A compact, state-of-the-art device mounted on the wrist, the Vitality Stabilizer Module is equipped with advanced bio-sensors and rapid-response medical nanobots. When activated, the module dispatches these nanobots to stabilize life-threatening conditions in a target, halting imminent death.
On activation and touching a living creature that has 0 hit points, the module immediately stabilizes the creature, preventing it from making death saving throws. The creature remains unconscious and does not regain hit points from this function.
This cybernetic enhancement is a combat modification to the Energetic Augmentation Resonator (EAR) system utilized by Paladins in Veridia. The Sonic Impact Module is designed to augment melee weapon impacts with a concussive blast of sonic energy, producing a sound akin to thunder.
Upon activation, the Sonic Impact Module begins to channel sonic energy into the Paladin's weapon. The first time you hit with a melee weapon attack during this duration, your weapon rings out with a thunderous boom audible up to 300 feet away. The attack deals an extra 2d6 sonic damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Resembling a sleek wristband with glowing circuit patterns, the Sanctum Shield Module provides its wearer with a technologically induced field that deters aggression. When activated, it projects a thin, translucent barrier around the user, making potential aggressors think twice before striking.
After activating the SSM, any creature who targets the user with an attack or a harmful ability must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or forfeit the attack or ability. The device does not protect the user from area effects, such as an explosion or a gas attack.
You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.
This protocol sends a series of specially coded signals that target the neural receptors of a humanoid within range that you can see. The target must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the protocol ends or until you or your companions do anything harmful to it.
The charmed creature regards you as a friendly acquaintance. When the protocol ends, the creature knows it was targeted by your technology.
At higher levels: When you cast this spell using a slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Once activated, the module creates an invisible barrier around the user that works actively to negate or reduce the influence and attacks from specified types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. It grants several benefits:
The user has protection against certain types of control and influence, granting advantage on saving throws against being frightened or possessed by the specified types of creatures. The user cannot be charmed, frightened, or possessed by the specified types of creatures. If the user is already charmed, frightened, or possessed by such a creature, the user has advantage on any new saving throw against the relevant effect. Attacks from the specified types of creatures have disadvantage on attack rolls against the user.
This cybernetic enhancement allows the user to manipulate the surrounding environment in minor ways, simulating a variety of sensory effects. When you use the Omni-Modulator, you create one of the following effects within range:
Your voice booms up to three times as loud for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you use this device multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Implanted directly into the brain, the Neuro-Optimization Interface is a sophisticated piece of tech that, when activated, enhances cognitive processing, sharpens reflexes, and instills a sense of clarity and purpose in the user and nearby allies.
Upon activation, the targeted creatures gain an optimized neural response. Whenever a target makes an attack roll or a saving throw before the tech ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
A discrete implant located near the base of the user's brain, the Neural Command Interface allows the user to project suggestive commands onto another's neural network. Using a combination of neuro-digital pulses and electromagnetic interference, the NCI can briefly override another creature's will.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
At higher levels: When you cast this enhancement using a slot of 2nd level or higher, you can affect one additional creature within 30ft of each other.
This protocol activates a cloud of nanobots to repair damaged tissue in a living creature you touch. The target regains hit points equal to 1d8 + your spellcasting ability modifier. This amount increases by 1d8 for each level beyond 1st.
With a swift motion and activation command, you release a cloud of nanobots which, upon contact with air, create a thick, obscuring mist in a 20-foot radius sphere centered on a point within range. The sphere spreads around corners, and its area is heavily obscured.
Wind or water currents of 10 miles per hour or more disperse the nanobots, ending the effect early. If cast inside an environment without air (like a vacuum or underwater), the nanobots are unable to form the mist and the spell fails.
Upgrade Module: When you cast this spell using a tech slot of 2nd level or higher, the radius of the mist increases by 20 feet for each slot level above 1st.
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise, the spell fails. On a hit, the target suffers the attack’s normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8+ your spellcasting ability modifier. The damage is further increased at 11th and 17th levels.
All non-organic and non-edible matter within a 5-foot-radius sphere centered on a point of your choice within range is removed from all food and drink in the area. This includes contaminants such as toxins, pollutants, microorganisms, and synthetic additives. The process leaves the targeted consumables in a pure and healthy state, suitable for consumption.
Embedded within the recipient's dermal layer is a dense network of nanites that can be activated to momentarily boost the body's natural defenses against a variety of threats, from toxins to cyber attacks.
Once activated, the nanites surge to action, enhancing the user's biological or cybernetic response to potential threats. Once within the duration, the user can invoke the protocol to roll a d4 and add the number rolled to one saving throw of their choice. They can decide to roll the die before or after making the saving throw.
