5e SRD >Classes >Sorcerer >Sorcerous Origins >

Nanite Host

Whether by accident or design, your body is host to a colony of magical nanobots, called nanites. By drawing on their energy, you can command sorcerous power and compel the nanite swarm to do your bidding. Your relationship to the nanites is symbiotic: as you grow in strength, your connection to the nanites grows, until they become part of you on a fundamental level, influencing not only your body, but also your mind.

Bonus Proficiency

Starting when you choose this origin at 1st level, you gain proficiency in the Technology skill.


At 1st level, you learn the mending cantrip if you don’t already know it, and can cast it as an action. This spell doesn’t count against your number of cantrips known.

In addition, as long as you are conscious, you can use a bonus action on your turn to expend one of your hit dice, roll it, and immediately recover hit points equal to the number rolled + your Constitution modifier.

Improved Mending

By 6th level, your nanites have become more adept at repair work. When you cast the mending cantrip targeting a vehicle with mega hit points, you can choose to expend any number of sorcery points to restore the vehicle as a whole. For each point you expend, you can repair 1d10 lost mega hit points to that vehicle.

Mind-Machine Interface

At 14th level, you develop a neural interface through which you can communicate with, and, to some extent, control your nanite symbiotes. You can speak the native code-language of machines, which you can use to interact with arcane terminals and ship computers from up to 60 feet away and to communicate with constructs, even if you don’t share a language. Additionally, you can instantly decipher any encrypted messages you encounter.

Lastly, you can use your action to lock a machine or magical device that you touch, so that only you can access it. Any other creature that attempts to use the device finds that it doesn’t activate for them or respond to their commands. Devices remain locked for up to 1 day, and you can have up to 3 locked devices at one time.


When you reach 18th level, your nanites enable you to reset yourself quickly after being knocked unconscious, and help you to store your memories so they can’t be tampered with. When you regain consciousness after dropping to 0 hit points, you immediately regain an additional 4d6 + 4 hit points. Once you use this ability, you can’t use it again until you finish a short or long rest.

Furthermore, you are immune to any spell or ability that would alter your memory or personality.

Section 15: Copyright Notice

Dark Matter Copyright 2019, Mage Hand Press, LLC; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair