Auto-Injector (Tiers 1 and 3)
Credit: Technomancer's Guide by Newtonyd
Sensors are distributed through your body and hooked up to an injector, which can be filled with drugs, potions, or chemicals of the user’s choice. At tier 3, you have more flexibility for choosing substances.
Tier 1. You can choose up to two substances to fill the injector with over the course of a long rest, and the substance is used in the process. When you do so, you set a triggering circumstance for each substance to be automatically consumed. For example, this cyberware may be set to administer a med serum when the user goes is reduced to 0 hit points. You can choose to flush any substance filled into your injector at any time to make room for new substances. Once you have regained hit points from this cyberware, you cannot do so again until you have finished a long rest.
Tier 3. You can choose up to four substances to fill the injector with over the course of a long rest, and the substance is used in the process. When you do so, you set a triggering circumstance for each substance to be automatically consumed. For example, this cyberware may be set to administer a med serum when the user goes is reduced to 0 hit points. You can choose to flush any substance filled into your injector at any time to make room for new substances. You can use this cyberware to consume substances that restore your hit points up to two times. You regain all expended uses when you finish a long rest.
Black Blood (Tier 3)
Personal Homebrew; Inspiration (Soul Eater)
WIP
Bone Coating (Tiers 2 and 4)
Credit: Technomancer's Guide by Newtonyd
Your bones are carefully coated with a thin layer of protective steel. In addition to reinforcing your pathetic, shatterable organic bones, this cyberware also sets off metal detectors and will increase your bodyweight by 20%. At tier 4, the steel is replaced with non-metal ceramic composites and your musculoskeletal vulnerabilities, such as the gaps between your ribs, are lined with a protective mesh.
Tier 2. You gain a +2 bonus to Constitution ability checks and Constitution saving throws. Your hit point maximum increases by an amount equal to your level, and it increases by 1 when you gain a level. If an effect moves you against your will along the ground, you can reduce the distance you are moved by up to 10 feet. As a reaction when you suffer a critical hit from an attack,
you can turn that attack into a normal hit. You can’t use this ability again until you finish a short or long rest.
Tier 4. You gain a +4 bonus to Constitution ability checks and Constitution saving throws. Your hit point maximum increases by 2, and it increases by 2 every time you gain a level. If an effect moves you against your will along the ground, you can reduce the distance you are moved by up to 20 feet. Any critical hit against you becomes a normal hit. Additionally, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. You can't use this ability again until you finish a long rest.
Chameleon Skin (Tiers 2, 3, and 4)
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This cyberware allows your skin to expel clouds of nanoparticles that refract light away from you, making you seem invisible to the casual observer. At higher tiers, the nanoparticles can follow and mask you in fast-paced combat.
Tier 2. As an action, you can turn invisible. Anything you are wearing or carrying is invisible with you. The invisibility ends if you attack or cast a spell. While you are invisible, when you move, deduct your movement from the cyberware’s maximum distance of 500 feet. After moving 500 feet, the cyberware ceases to function. For every uninterrupted period of 2 hours the cyberware goes unused, it regains 100 feet of movement. While this cyberware is active and you are damaged, or you stand in an area with strong wind, the cyberware ceases to function until the end of your next turn.
Tier 3. As an action, you can turn invisible. Anything you are wearing or carrying is invisible with you. While you are invisible, when you move, deduct your movement from the cyberware’s maximum distance of 1,000 feet. After moving 1,000 feet, the cyberware ceases to function. For every uninterrupted period of 2 hours the cyberware goes unused, it regains 200 feet of movement. While this cyberware is active and you are damaged, or you start your turn in an area with strong wind, the cyberware ceases to function until the end of your next turn.
Tier 4. As an action or bonus action, you can turn invisible. Anything you are wearing or carrying is invisible with you. While you are invisible, when you move, deduct your movement from the cyberware’s maximum distance of 1,000 feet. After moving 1,000 feet, the cyberware ceases to function. For every uninterrupted period of 2 hours the cyberware goes unused, it regains 200 feet of movement.
Chloropast Skin (Tier 2)
Credit: Technomancer's Textbook by Newtonyd
This bioware alters the genetics of your skin to have chloroplasts, giving it limited photosynthetic ability. Your body’s cells automatically regenerate themselves as a result, and you can replace all sustenance with a little time spent outside in the sun. May turn your skin a little green. Instead of eating, you can spend 1 hour in sunlight to provide you with enough nourishment to sustain you for one day.