This small handheld device releases a swarm of nanobots that can repair a single break or tear in an object you touch that is no larger than 1 foot in any dimension. The nanites restore the item to its original state, mending a broken chain link, two halves of a key, a torn cloak, or a leaking wineskin as if it were new.
The Kinetic Amplifier Module (K.A.M.) is a sleek, biomechanical device that can be attached to the forearm or integrated into the user's hand. Made up of a mix of metallic alloys and intricate circuitry, this cybernetic module is designed to channel and amplify kinetic energy. With a simple mental command, the user can activate the K.A.M. to empower any handheld melee weapon, often simple clubs or staves, with concentrated kinetic force. When activated, the weapon glows faintly with a digital aura, and every strike feels incredibly solid, delivering blows far beyond what would be expected from its appearance.
The damage die of the chosen melee weapon (like a club or staff) becomes a d8. For the duration of the effect, the weapon is considered magical in nature and is used with the user's spellcasting ability modifier for attack rolls.
Upon activation following a received attack, the IRM system reroutes a portion of the energy from the attack into a counterattack mechanism. The device generates a plasmic projectile that it launches at the assailant. The targeted creature must make a Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one. The cybernetic can be upgraded to expend higher resource slots for an additional 1d10 fire damage per slot level above 1st.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
The Hysteria Induction Module is a cybernetic implant that allows the user to target a creature's neural pathways and artificially induce uncontrollable laughter, effectively incapacitating them for a short duration. This high-tech module utilizes nanobots to send a flurry of signals to the target’s brain, inciting intense hilarity and rendering them prone.
Upon activation, choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has an advantage on the saving throw if it’s triggered by damage. On a success, the effect ends.
Too much to list, ask DM for details
Housed in a discreet module that can be concealed under clothing, the Guided Laser Interface releases a high-intensity beam of light, fine-tuned to track and target specific threats. Utilizing advanced targeting software and energy conversion technology, it not only inflicts damage but also aids allies in targeting the affected adversary.
The Guided Laser Interface's damage increases by 1d6 for each level above the 1st
The Gravitational Damping Module is a high-tech cybernetic enhancement that can momentarily alter the gravitational forces acting upon the user and nearby allies, allowing them to fall gently to the ground as if weightless.
Upon activation of the Gravitational Damping Module, choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.
The Energy Pulse Projector is a high-powered, arm-mounted device capable of firing concentrated pulses of energy. The weapon system integrates advanced targeting algorithms to aid users in accurately striking their targets. As the user gains experience and enhances their neural-cybernetic interface, they can project more energy pulses simultaneously.
Make a ranged spell attack against a target within range. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
A sleek device embedded within the user's wrist, the Duelist's Challenge Interface emits a complex blend of pheromones, subsonic pulses, and electromagnetic interference specifically tuned to provoke challenge responses in most humanoids.
You select a creature within range and engage the DCI, releasing a focused pulse of provocation towards your chosen target. The creature must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by the blend of technological interferences emitted by the DCI. For the duration, the target has disadvantage on attack rolls against creatures other than you and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you.
Hidden beneath the skin and directly connected to the user's neural network, the Defensive Matrix Interface is a marvel of protective technology. It senses incoming threats, momentarily generating a protective energy grid around the user or an ally, deflecting and diffusing some of the potential damage.
After activating the DMI, a shimmering protective grid envelops the target, granting a +2 bonus to AC. This protective grid can absorb kinetic, energy, or even some forms of elemental damage.
The Defensive Energy Barrier is a forearm-mounted device that, at the push of a button, deploys an energy shield around the user, providing instantaneous protection against attacks. This translucent barrier is capable of deflecting incoming attacks, granting the user a momentary boost in their defense.
Upon activation, an invisible barrier of protective force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
For the duration, you can sense the presence and location of poisons, toxic substances, and diseases within 30 feet of you. You also identify the kind of poison, toxic substance, or disease in each case. The program can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Suspended on a sleek metal chain, the Bio-Resonance Emitter looks like a piece of modern jewelry. However, its function is far more essential. When activated, the BRE emits waves of tuned bio-energy, accelerating cellular regeneration and closing minor wounds in its target.
Upon activation, the targeted creature regains hit points equal to 1d4 + your spellcasting ability modifier (which can be reflavored as your Cybernetic Proficiency or another relevant attribute in your setting).
When enhancing the BRE for higher levels, increase the healing by an additional 1d4 for each level above the 1st.
Your touch floods a creature you try to touch with high-frequency bio-disruptive energy. Make a melee tech attack against the creature. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you activate this device with a tech slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
You touch one willing creature and activate your embedded Assistive AI Protocol. The AI, which is designed for predictive analysis and problem-solving, grants the target the ability to add a d4 to one ability check of its choice before the protocol ends. The creature can roll the die before or after making the ability check. The protocol then ends.