Chemtech Cultist
You are a believer in transformation—not of spirit, but of flesh and function. Whether part of a shimmer-fueled sect or a solo visionary, you’ve replaced weakness with wiring.
Ability Score Increase. Strength +2
Chemtech Augments. At 1st level, you have permanently installed one of the following augmentations:
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Jetlegs. Your legs are fused with burst propulsion. When you fall and are not incapacitated, you may subtract up to 100 feet from the fall when calculating damage, and move 2 feet horizontally for every 1 foot you descend.
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Backspikes. Reinforced grapples grant you a climbing speed equal to your walking speed.
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Amphibious Coalescer. You can breathe air and water and gain a swimming speed equal to your walking speed.
At 5th level, choose one additional augmentation:
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Shimmerfueled Claws. You grow two natural weapons. As an action, you may attack with them. On a hit, they deal 1d6 bludgeoning damage + your Strength modifier, and you may attempt to grapple the target as a bonus action. These claws cannot hold or wield items.
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Armored Plating. Your body is overlaid with metal reinforcement. You gain a +1 bonus to AC while not wearing heavy armor.
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Chemtech Burstpipe. You may use an action to spray acid from your mouth, targeting a creature within 30 feet. The target takes 2d10 acid damage on a failed Dexterity save (DC = 8 + Con mod + proficiency bonus). The damage increases to 3d10 at level 11, and 4d10 at level 17. You may use this feature a number of times equal to your Constitution modifier per long rest.