You count as a plant for the purposes of spells, and you have resistance to radiant damage. You regain 5 hit points every 10 minutes, provided you have at least 1 hit point. You have advantage on Dexterity (Stealth) checks in forests, swamps, grasslands, and other green terrain. Additionally, while you are in direct sunlight, you have advantage on Constitution saving throws and resistance to necrotic damage.
Cyberclaws (Tier 1, 2, 3)
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Razor blades are implanted into your hands that extend from under your fingernails, from along the edge of hand, or from between your knuckles. They allow for climbing and cutting with equal ease. At higher tiers, the claws are further enhanced with more powerful magic and your body has been adjusted to produce poison for the blades.
Tier 1. Unless you have these weapons drawn, they are concealed. You can draw or stow one or both sets of claws at the same time. You have proficiency with your claws, and they have the finesse, light, and silvered properties, and can be used for two-weapon fighting if both hands are otherwise empty. They deal 1d8 slashing damage. When you roll a 20 for the d20 on your attack roll with these claws, you can make one additional melee weapon attack against the target. While you have both claws drawn, you can use them for two-weapon fighting, and you gain a climbing speed of 20 feet. If you fall, and at any point during the fall you are within 5 feet of a solid wall, you can use your reaction to stop falling and catch onto wall's surface.
Tier 2. Previous tier applies. The claws are enhanced with magic reinforced steel, and count as magical weapons with +1 to attack and damage rolls.
Tier 3. Previous tiers apply, except the claws are magical weapons with +2 to attack and damage rolls. The weapon has 5 charges. When you hit a creature with the claws, you can expend one charge to deal 2d6 poison damage to the creature. The claws regain 1d4 + 1 expended charges at the end of a long rest.
Tier 4. Previous tiers apply, except the claws are magical weapons with +3 to attack and damage rolls. The weapon has 5 charges. When you hit a creature with the claws, you can expend one charge to deal 4d6 poison damage to the creature. The claws regain 1d4 + 1 expended charges at the end of a long rest.
Cyber Wings (Tiers 1 and 3)
Personal Homebrew
Built directly into your back behind a plasteel plate, two small wings grant you the ability to take to the skies and soar through the air like a graceful bird.
Tier 1. Your cyber wings are made from a heavier steel alloy, which is detectable by metal detectors. They weigh
x lbs which can be found by taking your weight divided by 4 and then multiplied by 1.2. It takes a bonus action to activate or deactivate the wings and they grant you a flying speed of 30 ft. If hit by lightning damage, you must make a CON save to avoid plummeting from the air.
Tier 3. You have managed to replace the heavy steel wings with a light plasteel alloy which is capable of carrying you and a second person under 150 lbs into the air. They are no longer detectable by metal detectors and weigh 20 lbs. It takes a bonus action to activate or deactivate the wings and they grant you a flying speed of 60 ft. Your wings are no longer susceptible to lightning damage.
Dermal Barrier (Tier 2)
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Plasteel panels are installed in your arms and shoulders that can extend and automatically shift to block attacks. Depending on the installation details, the panels can either shift to avoid disturbing your aim, be translucent, or have built in cameras and LEDs to display the area to you. The deployed barriers can also be directed to protect your nearby allies.
You can deploy or retract your barrier as a bonus action. While the barrier is deployed your speed is reduced by 10 and at the end of each of your turns, you decide which way a 150- foot cone faces and whether the cone is active. You have three-quarters cover against attacks and effects from creatures and vehicles in the cone. Creatures of your choice within 5 feet of you also benefit from this cover.
Dopamine Booster (Tier 1 or 3)
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The user is constantly fed a slow drip of dopamine, which boosts the user’s confidence in social and tense situations. The cyberware can also enhance the effect of other drugs and chemicals, allowing them to flush the brain with an overwhelming high that leaves room for nothing else. At tier 3, dopamine is just a single element in the cocktail of tailored hormones and chemicals that flood your brain, leaving room for little else.
Tier 1. You gain a +2 bonus to Charisma ability checks and Charisma saving throws. You have advantage on saving throws against drug addiction. Additionally, when you consume a dose of drugs, you can end one effect on yourself that is causing you to be charmed, and gain temporary hit points equal to your level. These temporary hit points are added to those gained from the drug consumed, if any were gained. You can’t use this ability again until you finish a short or long rest.
