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  Augmented
  Augmented
  Augmented
  Augmented
  Augmented
  
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  Credits
  Pictures were randomly taken from the internet and are credited in order of
  appearance (no artists were harmed during the making of this class) :
  - Steampunk by DOFRESH on ArtStation
  - Steampunk Warrior by UnleashedEmotions on DeviantArt
  - Energy VY Gauntlet Concept by Nungsangwabang Longkumer on ArtStation
  - Character Concept Design by xiang zhang on ArtStation
  Big Thanks To The OG Boys !
  u/SamuraiHealer
  u/WeirdoWhoever
  u/Manorian
  u/90sMemelord
  u/Mheros
  u/yazatax
  Written by u/Biozard01
  Thanks
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  Augmented
  A detonation is heard, an halfling woman sees through her
  drone that her distraction was effective and starts preparing
  herself for the grandiose finish. A barrage of missiles.
  Imps start running away as a tiefling in a suit of armor
  readies its blades emitting radiant energy. They start climbing
  the wall to get a better fighting angle as imps start crawling
  back towards them.
  A snap echoes, as a dwarven man bolts through the
  corridors of the castle, his body smoking with heat. He grabs
  the nearby guard and jabs him with a dagger engulfed in acid,
  propelling him immediately to the ceiling after another snap
  echoes.
  Whatever their augmentation is, augmented are connected
  by their usage of magical energies.
  Whether used as a clever distraction or a focus on
  defensive/aggressive abilities, this energy allows augmented
  to be successful on their diverse quests.
  The Usage Of Energy
  Augmented, by definition need a source of energy, this energy
  comes from the motion of precise technology and magic, that
  only they understand. This energy is the result of the
  combination between technology and the magic present in the
  multiverse.
  Augmented project this energy in their mechanical parts to
  allow movements, magical effects or abilities that exceed what
  they could previously do. Using this energy, augmented can
  use improbable weapons and objects to give them an edge
  that nobody else has.
  As they gain experience, their knowledge and control of
  elemental powers gives them more control over their
  mechanical parts and allow them to conjure some of their
  equipment with this energy.
  Risks And Rewards
  To become an augmented, one as to sacrifice parts of its body,
  this means that the risk of not succeeding in creating working
  pieces is always present. Augmented who succeed are faced
  with a lot more challenges and rewards as their hunger for
  knowledge is now open to new domains, which leads to taking
  more risks.
  For every successful augmented, how many failed and died
  miserably ?
  Most augmented live near big industrial or commercial
  towns as they will often need supplies for experiments.
  Libraries are also important for augmented, as they hold an
  almost infinite source of knowledge.
  Augmented don't hesitate to help the local folks if a monster
  or other dangerous hazards endangers the life of the peoples.
  This makes it easy for them to test their creations.
  For an augmented, becoming an adventurer means finding
  unknown technologies and other hidden technological
  prowess. Those who leave their safety bubble fully take on the
  adventuring life, learning about the world and it's mysteries,
  while also testing their work.
  Because of what they do, augmented have to take jobs to get
  some sort of income, so material wealth found on creatures or
  chest are welcome and necessary for them to pursue their
  goals.
  3
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  Augmented
  Level
  Proficiency Bonus
  Features
  Energy Points
  Upgraded Parts
  1st
  +2
  Elemental Technology, Energy Cells, OverDrive
  5
  ─
  2nd
  +2
  Sentinel Drone
  5
  ─
  3rd
  +2
  Energized Creations, Specialized Augmentation
  5
  ─
  4th
  +2
  Ability Score Improvement
  7
  ─
  5th
  +3
  Energy Core, Extra Attack
  7
  ─
  6th
  +3
  Specialized Augmentation feature
  7
  ─
  7th
  +3
  Augmented Knowledge
  10
  ─
  8th
  +3
  Ability Score Improvement, Upgraded Parts
  10
  1
  9th
  +4
  Enhanced Movement System
  10
  1
  10th
  +4
  Divine Core, Utility Belt
  10
  1
  11th
  +4
  Specialized Augmentation feature
  15
  2
  12th
  +4
  Ability Score Improvement, Back Breaker
  15
  2
  13th
  +5
  Energy Boost
  15
  2
  14th
  +5
  Defense Mechanisms
  15
  3
  15th
  +5
  Howling Barrage
  17
  3
  16th
  +5
  Ability Score Improvement, (temporary name)
  17
  3
  17th
  +6
  Specialized Augmentation feature
  17
  4
  18th
  +6
  (temporary name)
  20
  4
  19th
  +6
  Ability Score Improvement
  20
  4
  20th
  +6
  (temporary name)
  20
  5
  Appearance
  The many augmented of the world have different appearances
  according to their native region or technology, each of which
  determines how they act and interact. If your character
  appearance reflect a certain type of technology, what does it
  look like, and what does it represent?
