Augmentation (Engineer)

## Basic Upgrades

You are automatically given all Basic Upgrades for free when choosing this subclass.

### Arm Enhancements

You augment your arms with a serious amount of mechanical parts, replacing muscle strength with hydraulic strength. This could range from exoskeletal hydraulics to a new set of mechanical arms entirely. This ability grants you the following effects:

* You gain proficiency in Heavy Weapons.
* Your Strength Score and Maximum Strength Score increase by half your Intelligence modifier, rounded up.
* You lose one level of Resistance to **Magnetic** Damage.

## Tier 1 Upgrades

When you gain an Upgrade you may pick from this list as long as your level allows for it.

### Vocal Lung Support

By heavily modifying your lungs with a series of filters, you have upgraded your respiratory system to resist chemical attacks. You gain Advantage on saves against gas attacks and you have *Resistance II* to **Poison** and **Acid** Damage from those same effects. You also upgrade your vocal chords with technology that allows you to replicate sounds with unerring accuracy. You may speak with the voice of any voice you have heard speaking for more than 10 seconds.

### Pain Rerouting

You may spend an Action or Reaction to reroute pain throughout your body to minimize agony, allowing you to continue fighting at full strength. You may roll up to half of your hit dice, and you heal for this much plus your Intelligence modifier. This ability expends all of the hit dice rolled.

### Cosmetic Surgery

Minor changes to your face and body structure make you seem far more physically attractive than before, allowing you to easily negotiate social situations through sheer charm. You gain proficiency in Persuasion, or expertise if you already have it.

### Eye Upgrade

One of your eyes is replaced with a much better one. You gain proficiency in perception, or expertise if you already have it.

### Boosted Punch

*Requires Arm Enhancements*

A small rocket booster is installed within each of your arms. When you hit a creature with an unarmed strike, you can expend one Genius Point to deal extra of that damage type to the target. The extra damage is 2d8 for a 1st-level Genius Point, plus 1d8 for each Genius Level higher than 1st.

### Unbreakable Grip

Your cold metallic grasp is nearly unbreakable. Any creature you grapple has Disadvantage on attempting to escape, and takes **Bludgeoning** damage equal to your Strength Modifier at the start of your turn.

### Targeting Matrix

When you make an attack roll, you can spend a genius point to add half your intelligence Modifier to the to-hit chance, this bonus gains another half per level above one. after you roll but before you learn whether your attack hits or not. You must spend a genius point to do so. (Reword this when you can)

### Claws

You add a set of retractable razor claws to your arms. You have natural melee weapons that deal 1d10 **Slashing** Damage.

### Impact Optimization

*Requires Arm Enhancements*

You utilize tungsten plating to increase the weight and durability of your metallic arms, and add software to your limbs that optimizes the heavyweight impact. Your Unarmed dice damage becomes 1d12 **Bludgeoning** Damage. If your Unarmed Damage is already 1d10 or higher, you instead gain 2 Damage Dice Tiers to your Unarmed Damage.

### Brain Hookup

*Requires Arm Enhancements*

You integrate your brain into the technology inhabiting your body. This grants you +2 to both your Intelligence Score and your Maximum Intelligence Score.

Lose one level of Resistance to **Magnetic** Damage.

### Hydraulic Legs

Your Jump distance and height are tripled, you do not take **Fall** damage while conscious and your walking speed increases by 10ft

### Magnetic Proofing

You gain one level of Resistance to **Magnetic** Damage. This cannot make you Immune.

### Finger Interface

*Requires Brain Hookup*

You augment one of your fingers to shift between multiple data input jacks, allowing you to directly interface with technology using your mind.

You may attempt to hack, upload or download files, or use a technology you are connected to with a Computers Check.

### Battery Conversion

You may replace eating with energy, but still need to drink.

When you are forced to make a Constitution Save, you can instead make an Intelligence Save in its place.

### Lightning Spike

*Requires Battery Conversion*

 You add a powerful lightning cannon into your mechanical arms. This cannon has a Range of 60ft and deals 2d10 + your Intelligence Modifier **Lightning** Damage. Intelligence is your attack modifier.