Tier 3. You gain a +4 bonus to Charisma ability checks Charisma and saving throws. You have advantage on saving throws against drug addiction. You are immune to the charmed condition. Additionally, when you consume a dose of drugs, you can
gain temporary hit points equal to your level. These temporary hit points are added to those gained from the drug consumed, if any were gained. If the drug would let you add a dice to ability checks or saving throws, add an additional 1d4 to the roll. You can’t use this ability again until you finish a short or long rest.
Elastic Joints (Tier 2)
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Cartilage and connective tissue are old news. This cyberware replaces all of that with extremely flexible synthetic materials
that can be crushed, cramped, and contorted without lasting injury to the user. May cause nausea to those who view it in
action. If you are grappled or restrained, you can spend half your movement to automatically escape. As a reaction, when you
would be knocked prone by an effect, you can instead choose not to be.
You can move through spaces that are half as wide as you normally can without squeezing, and you can move through spaces as narrow as your head.Additionally, when you fail on a Dexterity saving throw, you can use your reaction to succeed instead. You can’t use this ability again until you finish a short or long rest.
Elemental Emitter (Tiers 1, 2, and 3
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A small arcane battery is installed into your body, with synthetic ley lines that trace their way down your arms to your hands. The battery is charged by soaking in ambient magic, and you can discharge the battery to cause elemental havoc. At higher tiers, this cyberware stores progressively more and more magic, and the emitters are capable of unleashing catastrophic forces. When this cyberware is installed, choose one of the following damage types and corresponding saving throws when you have this cyberware installed.
Acid. The saving throw for this damage type is Dexterity. Targets that fail a saving throw caused by this cyberware grant advantage to the first attack made against them before the end of your next turn.
Cold. The saving throw for this damage type is Constitution. Targets that fail a saving throw caused by this cyberware have their movement speed halved until the end of your next turn.
Fire. The saving throw for this damage type is Dexterity. Targets that fail a saving throw caused by this cyberware begin burning for 1 minute, and take 1d6 fire damage at the start of each of its turns.
Lightning. The saving throw for this damage type is Dexterity. Targets that fail a saving throw caused by this cyberware can’t take reactions until the start of its next turn.
Thunder. The saving throw for this damage type is Constitution. Vehicles and creatures made out of inorganic material have disadvantage on saving throws caused by this cyberware.
As an action, you can use a free hand to launch a burst in one the following patterns: in a cone, in a 5-foot wide line, or in a sphere at a point you can see within 120 feet of you. Each target in the area must succeed on a saving throw based on the damage type. On a successful save, they receive half damage.
The tier of this cyberware determines the amount of damage it deals, its saving throw DC, how many charges it has, and how many charges it regains at dawn. It also determines the maximum size of the burst you can create, with each larger burst size requiring additional charges expended. For example, with a Tier 2 elemental emitter, you can expend 1 charge to create a 30-foot line, or 2 charges to create a 60-foot line.
EMP Projector (Tier 2)
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This cyberware has 10 charges. As an action, you can spend 1 or more charges to cause machines within 30 feet of you to cease to function, and to suppress wireless and radio connections within a 100-foot-radius of you. This effect lasts for a number of minutes equal to the amount of charges you spent.
Alternatively, as a bonus action, you can spend 2 charges to attempt to disrupt a construct or vehicle you can see within 100 feet of you. Constructs with the Electronics feature targeted by this cyberware must succeed on a DC 15 Constitution saving throw or they are stunned until the end of your next turn. On a successful save, this stunning effect ends. A vehicle targeted by this cyberware must succeed on a DC 15 Constitution saving throw or its movement speed is reduced to 0 and it can’t take actions or reactions until the end of your next turn. You regain 1d8+2 charges over the course of a long rest.
Encephelon (Tiers 1 and 3)
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Rewires certain connections between your frontal lobe and hippocampus, allowing for more efficient storage, transfer, and retrieval of both short-term and long-term memories. Also includes a bioware sample of grey matter installation comes with built in knowledge. At tier 3, a helpful artificial intelligence is installed into your brain.
Tier 1. You gain a +2 bonus to Intelligence ability checks and Intelligence saving throws. While you have this cyberware installed, you gain proficiency with one skill. When you roll initiative, you can make an Intelligence check instead of a Dexterity check. You can use your Intelligence modifier and proficiency bonus for any ability check or saving throw instead of the
usual ability modifier. You can’t use this ability again until you finish a short or long rest.
