Neohuman

The Neohuman is a highly advanced combat cyborg designed to go toe to toe with Metahumans and shred all enemies.

Health
Hit Dice: 1d10 per Neohuman Level

Proficiencies
Armor: Light, Medium and Heavy

Weapons: Light, Medium and Heavy, Simple Melee and Martial Melee

Tools: One of your choice.

Saving Throws: Strength and Constitution

Built Right
As a Neohuman, you did not build your own modifications. You were purpose-built by an Engineer, whether qualified or not, who is responsible for all of your augmentations.

Your Engineer is a character you must create in your backstory, as they will play a major part in your story. Whilst you are able to be repaired via your internal systems over a Short or Long Rest, any Epic Injuries must be repaired by your Engineer.

You may also add another Engineer into the same position as your original one by allowing them to study your augmentations. If they are of equal or higher level to you, they only require a week to learn how you function, or half as much if you provide them with your original blueprints. If they are a lower level, they must make an Engineering Check with a DC equal to 20 plus the level difference. It will take them 14 days minus the amount their roll beat the DC by to learn how you function, to a minimum time of one week. Having your blueprints does grant them Advantage on their Check.

When you spend a Long Rest with your Engineer, they are able to repair you to a greater degree, granting you Temporary Hit Points equal to twice your Level and removing the effects of any Epic Injury (as long as the injury does not affect your biological matter). If your Engineer has a lower level than yours, they must make an Engineering Check with a DC equal to 15 plus the level difference, granting you no Temporary Hit Points on a Failure or only half the total on a Success.

Your original Engineer will always remain either equal to or greater than your level.

Cybernetic Body
As a Neohuman, you are beyond regular human form. You have the following benefits:


 * Your Maximum Strength, Dexterity and Constitution Scores are raised to 26.
 * You no longer take Bleed Damage from regular sources such as Slashing and Piercing. However, you have Vulnerability III to Bleed Damage should you ever take it.
 * You lose your Immunity to Magnetic Damage.

Fists of Steel
As a Neohuman, you have hydraulics instead of muscles. Your basic Unarmed Damage is equal to 1d8 + your Strength or Dexterity, but it cannot be increased by Feats, Weapons or other training. Unarmed Feats will still grant you the special attack.

Cybernetic Abilities
A Neohuman is built for combat, and has the ability to utilize many different techniques and power-ups built into their chassis. A Neohuman starts off with two 1st Level Power Slots, and gains more every time they level up according to the table above. You have access to all of the Neohuman abilities listed below, although a preparation requirement will be set up once the amount of abilities reaches a high enough level.

Neohuman Specialization
At 2nd Level, you gain access to a special function within your augmentations. Choose one ability from the list below.

Energy Field
Whenever you utilize a Cybernetic Ability, you may channel some of the power used into projecting an energy field around your body. This field remains as an active function until you finish a Long Rest, even if it is reduced to 0 Hit Points. When you create the shield, it has Hit Points equal to twice your Neohuman Level plus your Wisdom Modifier. After you initially create it, you may restore lost hit points to the shield when you use a Cybernetic Ability equal to two times the Power Slot utilized. When you take damage, the Shield instead takes it for you.

Predictive Calculations
After finishing a Long Rest, you may roll 2 d20s and record the number for each. You may replace any Strike Roll, Saving Throw or Ability Check with one of these predicted numbers until your next Long Rest. You may only use a predicted number once. You may only use a predicted roll once per turn.

Reactive Thrusters
Whenever you use a Cybernetic Ability, you may utilize your Bonus Action to grant yourself +15ft to your flying speed, at a base speed of 15ft if you do not have a current fly speed. While using this bonus flying speed, you gain the effects of the Disengage action.

Motion-Tracking Calculations
When you finish a Long Rest, you may choose one weapon or suit of armour to scan and analyze. Until the end of your next Long Rest, you have an additional +1 to Strike and Damage Rolls with a weapon you have chosen, or +1 to AC while wearing an armour you have chosen.

Reinforced Plating
You gain an Unarmoured AC equal to 11 plus your Dexterity Modifier and Proficiency Modifier.

Specialist
You gain a level in a Prestige Class of your choice.

System Overclock
At 3rd Level, you gain access to the System Overclock ability. You gain one usage of this ability per Long Rest, gaining an additional use at 6th Level and 18th Level. You gain one System Overclock Option at 3rd Level, gaining another at 6th, 9th, 13th and 18th Level. The options are as follows:

Full-Power Blasters
Whenever you deal Fire, Lightning or Thunder Damage, you can choose to forgo rolling dice and instead choose the maximum possible amount.

Overwhelming Strike
Whenever you make a Melee Strike, you may choose to add +10 to the to-hit chance. If the result would beat the target's AC by more than 10, you deal Critical Damage as well.

Barrage
After you use a Cybernetic Ability as an action on your turn, the use times for your Cybernetic Abilities that usually cost one action are reduced to one bonus action. The combined level of the two abilities used in one turn cannot exceed 9.

Jump Jets
As an action, you can grant yourself a 30ft flying speed for ten minutes.

Ultimate Dodge
As a Reaction, when a Strike Roll hits you, you can instead completely avoid the attack and take no damage or suffer any additional effects.

Cybernetic Abilities
These are the Cybernetic Abilities available to a Neohuman. You can only utilize a Cybernetic Ability if you have a Power Slot of the same level or higher. Some Cybernetic Abilities have the keyword Concentration, which means whenever the effect is active and you take damage you must make a Constitution Saving Throw with a DC equal to either half the damage taken or 10, whichever is higher. Some Cybernetic Abilities can be Overcharged if you use a higher Power Slot, which makes them stronger by the amount shown in the ability.

Tier 1 Abilities
Tier 1 Abilities utilize a Level 1 Power Slot, and are available from 1st Level.