### Active Dodging

You may use Intelligence instead of Dexterity to calculate your AC.

### Eye feedback display

Your advanced eye is upgraded with an inbuilt visual display and knowledge base. You may use a bonus action to scan an enemy, gaining knowledge of their AC and HP roughly, as well as the traits of their weapon. You may also scan for other things such as structural weaknesses at dm approval. (These may require an intelligence roll)

## Tier 2 Upgrades

### Full Body Reconstruction

*Requires Hydraulic Legs and Battery Conversion*

You replace most structural parts of your body with improved mechanical structures. As a result, you gain 5 ft of Movement, an extra +1 hp per Engineer level, +1 AC, and Advantage on Intelligence saves. However, you lose one level of Resistance to **Magnetic** Damage.

### Third Arm

You gain an additional arm which can do anything a normal arm can. Tri-wielding is possible, but must still follow Strength Requirements for weapons. While Tri-Wielding, you may make an Extra Strike with both 'off-hand weapons' as a part of your Bonus Action.

### Skin Coating

When hit by an attack which deals **Bludgeoning**, **Piercing** or **Slashing** Damage you may spend your reaction to lower it by your Int modifier.

### Advanced Sight

*Requires Eye Upgrade*

You completely replace your eyes with mechanical augments, allowing you access to highly enhanced eyesight. You gain 60ft of Darkvision, and you have Advantage on Perception and Investigation Checks.

### Reactionary Bypass

*Requires Brain Hookup*

A basic AI is added into your body to aid Reactions. With this rudimentary system in place, you gain an extra Reaction. You may spend a Genius Point to gain AC equal to twice its level until the start of your turn as a Reaction. However, you lose one level of Resistance to **Magnetic** Damage.

### Rocket Punch Rush

*Requires Boost Punch*

When you use your Boost Punch ability to make a rocket-powered attack, you can follow through with a boosted flurry of punches. After using your Boosted Punch, you may make two Unarmed Strikes as a Bonus Action. The '*Ora Ora Ora'* Part is optional.

### Energy Proofing

You can now spend an Action to pick a damage type (Not including Magnetic, Bludgeoning, Piercing or Slashing damage) You gain *Resistance II* to it until you finish a Long Rest. You can only do this once per Long Rest.

### Hard-Light Shield

You incorporate a Hard-Light Energy Shield into your augments that allows you to tank some attacks head-on. As a Bonus Action, you are able to expend a 2nd level Genius Point to gain +1 to your AC for one minute. Using a higher level Genius Point will increase your AC by a further +1 for each additional point level.

### Improvisational Augmentation

You gain the ability to use technology to quickly patch up allies. You may use an Action to spend a Genius Point to heal a nearby character for 1d8 + your Intelligence Modifier. You gain an extra 1d8 for each Genius level above 1st.

### Beauty beyond Human

*Requires Cosmetic Surgery*

Your cosmetic optimizations have become terrifyingly perfect.  You gain proficiency in Intimidation, or Expertise if you already have it.

You may replace an attack with an attempt to influence a target. They must make a Wisdom Save against your Attack DC or become *Frightened* or *Charmed* depending on context.

### Energization

*Requires Full Body Reconstruction*

You gain Expertise in Athletics. You may spend a Genius Point to Dash or Dodge as a Bonus Action. if you expend a higher level of Genius Point, you may increase your speed by an extra 5ft per Point level over 1st. In addition, when you deal melee damage you also deal extra **Magnetic** Damage equal to your Intelligence Modifier.

### Ultra Reflex Fire

*Requires Brain Hookup*

When you have Advantage on an attack roll, you may roll three dice instead of two and choose the highest of all three.

### AI Brain Interfacement

You create a simple AI to run off your own brain. You always have advantage however if any dice is a 1 or 2 you automatically critical fail and suffer an AI bug. (Table to do)

### Draining Augments

*Req. Battery Conversion*

You install systems to drain power from your body to power your augments. You may spend an action to regain a spent genius point, this deals 10 damage to yourself per level of genius point.