Tier 3. You gain a +4 bonus to Intelligence ability checks and Intelligence saving throws. While you have this cyberware installed, you gain proficiency with one skill. When you roll initiative, you make an Intelligence check instead of a Dexterity check. You can use your Intelligence modifier and proficiency bonus for any ability check or saving throw instead of the usual ability modifier. You can’t use this ability again until you finish a short or long rest.
Additionally, you can activate your AI’s prediction algorithm as a bonus action. When you use this ability, and as a bonus action for 1 minute, you can choose to either gain advantage on your attack rolls and ability checks or to impose disadvantage on attack rolls against you until the start of your next turn. You can’t use this ability again until you finish a long rest.
Gamma Organ (Tier 4)
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You have a heavily mutated organ implanted into your torso. This organ is loaded with highly dangerous radioactive chemicals that can be released to the rest of your body, causing sudden and drastic changes. As a bonus action, you can gain 1 level of irradiation and become mutated for 1 minute. You can’t become mutated again until you finish a short or long rest. While mutated, you can’t cast spells or concentrate on them, and you gain the following benefits:
- You increase your size by one category. If your armor and equipment do not fit, they are destroyed or cast away. (Player's choice)
- You gain temporary hit points equal to twice your level.
- Your Strength score increases to 25
- Your movement speed is increased by 15 feet, and your jump distance is tripled.
- You ignore the effects of the irradiated condition.
While mutated, you can use a bonus action to gain a level of irradiated. Your unarmed strikes deal damage equal to 2d8 + your Strength modifier. When you take the Attack action on your turn, you can make a number of attacks equal to 1 + your irradiated level. While mutated, you ignore features, like Extra Attack, which give you more attacks.
While you have this cyberware installed, you reduce your current level of irradiated by 1 every 6 hours. You have advantage on saving throws against effects which would irradiate you.
Integrated Grapple Gun (Tier 1)
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You have a grappling hook launcher implanted into your arm. As an action or a bonus action you can launch a grappling hook and cable up to 200 feet. It can be used to reel or give slack, allowing the user to climb up or down the length of the cable at the user’s walking movement speed. Requires a free hand to use. Can support up to 5,000 lbs of weight.
In addition, you can make a special ranged attack against a creature or object within 30 feet. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. If the target is a creature your size or smaller, you can make a contested Strength (Athletics) check to pull it next to you and grapple it. If there is no open adjacent space, then the creature stops in the nearest available open space and is not grappled. Alternatively, if the target is larger than you, you can choose to be pulled to it. However, this does not grapple it.
Finally, as a reaction to falling, you can fire your grappling hook to stop falling, provided there is a target within 200 feet of you that you could reasonably hook, and the distance from you to the target is greater than the distance you would fall. Instead of falling, you swing to hang beneath the target.
Hologram Projector (Tier 2)
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This cyberware involves getting numerous hologram projectors and directional speakers installed into your body. When you activate them, you can project images around yourself or the nearby environment. The projector creates holograms that mimic spells of the illusion school. While the effects are similar to magic, and may require your concentration, they are not magic, and are unaffected by spells such as counterspell or dispel magic. If you lose sight of a hologram you have created, the hologram ends.
For the purpose of these holograms, your spell save DC is 15. This cyberware has 10 charges. You can use an action to expend some of its charges to mimic one of the following spells: blur (2 charges), disguise self (1 charge), major image (3 charges, sounds and images only), mirror image (2 charges), silent image (1 charge). If you have an arm, leg, eye, or ear removed, you can use it to mimic the programmed illusion spell by setting it down within 120 feet of the target. So long as the limb isn’t moved out of range or sight of the target, the hologram will act according to the spell, except that it has a duration of 48 hours.
The hologram projector regains 1d8 + 2 charges when you finish a long rest. If you expend the last charge, roll a d20. On a 1, your holograms malfunction, and your appearance changes to a form of the DM’s choosing until you finish a long rest.
Hydraulic Jacks (Tiers 1, 2, and 3)
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Your leg muscles and tendons are replaced with machines powered by hydraulics which can adjust to swift movements and sudden falls. At tier 2, your hydraulic legs are weaponized pistons that can transmit tremendous amounts of kinetic energy. At tier 3, automatically adjusting spikes and grips assure that you can move across any surface at any angle.