  Gunsmith
  Your augmented body, in most cases, was not entirely made by
  you. The person who helped you make your parts is also a
  helping hand when you need repairs or upgrades. What's your
  relationship like with this person ? Do you trust this person,
  do you care about them ?
  Creating an Augmented
  As you make your augmented character, spend some time
  thinking about it's origin.
  How did you become an augmented ? Did you get caught in
  a terrible accident, or did you willingly sacrifice parts of your
  body, maybe your part of a mechanical god cult ? Did you steal
  parts of your body, or did a friend make them ? Do you hide
  your parts, or do you wield them proudly ?
  Work with your DM to determine how big a part of your
  past your parts play in your character adventuring career. Did
  you ever meet other augmented ?
  Quick Build
  You can make an Augmented quickly by following these
  suggestions. First, Intelligence should be your highest ability
  score, followed by Constitution and Dexterity or Strength.
  Second, choose the Sage background.
  Class Features
  As an Augmented you gain the following class features.
  Hit Dice: 1d8 per augmented level
  Hit Points at 1st Level: 8 + Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + Constitution
  modifier per augmented level after 1st level
  Proficiencies
  Armor: Light armors
  Weapons: Simple weapons
  Tools: Tinker’s tools
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  Saving Throws: Intelligence, Constitution
  Skills: Choose two from Arcana, Athletics, History,
  Intimidation, Investigation and Perception
  Optional Rule: Firearm Proficiency
  The creation and operation of gunpowder weapons
  have been discovered in various corners of the
  D&D multiverse. If your Dungeon Master uses the
  rules on firearms in the Dungeon Master’s Guide (p.
  267) and your augmented has been exposed to the
  operation of such weapons, your augmented is
  proficient with them.
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  two simple weapons
  leather armor
  Tinker's tools
  (a) a dungeoneer’s pack or (b) a scholar's pack
  If you forgo this starting equipment, as well as the items
  offered by your background, you start with 6d4×10 gp to buy
  your equipment.
  Elemental Technology
  You learn to use the ties between elemental magic and
  technology to power your body.
  Choose one source of energy for all your cells between:
  cold, fire and lightning (meaning that unless stated otherwise,
  all your cells have the same energy type).
  Your energy type allows you to decide the type of damage
  most of your energy features use. You can’t take an Elemental
  Technology option more than once, even if you later get to
  choose again.
  Energy Cells
  Your mechanical parts require energy to properly function, to
  store this energy you have four different cells.
  Your augmented level determines the number of energy
  points you have, as shown in the Energy Points column of the
  Augmented class table.
  You can spend these points to fuel various energy features.
  You start knowing two such features: Bladed Gauntlet and
  Energy Shot. You learn more energy features as you gain
  levels in this class.
  When you spend an energy point, it is unavailable until you
  finish a short or long rest, at the end of which you restore all
  of your expended energy back into your cells. You must spend
  at least 30 minutes of the rest recharging your cells to regain
  your energy points.
  Some of your energy features require you to make an attack
  roll or your target to make a saving throw to resist the
  feature’s effects. The attack roll and saving throw DC is
  calculated as follows:
  Energy Save DC = 8 + your proficiency bonus +
  your Intelligence modifier
  Energy attack modifier = your proficiency bonus +
  your Intelligence modifier
  Bladed Gauntlet
  For 1 energy, as a bonus action you can summon in your
  empty hand one gauntlet with a big sharp spinning fan-like
  blade, it lasts for a number of minutes equal to half your
  Intelligence modifier rounded down (minimum of one).