### Weaponized Tail

You attach a long powerful tail to your body, which can be controlled naturally. This Tail can be used as a weapon to deal your unarmed damage at 10ft reach. It can also be used to grab onto objects and grants advantage on balancing checks.

## Tier 3 Upgrades

### Chest Reactor

You gain 6 charges per Long Rest which can be used to power *any* ability that uses Genius Points. (1 point per Genius level). You may spend 2 charges to ignore an instance of Exhaustion. However, you lose one level of Resistance to **Magnetic** Damage.

### Stunning Shocks

*Requires Lightning Spike*

When you hit an enemy with a Lightning Spike you may spend a 1st level Genius Point to force them to make a Con Save against your Attack DC or be *Stunned* until the start of your next turn. If you expend a higher level Genius point, you may increase the Save DC by 2 for each additional Genius Level.

### Spinal Circuitry

*Requires Pain Rerouting*

When you make a Saving Throw against an effect to take half damage, you instead take half damage if you fail and no damage if you pass.

### Rapid Processing

Your mind can now process the world much quicker than any normal person. Whenever a creature misses a melee attack on you, you may redirect the attack on any creature within it's range. (Having them roll again) You may also spend your Genius Points to reduce the damage of any attack by 5 + 5 times the point's level.

## Tier 4 Upgrades

### Basic Flight

With the addition of a jet system into your augmentations, you gain a flying speed of 30ft.

### Lightning Dodge

*Requires Active Dodging and Reactionary Bypass*

You may use your Reaction to enter 'Automatic Dodge Mode' until the start of your next turn. Your AI takes over completely, and allows you to avoid all strikes until the start of your next turn. You may only do this once per Long Rest, and after this ability wears off at the start of your next turn your speed is reduced to 5ft until the start of the following turn, as you suffer the mental feedback of being thrust back into control of your body.

## Tier 5 Upgrades

### Metaenium-Reinforced Arm Hydraulics

You further enhance your mechanical arms with joints and structural components made of the wonder alloy known as Metaenium. Your Strength Score increases by half your Intelligence Modifier rounded up again, and your Maximum Strength Score from this ability is capped at 26.

## Tier 6 Upgrades

### Fourth Arm

*Requires Third Arm*

You gain a fourth arm, allowing you to Quad Wield. When you make your two Offhand Attacks, you may now instead make three.

### Wing Pack

*Requires Basic Flight*

As an Action, you can extend large mechanical wings from your back and activate large wing boosters allowing you to drastically increase your speed. While your wings are extended, your flying speed is increased to 120ft and your size becomes Large. Retracting the wings only takes an Action if you do not use them. If you use your wings at all, they require one minute to cool down before you can store them. If you take **Bludgeoning** or **Piercing** Damage while using your wings, you must make a Dexterity Saving Throw with a DC equal to half the damage. On a Failure, you plummet 60ft downwards. If you impact against the ground, you are *Stunned* until the start of your next turn.

### Gravity Augmentation Base

You may swap between a lowered and heightened gravity state as a bonus action (Or action), gaining benefits depending on the mode you are in.

**Low -**

Your jump distance is multiplied by 8 and can exceed your movement speed.

Your movement speed is increased by 10.

When hit by an attack with mass you can choose to be knocked back up to 20 feet.

You have advantage on dex saves.

Your AC increases by 2

**High -**

You gain advantage on grapple checks.

Any enemy within 15 feet is effected by your high gravity and must make a strength save or take d12+int damage.

Prone enemies must make a strength check against your DC to get up within 15 feet of you.

All Melee attacks deal an extra D12 damage

Attacks have disadvantage against you

### Weaponized Gravity Basics

*Req. Gravity Augmentation base*

You may spend a genius point to force all creatures within 10 feet to make a strength save or be pulled as close into your melee range as possible. This range goes up 10 feet per Genius point level.