Tier 1. Your movement speed increases by 15 feet and your jump distance is tripled. When you fall, you can use your reaction to take no damage from falling. Making a standing long jump no longer reduces the distance you can jump.
Tier 2. Previous tier applies. Additionally, your legs become natural weapons with the finesse property, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning equal to 1d8 + your Strength or Dexterity modifier (your choice). When you use your reaction to take no damage from falling, you can make a special attack with your legs against a target within 5 feet of you. If the attack hits, it deals its normal damage plus 1d6 for every 10 feet you fell. You can’t use this ability again until you finish a short or long rest.
Tier 3. Previous tiers apply. Additionally, difficult terrain doesn’t cost extra movement and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed.
Immune System Booster (Tier 1)
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Reinforces your immune system with nanomachines designed to hunt and remove harmful bacteria, viruses, and toxins. Your liver's filtering capabilities are also vastly improved. When your immune system responds to invading poison, it energizes your whole body. You’re immune to diseases and the poisoned condition, and drugs no longer have any effect on you. When you take poison damage, you can use your reaction to flush your system, negating the poison damage and gaining an equal amount of temporary hit points. You can’t use this ability again until you finish a short or long rest.
Internal Battery (Tiers 2 and 3)
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You install a battery into your body that can be used to power your legs or shock your foes. At tier 3, it automatically detects erratic heartbeats and delivers a defibrillating shock.
Tier 2. This cyberware has 10 charges. You can spend 2 charges to Dash as a bonus action. When you hit a target with a melee attack, you can spend up to 3 charges and deal 1d6 lightning damage per charge. If you take a minimum of 4 lightning damage in a turn, you can regain a charge. Alternatively, if you use an action to touch a power source, such as a wall outlet or a battery, you can take 1d6 lightning damage to gain 1 charge. You regain 1d8+2 charges over the course of a long rest.
Tier 3. Previous tiers apply, except this cyberware has 20 charges, and it regains 2d8+4 charges over the course of a long rest. Additionally, when you are reduced to 0 hit points but not killed outright, you can expend all charges and drop to 1 hit point instead so long as this cyberware has at least 1 charge. If this feature was triggered by a melee attack, you can use your reaction to deal 1d6 lightning damage per charge discharged, to a maximum of 10d6, to the attacker. You can’t use this feature again until you finish a long rest.
Jet Boosters (Tier 3)
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You have small jets installed in your torso and limbs, which grant you a flying speed equal to your walking speed. Your battery for these jets is limited, but your body naturally recharges it using your body heat and blood circulation. You can fly for up to 4 hours, all at once or in several shorter flights, each using a minimum of 1 minute of the duration. If you are flying when the duration expires, or if you are knocked prone, you fall. You regain 2 hours of flying capability for every 24 hours you aren’t flying. As a bonus action, you can use 1 hour of your flying capability to double your flying speed for 1 minute.
Mimic Metabolics (Tier 2)
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This bioware involves an experimental gene treatment which injects DNA code from a species of creatures which mimic the forms of objects for camouflage. As an action, you can take on a mimic form, transforming into the shape of an object you can see of your size or smaller. While in mimic form, you can’t speak, move, or take any actions other than returning to your normal form as an action, but your senses are unchanged. Your gear melds into your new form. You can’t use, wield, or otherwise benefit from any of your equipment. Your form does not function as the object you mimic, and if you are touched, you feel organic and fleshy.
While in this form, you have AC 10 and 5 hit points. The transformation lasts until you take an action to revert to normal form, drop to 0 hit points, or die. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
For every 10 minutes you are in this form, you must roll a d20. On a 1, you are trapped in mimic form for 8 hours, or until your form is destroyed. You have advantage on ability checks to grapple creatures. As a bonus action, you can automatically escape from
restraints, such as the entangle spell or a creature that has you grappled. Additionally, if a creature touches you in your mimic form, as a reaction you can transform into your normal form and attempt to grapple the creature.
Muscle Reinforcement (Tiers 1 and 3)
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Through the implantation of synthetic muscles and ligaments, your muscular system is enhanced beyond its biological limitations. At tier 3, your muscles are replaced with carbon fibers that, when activated by your nervous system, let you perform impossible feats of might.