  You can use this special melee weapon that you are
  proficient with, it has the light and finesse property. On a hit, it
  deals 1d8 slashing damage.
  Energy Shot
  For 1 energy and as an action, you fire a beam of energy from
  one of your parts at a creature you can see within 60 feet.
  Make a ranged spell attack using your energy attack modifier.
  On hit, the target takes 1d6 your energy type damage.
  OverDrive
  Also at 1st level, you create a system to help you in dire
  situations. As a bonus action on your turn you can enter
  OverDrive, you then must expend one energy point at the start
  of each of your turns to remain in OverDrive.
  While in OverDrive, you gain the following benefits:
  Your walking speed increases by 10 feet.
  When you hit a creature with a melee weapon attack, you
  can deal an extra 1d4 force damage.
  Your walking speed bonus increases by 5 feet, and the force
  damage increases by 1d4 when you reach 5th, 10th and 14th
  level in this class.
  OverDrive ends early if you are knocked unconscious, or
  you end the effect on your turn as a bonus action. You must
  finish a short rest before you can enter OverDrive again.
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  Sentinel Drone
  Starting at 2nd level, as an action you can expend 3 energy to
  power your sentinel drone for an hour if its within 30 feet of
  you. The drone deactivates itself if its 120 feet away from you,
  slowly drifting toward the ground. You can't have multiple
  drones active at the same time.
  If it drops to 0 hit points, you will have to spend 20 minutes
  to repair it or create a new one.
  You can as a bonus action, see through the drone until the
  start of your next turn. You are considered blinded while
  seeing this way.
  In combat, the sentinel drone shares your initiative count,
  and takes its turn immediately after yours. The only action it
  takes on its turn is the Dodge action, unless you take a bonus
  action on your turn to command it to take either the Dash,
  Disengage, or Help action.
  Energized Creations
  At 3rd level, you learn to put your energy to the use of others,
  you can spend a long rest and two times the gold cost of a
  non-magical item to energize it.
  Energized items have one available upgrade slot. The
  number of slots available on energized items increases to two
  when you reach 7th level in this class and three at 15th level.
  Upgrades
  To add more upgrades or replace any upgrades, you can
  spend 5 minutes and 5 gp tinkering the items (you can only
  add upgrades if the items has enough upgrade slots available).
  Upgrades are divided in two groups, major and simple
  upgrades, a major upgrades cost two upgrade slots and a
  simple upgrades costs one upgrade slot, your upgrades
  options are detailed at the end of the class description. Unless
  stated you can't take the same upgrade multiple time on the
  same item.
  When you reach 7th level in this class, energized items now
  count has magical for the purpose of overcoming resistance
  and immunity to nonmagical attacks and damage.
  Specialized Augmentation
  Beginning at 3rd level, you take the first step to differentiate
  yourself from the other augmented, pursuing your specialized
  augmentation.
  Choose between Bio-Warrior or Hellstorm all detailed at
  the end of the class description. Your choice grants you
  features at 3rd level and again at 6th, 11th, and 17th levels.
  Ability Score Improvement
  When you reach 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. As
  normal, you can’t increase an ability score above 20 using this
  feature.
  Energy Core
  Starting at 5th level, you now have two energy types active at
  the same time, whenever you have to use your energy type you
  choose which one you use.
  You can choose a second option from the Elemental
  Technology class feature or you can choose between acid and
  thunder.
  Also, you gain damage resistance to one of your active
  energy types.
  Extra Attack
  Beginning at 5th level, you can attack twice, instead of once,
  whenever you take the Attack action on your turn.
  Augmented Knowledge
  At 7th level, if you spend at least 5 minute observing or
  interacting with technology (locks, traps, machines and other
  mechanical contraptions) outside combat, you learn some of
  the following information :
  By what is this technology powered (by moving parts,
  magic, wind, heat ...)
  How does this technology work (what is it meant to do,
  how do you use it ...)
  The quality of the technology (how well its made ...)
  Upgraded Parts
  Reaching 8th level, your experiences as an augmented grant
  you knowledge on how to improve your basic features.
  Your bladed gauntlet feature now deals 2d8 slashing
  damage. Your energy shot feature now deals 2d6 your energy
  type damage.
