Walking Tank
At level 3, if your allies are within 10 feet of you, you count as 1/2 cover for them, as bonus action you can make this cover apply to you. At level 10 this cover becomes 3/4 for your allies and for you, and you can apply it as a reaction if you want to take cover. (To obtain the benefits of cover you must stand still without moving, you can only advance at a speed of 10 feet, if you exceed this speed, you will lose the benefits of your cover)
- Lariat
At 6th level, in a mighty thrust made by your powerful legs, catapulted at great speed, you pick out a creature within 60 feet that you can see, extending your arm and striking directly at your opponent's chest, in doing so you force the creature to make a Constitution roll on a failure the creature suffers double the damage of the technique and is knocked down and pushed 15 feet, on a success it only takes the normal damage, it is not knocked down but pushed only 5 feet. The lariat's damage is 4d8 bludgeoning damage + your Strength modifier.
- Unbreakable wall
at 6th level, like an unbreakable wall you stand in front of threats, you cannot be moved or pushed against your will and when you fall to 0 hit points, you instead fall to 1 hit point. You may use this feature once, regaining use at the end of a long rest, you gain an additional use of this feature at 9th and a third time at 12th level.
- Shock Absorption
At 9th level, your Nanomachines has developed an effective way to reduce damage greatly, forming a defense mechanism that absorbs impacts, covering you from devastating attacks, Whenever you enter your empowered state, you are immune to damage from non-magical projectiles, whenever you would be hit by aranged attack With magical properties, roll 1d6 on a 6 the projectile bounces off harmlessly on a 3-5 you take half damage and on a 1-2 you take full damage, and you become immune to falling damage but will leave a large crater when you fall. Thanks to your absorption and the nanomachines as armor, they can't break your bones.
- Durability
At 9th level, you are not someone who specializes in being agile, or with unmatched reflexes, you simply wait for the blow trusting that you will resist it without problem, each time you are subjected to any saving throw, you add your Constitution modifier to the saving throw. You can use this ability a number of times equal to half of your Constitution modifier, you recover all uses with a long rest.
In addition As long as you are subject to an effect that allows you to make a Constitution saving throw to take only half damage, you take no damage on a success and half damage on a failed save. when you are reduced to 0 hit points you do not fall and you can continue fighting, but you have to make your death saving throws normally.
At level 14th, Your "Wear and tear" receives an improvement, when they attack you with an unarmed attack they suffer damage equal to your Strength modifier for blunt damage, and when they make an attack roll with a weapon the penalty increases by -2 and they now make the saving throw with disadvantage to avoid you breaking their weapon (The penalty now influences their saving throw, subtracting it from their roll).
- Lariat Enhancement
At level 12th, your lariat is greatly enhanced, becoming much more brutal, the damage increases to 4d12 + your strength modifier, and when the target fails the save, you now rupture its chest due to your enormous strength, leaving the target incapacitated and stunned for a d4 of turns.
- Maximum Efficiency
At level 12th, you add your Strength Modifier to your Dc and also, you can added your Strength Modifier to your attack and damage rolls.
- Built For War
At level 15, you make your skin completely impenetrable. Once per day as an action, you harden your entire body for 30 seconds (5 turns), which gives your body total cover, meaning you cannot be directly targeted by spells or attacks. You regain the use of this function after a prolonged rest, you can spend additional uses of your empowerment to be able to lengthen this form, but for each use spent, you receive one level of exhaustion that will affect you when this form ends.
- Destroyer
At level 15th, you add an extra die to your unarmed attacks and When you land a critical hit, your blow is so devastating that you break your opponent. Choose one of the following effects:
- Break the Leg. The target is knocked prone and their speed is reduced to 0 until the creature receives a form of healing.
- Break the Arm. Your opponent's arm is broken, causing him to receive a penalty to his attack and damage rolls equal to your proficiency modifier.
- Straight to the Skull. After a devastating blow to the head, the opponent is stunned and knocked down until his next turn.
- Legendary Resistance
At 18th level, whenever you fail a saving throw, you can choose to succeed instead. Once used, you cannot use it again until 24 hours have elapsed.
- Overload
At level 18th, glowing brightly from the energy of the Nanomachines, on overload you unleash a large explosion, forcing creatures within 30 feet to make a Constitution saving throw, creatures within less distance make the saving throw with disadvantage, instead on a miss they suffer 1d10 x Your Strength modifier of Force damage, and are knocked back and pushed 20 feet, on a success they only take half damage and are not knocked down. In your supreme state this ability does double damage.