Tier 1. You gain a +2 bonus to Strength ability checks and Strength saving throws. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can grapple creatures up to two sizes
larger than you. When you hit a creature with a melee attack, you can shove it. If you win the contest, the creature takes an additional 2d6 bludgeoning damage, you push it up to 10 feet away, and knock it prone. You can’t use this ability again until you
finish a short or long rest.
Tier 3. You gain a +4 bonus to Strength ability checks and Strength saving throws. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift. You can grapple creatures up to two sizes larger than you. When you hit a creature with a melee attack, you can shove it. If you win the contest, the creature takes an additional 4d6 bludgeoning damage, you push it up to 20 feet away, and knock it prone. You can’t use this ability again until you finish a short or long rest.
Additionally, you can release the limiters on your muscles as a bonus action. For 1 minute, you have advantage on Strength checks and saving throws, your speed is doubled, you ignore the two-handed property on weapons, and all melee weapons gain the light property for you. You can’t use this ability again until you finish a long rest.
Neural Burst (Tier 4)
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Your nervous system is replaced with a synthetic cable array based on fiber optics. You have the ability to increase your perception and movement to an astonishingly fast speed for a short period of time. While you feel like you are moving and acting normally, everything else seems to be moving through molasses. The burden this puts on the body is crippling. You can gain the effects of this cyberware as a reaction at any time. Using this as a reaction to an attack against you or a saving throw you make allows you to negate the trigger’s damage and effects.
Additionally, when you use this reaction, you instantly gain a turn, potentially in the middle of another creature’s turn, during which you have advantage on attacks, other creatures have disadvantage on saving throws against effects caused by you, and other creatures cannot use their reactions. You suffer one point of exhaustion at the end of this extra turn. Once you use this cyberware, you must finish a short or long rest before you can do it again.
Overdrive Engine (Tiers 2 and 3)
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You install a miniature jet turbine inside your body allowing you to move with extreme speed. Initial prototypes had the unfortunate side effect of burning the user from the inside out. At tier 3, researchers have successfully solved the overheating issue.
Tier 2. On your turn, you can gain an additional action, suffering 3d8 fire damage at the end of your turn. This damage cannot be reduced. You cannot use this cyberware on the same turn you use Action Surge. Once you use this feature, you must finish a short or long rest before you can use it again.
Tier 3. On your turn you can gain an additional action. You cannot use this cyberware on the same turn you use Action Surge. Once you use this feature, you must finish a short or long rest before you can use it again.
Plasma Projector (Tier 4)
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You install a tiny arcane portal in an arm that, when triggered, opens a gateway between the projector and the sun, causing pressurized plasma to pour forth in a brilliant shaped blast. The emitter has 10 charges. As an action, you can use a free hand to expend 1 to 3 charges and create a burst in one the following patterns: in a cone, in a line, or in a radius at a point you can see within 300 feet of you. The size of the burst depends on the amount of charges expended.
Targets in the area must succeed on a DC 20 Dexterity saving throw. A target takes 12d6 radiant damage on a failed save, or half as much damage on a successful one. As part of the action, you can spend 1 extra charge to deal an additional 4d6 radiant damage to targets in the area, which can be reduced with a successful saving throw. Regardless of the size of the blast, you cast bright light in a 60-foot cone and dim light for an additional 60 feet until the end of your next turn. The projector regains 1d6 + 4 charges daily at dawn.
Proto Arms (Tier 3)
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You have two additional arms surgically attached to your body and linked to your nervous system. The arms can appear similar to your normal arms, as robotic limbs, or anywhere in between. The arms are capable of everything that your normal arms can do, including holding equipment, attacking with weapons, donning a shield, opening doors, and other activities. They can also leave your hands free when performing certain activities, such as climbing, driving, or grappling.
The arms also allow you to interact with up to two objects on your turn without requiring your action. For example, if you draw a weapon with your regular arms, you can still use your proto arms to draw another weapon, open a door, or similar activity.
Sensory Enhancement (Tiers 1, 2, 3, and 4)
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You install sensors in your eyes that allow you to see in the dark. If you are missing one or more eyes, this cyberware replaces them and allows you to see through them. At tier 2, you install sensors that can pick up subtle shifts and shimmers in the air. At tier 3, emitters in your ears send out continuous ultrasound pulses and a receiver picks up the echoes of these pulses to create a topographic map in your brain. At tier 4, your enhancements are enchanted with powerful divination magic, granting you state-of the-art vision and hearing.
