Nanotech Infuser

You have experimented with alien magitech fluids infused with microscopic robotic servants. Where others might have perished as these nanites disrupted their vitals like a corrupting virus, they awakened within you a latent communion with the machine mind and an affinity for robots, clockworks, and constructs of all kinds.

Technological Affinity

At 1st level, your intense focus on machinery and minutia grants you proficiency with thieves’ tools, Dexterity (Sleight of Hand) checks, and Intelligence (Investigation) checks. However, your interpersonal abilities suffer as a result and you cannot become proficient in Charisma (Bluff ) or Charisma (Intimidate) checks. If you are already proficient in Charisma (Bluff ) or Charisma (Intimidate) checks, you lose your proficiency in those skills and may choose a replacement skill from the Sorcerer skill list.

Artificer’s Touch

Starting at 1st level, you learn the mending cantrip. If you already know this cantrip, you learn a different sorcerer cantrip of your choice. The cantrip does not count against your number of cantrips known.

Additionally, you can, as an action, spend 1 sorcery point to make a melee spell attack against an object, construct, or technological creature. On a hit, the target takes 2d6 acid damage as it begins to corrode. This damage ignores any immunity or resistance the target has against acid damage. This ability’s damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6) and 17th level (5d6)

Nanite Adaptation

Starting at 6th level, the nanites infused into your body begin replacing portions of your vital organ and body systems, leaving minor visible circuitry or mechanical elements across your skin. You have advantage on saving throws against disease and poison. If you fail such a saving throw, you can use your reaction and spend 2 sorcery points to reroll that saving throw and must use the new roll, even if the new roll is worse. However, your increasingly mechanical nature also causes you to be increasingly inhuman. You lose any proficiencies you have in Charisma skills and you have disadvantage on Charisma (Persuasion) checks when interacting with living creatures.

The benefits of this ability, but not the drawbacks, become suppressed until the end of your next turn if you take lightning damage equal to or greater than your level.

Nanovirus

At 13th level, as an action, you can infect a living creature with a nanite virus derived from corrupted nanites in your own system by making a melee spell attack. The target must then succeed a Constitution saving throw against your sorcerer spell save DC as the nanovirus infects them. On a failed save, the target takes 3d6 psychic damage at the beginning of each of its turns. It can reroll this save each turn to halve the damage. After succeeding three of these saving throws, the virus is neutralized and its effects end. If the target drops to 0 hit points from this damage, it rises as a nanite zombie. The nanite zombie uses the zombie stat block, except that its type is changed to construct and it is immune to radiant and necrotic damage. The nanite zombie remains under your control, as the spell animate dead (SRD Pg. 115), for a number of days equal to your sorcerer level. At the end of this period, the nanite zombie collapses into a heap of carrion and corroded cybernetic circuitry. You can control a maximum number of nanite zombies equal to your charisma modifier. If creating a new nanite zombie would exceed this limit, the new nanite zombie is created and the oldest nanite zombie becomes uncontrolled and is immediately hostile to all living creatures.

Nanite Apotheosis

Starting at 18th level, the nanites in your body replace most of your vital organs and body systems, making your mechanical nature obvious to even a casual observer. You are immune to disease and poison and have advantage on death saving throws. If you fail a death saving throw, you may spend 2 sorcery points (no action required) to reroll that saving throw and must use the new roll, even if the new roll is worse. In addition, a critical hit against you becomes a normal hit. However, you no longer add your Charisma modifier on Charisma skills or checks when interacting with living creatures. The benefits of this ability, but not the drawbacks, become suppressed until the end of your next turn if you take lightning damage equal to or greater than twice your level.

Section 15: Copyright Notice

The Dragon’s Hoard #14 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young, Mark Hart, and Jeff Ibach.

This is not the complete license attribution - see the full license for this page