Augmented The Augemented Level Proficiency Bonus Features 1st +2 Greater Intellect 2nd +2 Augment Grafting 3rd +2 Fields of Study 4th +2 Ability Score Improvement 5th +3 Extra Attack, Additional Augment 6th +3 Fields of Study Improvement 7th +3 Indestructible 8th +3 Ability Score Improvement 9th +4 Additional Augment 10th +4 Fields of Study Improvement 11th +4 Stretegic Risk 12th +4 Ability Score Improvement 13th +5 Additional Augment 14th +5 Fields of Study Improvement 15th +5 Overprepared 16th +5 Ability Score Improvement 17th +6 Additional Augment 18th +6 Ageless 19th +6 Ability Score Improvement 20th +6 Godlike Augment Creating An Augmented When making an augmented, consider why you decided to augment yourself. Are you sick and tired of being picked on for being weak? Are you sick and this is the only way to feel better? Do you take an interest in the arcane, so much so you'll give up your body to farther study it? Quick Build Intelligence should be your highest ability score. Followed by Constitution. Class Featured Hit Dice: 1d10 per level

1d10 per level Hit Points at Level 1: 10 + Constitution Modifier

10 + Constitution Modifier Hit Points at Higher Levels: 1d10 + Constitution Modifier Proficiencies: Armor: Light Armor, Medium Armor, Shields

Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons>

Simple Weapons, Martial Weapons> Tools: Trinker's Tools

Trinker's Tools Saving Throws: Intelligence and Constitution

Intelligence and Constitution Skills: Pick 2 from: Arcana, Investigation, History, Acrobatic, Athletics, Intimidation Equipment Trinker's Tools

(a) Longsword or (b) any martial melee weapon

(a) two Light Hammers or (b) any simple weapon

(a) Scholar’s Pack or (b) Explorer’s Pack or (c) Diplomat’s Pack

Greater Intellect At 1st level, you can out-think any opponate. When attacking with a weapon you're proficient in, you can use your Intellience modifer instead of Strength or Dexerity for attack and damage rolls. This only applies to melee weapons. Augment Grafting At 2nd level, you begin to graft your augments onto yourself. You can pick one augmentation from the Augmentation list. You gain a new augmentation at 5th, 9th, 13, and 17th level as shown on the Augemented class table. When you gain a level in this class, you can choose one augment you have and replace it with one you don't have. You can only have one augment per body part. If your race doesn't naturally have that body part, it does now. If your race as multiple of that body part, you still can't pick more then one for the catagory. You can't gain Augmentation beneifits more then once. Fields of Study At 3st level, you begin studying augmentations. Choose what you want to focus on, Elemental Study, or Practical Study. Ability Score Increase At 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. Extra Attack At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Indestructible At 7th level, you gain resistance to poisons, and can not become intoxicated. Stretegic Risk At 11th level, you can choose to gain advantage for any ability check, but the next check you roll must be rolled at disadvantage. This is a reaction. Overprepared At 15th level, if you are knocked down to 0 hit points, make a DC 15 constitution saving throw. If you succeed next round you repair yourself. As long as you did not die, you regain half of your total hit points. Each time you use this feature, the DC increases by 5. After a long rest the DC resets to 15. Ageless At 18th level, age does not affect you. You do not look older and can't die of old age. You are considered a constuct, but can still be healed by healing spells. You are immune to poison. You do not need to sleep, but you will gain points of exhaustain if you do not rest for at least 4 hours a day. During this rest you can do light activities based on what your DM allows. You no longer need to eat or breathe. Godlike Augmentation At 20th level, you can pick one Godlike Augmentation. This doesn't affect your total Augmentations. Godlike Augmentations

Elemental Study Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 — — — 4th 3 4 3 — — — 5th 3 4 3 — — — 6th 3 4 3 — — — 7th 3 5 4 2 — — 8th 3 6 4 2 — — 9th 3 6 4 2 — — 10th 4 7 4 3 — — 11th 4 8 4 3 — — 12th 4 8 4 3 — — 13th 4 9 4 3 2 — 14th 4 10 4 3 2 — 15th 4 10 4 3 2 — 16th 4 11 4 3 3 — 17th 4 11 4 3 3 — 18th 4 11 4 3 3 — 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 Spellcasting Cantrips At 3st level, you can learn 3 cantrips from the wizard spell list. Spell Slots The Elemental Study table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells Known You know two 1st level spells of your choice from the wizard spell list. The spells known colume on the Elemental Study table shows you when you learn more spells and gain more spell slots. Every spell must be the level for which you have spell slots. Addictionally, when you gain a level in this class, you can choose one spell you know and replace it with one you don't know. This spell must be the level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Elemental Control At 3st level, using your augments, you can channel elemental damage into your weapondry. Choose one of the following: Fire, Cold, or Lightning. For a bonus action, when you hit a creature with a melee attack, you expend a spell slot to have your weapon do that elements damage. The extra damage is 1d6, plus an extra 2d6 for each spell slot higher then first. You can change the element after completing a long rest. Power Of The Elements At 6th level, you gain resistance in your choosen element. Addictionally, when you cast a spell that deals your elements damage, add your intelligence modifier to the damage if you don't already. Exoctic Elements At 10th level, choose one of the following: Force, Radiant, or Necrotic. You can also channel one of those elements into your attack when you use Elemental Control. The weapon can only be affected by one element at a time. You can change the element after completing a long rest. With Power of the Elements, you become resistant to both elements at once. Mastery Over The Elements At 14th level, you can change your element after taking a short or long rest. Addictionally, the dice increases from a d6 to a d8.

Practical Study Ten Steps Ahead At 3st level, when not wearing medium or heavy armor, you can add your intellegance modifier instead of your dexerity modifier to your AC. The Art of the Blade At 3st level, you choose one of the following figthing styles: Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Read Your Opponent At 6th level, after damaging a creature you can use your reaction to learn one of the following: What is their best ability score?

What is their worse ability score?

How close is the creature to death? How bad are they looking?

Are they running out of spell slots? Do they have a lot of spell slots left?

What is one thing they're resistant too?

What is one thing they're weak too? The DM must answer honestly. You can only do this a number of times equal to your intelligence modifier. You regain all your uses after a short, or long rest. Psyc-out Your Opponent At 10th level, when you successfully Read Your Opponent, you can deal an extra 1d4 psychic damage. You can add an extra d4 for every sucessful attack against the same creature for a maximum of 5d4. Everytime you add anyother d4, you minus 2 to whatever you rolled to hit. If you miss, you take half the psychic damage. If you miss, do not attack, do not use this feature, or attack another creature, you have to Read Your Opponent again to use this feature. The damage die resets. Know-It All At 14th level, Psyc-out Your Opponent increases from a d4 to a d6. Addictional, rolling a 19 or a 20 against the creature you're targeting with Psyc-out Your Opponent is considered a critical hit.

Alchemy Potion Crafter At 3rd level, you gain proficiency in alchemist’s supplies. In addiction, you can use these suppies to craft potions. You can craft one every long rest. They expire after 7 days.