Tier 1. You have darkvision out to a range of 120 feet. If you already have darkvision, the range increases by 90 feet. You have advantage on saving throws against effects which would blind you. You have advantage on Wisdom (Perception) checks that rely on sight.
Tier 2. Previous tiers apply. You see invisible creatures and objects as if they were visible. You can’t be surprised while you are conscious.
Tier 3. Previous tiers apply. You have blindsight out to a range of 120 feet. You have advantage on Wisdom (Perception) checks that rely on hearing.
Tier 4. Previous tiers apply. You have truesight out to a range of 120 feet. In addition, as an action, you gain the ability to see through solid objects (except lead) to a range of 30 feet for 1 minute. During that time, you perceive objects and creatures as transparent outlines. Once you use the cyberware in this manner, you can’t use it again until you finish a short or long rest.
Subdermal Plating
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Armored plates sculpted to fit your body are fused with your skin. When these are installed, they can be customized for appearance and stylistic purposes, potentially making them difficult to detect or immediately obvious at a glance. At tier 2, the plating becomes reactive, and you can cause it to harden against certain attacks.
Tier 1. You gain a +1 bonus to AC. You also gain +1 to Strength, Dexterity, and Constitution saving throws.
Tier 2. Previous tier applies. In addition, when you take damage of a type other than psychic damage, you can use your reaction to gain resistance to the damage type for 4 rounds. You can’t use this ability again until you finish a short or long rest.
Tailored Pheremones (Tier 2)
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Your internal chemistry is designed to enchant others with pheromones you can release from your skin. In emergencies, you can exude a cloud of pheromones that will leave those around you in a daze. As an action, you can target one non-hostile humanoid of
your choice within 5 feet of you with your pheromones, forcing it to make a DC 15 Wisdom saving throw. It must breathe air to be affected. If it fails the saving throw, it is charmed by you for one hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to your pheromones for the next 24 hours. If the save succeeds by 5 or more, the creature is aware that you attempted to charm it. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. As an action, each creature within 10 feet of you must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of your next turn. A creature must breathe air to be affected. You can’t use this ability again until you finish a short or long rest.
Warp Cortex (Tier 3)
Credit: Technomancer's Texbook by Newtonyd
When this experimental cyberware is installed, a serum of highly charged quantum substances is injected directly into your cerebral cortex, where nanobots spread and prepare them to react to your mental commands. When activated, the quantum substance allows you to supersede the standard rules of physics and move long distances without entering the intervening space. This cyberware has 20 charges. You can use an action to expend some of its charges to cast one of the following spells from it: misty step (2 charges), blink (3 charges), dimension door (4 charges), or arcane gate (6 charges). When you cast one of these spells, attacks against you have disadvantage until the end of your next turn.
Additionally, as a bonus action, you may spend 5 charges to force a creature that you can see within 30 feet of you to make a DC 16 Charisma saving throw. On a failed save, you teleport to the creature’s space and the creature teleports to your previous space, so long as there is enough space for both you and the creature. A creature can willingly fail this saving throw. The warp cortex regains 2d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, your brain teleports 10 feet away from you in a random direction and you die.
Wired Reflexes (Tiers 2 and 4)
Credit: Technomancer's Textbook by Newtonyd
Your nervous system is rewired to replace the slower, more organic processes with lightning-fast optical fibers, leaving almost no lag time between brain and muscle. This allows you to react and move in ways that seem superhuman. At tier 4, you can pre-program your body with muscle memory, so it responds to a given situation without requiring active thought.
Tier 2. You gain a +2 bonus to Dexterity ability checks and Dexterity saving throws. You roll for initiative with advantage, and opportunity attacks against you have disadvantage. You can take an additional reaction, and when you do so, you gain a +2 bonus to your AC until the end of your next turn. You can’t use this ability again until you finish a short or long rest.
Tier 4. You gain a +4 bonus to Dexterity ability checks and Dexterity saving throws. You roll for initiative with advantage, and opportunity attacks against you have disadvantage. You can take an additional reaction, and when you do so, you gain a +2 bonus to your AC until the end of your next turn. You can’t use this ability again until you finish a short or long rest.
Additionally, you can activate your pre-programmed muscle memory as a bonus action. For 1 minute, you have advantage on Dexterity checks and saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. You can’t use this ability again until you finish a long rest.