Path of the Grafted

Path of the Grafted

3rd-level Path of the Grafted feature

(From Setting Document)

Barbarians who walk the Path of the Grafted have integrated pre-Unveiling technology directly into their bodies, allowing them to channel their rage through mechanical augmentations. These warriors are most common in Lirath Vale, but can be found anywhere technology is available. When they rage, their augmentations glow with power, steam vents from exhaust ports, and they become living weapons.

Grafted Augmentations

When you choose this path at 3rd level, you gain two augmentations from the list below. You gain one additional augmentation at levels 6, 10, and 14.

Augmentation Options:
- Reinforced Frame: Your AC increases by 1.
- Piston Fists: Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage. This increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
- Optical Targeting: You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
- Adrenal Injectors: When you rage, you gain temporary hit points equal to your barbarian level.
- Overcharge Circuits: When you rage, you can move an additional 10 feet on your turn.
- Reactive Plating: When a creature within 5 feet of you hits you with a melee attack while you are raging, that creature takes lightning damage equal to your Constitution modifier.

Mechanical Fury

At 3rd level, your rage empowers your augmentations. While raging, your augmentations glow, hum, or emit steam. Choose one of the following benefits when you rage:
- Your melee weapon attacks deal an additional 1d4 lightning damage.
- Your walking speed increases by 10 feet.
- You have advantage on Strength checks and Strength saving throws.

System Override

At 6th level, you can push your augmentations beyond safe limits. When you rage, you can choose to enter an overclocked rage. While overclocked:
- You gain all three benefits from your Mechanical Fury feature.
- Your augmentations deal an additional 1d6 lightning damage when you make melee attacks (stacks with Mechanical Fury).
- When your rage ends, you suffer one level of exhaustion.

You can overclock a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Self-Repair Protocols

At 10th level, your body's fusion with technology grants you remarkable resilience. At the start of each of your turns while you're raging, you regain hit points equal to your Constitution modifier (minimum of 1) if you have no more than half your hit points left.

Additionally, the mending cantrip can be cast on you to restore 2d4 hit points.

Perfect Integration

At 14th level, you and your augmentations have become one. You gain the following benefits:
- You have resistance to lightning damage.
- Your augmentations cannot be removed from your body against your will.
- When you roll initiative and have no uses of rage remaining, you regain one use.


Features

Grafted Augmentations
Augmentation Options
Reinforced Frame
Piston Fists
Optical Targeting
Adrenal Injectors
Overcharge Circuits
Reactive Plating
Mechanical Fury
System Override