- The Perfect Weapon
At level 20th,You become the ultimate weapon, your resistance is absolute, for 5 minute you can make the effects that overcome resistances and immunities no longer affect you, you are also immune to effects that would kill you instantly, your strength modifier increases by +4, the limit being 24. You regain the use of this ability on a short or long rest.
Mithril Speedster[edit]
This configuration of the Nanomachines is made for pure and light speed, your Nanomachines are configured and adapted to take advantage of the speed in the best way, when you enter Empowerment you do not become big or robust, your height is maintained and you only have a little increase in muscle mass, making a lighter form for the user.
- Higher speed
At level 3th, You gain 20 feet of extra movement and you can take the Run or Retreat action as an additional action, and ignore difficult terrain when running, if they miss an attack against you, you can make an attack of opportunity against them if they are within range. You gain proficiency with acrobatics and Dexterity adding a +2 to this statistic. At level 8 thanks to your great speed, you do not provoke attacks of opportunity.
- Fast Reflexes
At level 3th, your Nanomachines have made a great improvement in your reflexes, every time they make an attack against you, they can use your reaction to dodge it by moving you at half your walking speed to an unoccupied place, making the attack miss. In addition you get an extra reaction at level 6 and another at level 10.
- Rapid cooling
At level 3th, Your nanomachines also developed a fast way of cooling, when you take a short rest, you gain the benefits of a long rest and all your skills have half the recharge time.
- Surging Adrenaline
At level 6th, On your turn, you can take one additional action and possible bonus action. You can use this 2 times and finish a short or long rest before you can use it again. If you have the Action Surge feature, you can use only one of the either feature on the same turn.
- Machine Gun Strike
At level 6th, In a speed boost, your arms look like blurs because they go a speed compared to a machine gun, immediately after performing the Attack action on your turn to perform an unarmed attack, you can use your additional action to perform two unarmed attacks, plus these attacks go with advantage. You can use this function a number of times equal to your Dexterity modifier and recover all the uses spent when you finish a short or prolonged rest.
- Evasion
At level 6th, your great speed granted by your Nanomachines allows you to dodge certain area effects, such as the lightning breath of a blue dragon or a fireball spell. When you suffer an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the saving throw, and only half damage if you fail.
- Hyper Nano-Healing
At level 9th, Nanomachines are much faster when it comes to healing the user, you gain hit points equal to 1d12 + your Constitution modifier on each of your turns.
- Hyper speed
At level 9th, you are so fast that you can run on vertical surfaces as well as over water, now, your unarmed strikes gain an extra d4 of thunder damage and for every 10 feet you run you gain a +1 to thunder damage rolls. Melee attacks have a disadvantage against you and you added your Dexterity Modifier on your initiative rolls and also your movement speed is doubled.
- Uncanny Dodge
Starting at 12th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Maximum Efficiency
At level 12th, you can add your Dexterity Modifier to your Dc and also you can add your Dexterity Modifier to your attack and damage rolls.
- Sonic Strike
At level 12th, On a high acceleration, you choose a creature that you can see and is within range, force a creature to make a Constitution roll on a failure they take double damage and are pushed 60 feet, being stunned for a d4 of turns, on a success they only take the normal damage and are only pushed 20 feet, they are also not stunned. The damage is 4d8 + Your Dexterity modifier of thunder damage.
- Faster than lightning
At level 15th, your great speed makes you enter a state where everything around you is in slow motion, even being seen by your enemies, you use your action or your reaction to use the spell stop time, however, unlike others, you can attack while you are in the time stop. you can use this skill a number of times equal to your proficiency modifier, recover all uses in a short or long rest.
- Tornado
At level 18th, by an action, you run at high speed in circles, forcing creatures within 60 feet to make a Strength saving throw, on a failure they are lifted and pulled into the tornado suffering 1d10 x your Dexterity Modifier, flying out 60 feet away, on a success they only take half damage and are not pushed.
- Supreme Mithril Speedster
At level 20th, you can enter a state of unmatched hyper speed, for 5 minutes, you go so fast that no creature can use reactions against you, all your attacks have advantage and when you use your machine gun hit function you add +5 to your damage rolls. If you are forced to make a dexterity saving throw, you pass the save automatically. (You regain the use of this ability on a short or long rest). Your dexterity increases by +4, being a maximun of 24.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Nanomachines User class, you must meet these prerequisites: Constitution 13 and Intelligence 15
Proficiencies. When you multiclass into the Nanomachines User class, you gain the following proficiencies: Athletics, one unarmed die d6, Proficiency with intelligence Saving Throws
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