  You gain one part upgrade of your choice. When you gain
  certain augmented levels, you gain additional upgrades of
  your choice, as shown in the Upgraded Parts column of the
  Augmented class table.
  Your utility belt upgrade options are detailed below :
  Artifact Of The Past. Your bladed gauntlet scores a critical
  hit on a roll of 19 to 20.
  Double Shot. You now fire two energy shot instead of one,
  rolling for each individually.
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  Sentinel Drone
  Small Construct, your Alignment
  Armor Class 15
  Hit Points your Augmented level + your Intelligence
  modifier
  Speed fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
  Damage Immunities poison, psychic
  Condition Immunities All conditions
  Senses darkvision 60 ft., passive Perception 10
  Languages ─
  Construct Form. If the mending spell is cast on it, it
  regains 2d6 hit points.
  
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  Dual-Blades. When your bladed gauntlet is active you can use
  your bonus action to make an additional attack with the
  gauntlet. You don’t add your ability modifier to the damage of
  the bonus attack, unless that modifier is negative.
  Elemental Gauntlet. Your bladed gauntlet now deals your
  energy type as its damage.
  Energy Shield. When you take damage, you may use your
  reaction to generate a phase shield at the point of impact,
  reducing the damage by 1d8 + Your Intelligence modifier.
  Extend-O-Blade. Your bladed gauntlet gains the Reach
  property.
  Flank Shield. Enemies do not have advantage on attack
  rolls against you as a result of the help action or other similar
  effects.
  Infrared Sight. You gain 60 feet of darkvision through
  magical and non-magical darkness, hot blooded creatures
  appear in bright red when you are in dim light and darkness
  unless they are behind three-quarter or total cover. You also
  have advantage on Perception checks.
  Meteor Shot. You add your Intelligence modifier to the
  damage your energy shot deals on a hit.
  Enhanced Movement System
  Starting at 9th level, your legs are upgraded to better suit
  fighting in difficult conditions, you don't suffer the effects of
  difficult terrain and you have advantage on saving throws
  related to falling prone. You can also use your movement to
  jump across a 20 feet gap at maximum.
  Your legs also give you either a better grip on surfaces or
  propellers. Choose between a climbing speed equal to your
  movement speed or a swimming speed equal to your
  movement speed.
  Divine Core
  Beginning at 10th level, once per long rest, instead of having
  two active energy types, you can spend a hit die to have either
  radiant or necrotic as your unique active energy type until
  your next short or long rest.
  Utility Belt
  Also at 10th level, you gain one of the following feature
  according to one of your active energy type.
  Energy Type
  Energy Feature
  Lightning
  A.E.D
  Fire
  Minor Flame Control
  Thunder
  Minor Sound Control
  Acid
  Corroding Fluid
  Cold
  Cold Touch
  A.E.D. As an action, you can stabilize a creature that has 0
  hit points and that you are touching, without needing to make
  a Wisdom (Medicine) check.
  Minor Flame Control. You can cast the cantrip control
  flames.
  Minor Sound Control. You can cast the cantrip
  thaumaturgy.
  Corroding Fluid. As an action, you can produce acid on a
  surface inside a 30 inch cube (this acid doesn't deal damage to
  creatures). The acid corrodes objects in the area that aren't
  being worn or carried.
  Cold Touch. As an action, you freeze liquid that you are
  touching in a 5 foot cube, provided that there are no creatures
  in it. The liquid unfreezes in 30 minutes.
  Back Breaker
  Reaching 12th level, your arms are now equipped with a set of
  deployable battering rams, for 3 energy and as an action you
  can attempt to shove or drop a creature prone with advantage.
  Energy Boost
  At 13th level, you can spend 5 energy points to drop the
  energy cost of all of your features to 0 for 1 minute once per
  long rest.
  Defense Mechanisms
  Reaching 14th level, you can spend 5 energy points to use one
  of the following feature according to one of your active energy
  type.
  Energy Type
  Energy Feature
  Lightning
  Electrotherapy
  Fire
  Flamethrower
  Thunder
  Instant Vacuum
  Acid
  Matter Liquefaction
  Cold
  Freeze Grenade
  Electrotherapy. When you hit another creature with a
  melee weapon attack you can use your reaction to deal an
  additional 3d6 lightning damage, if you are in OverDrive the
  target must succeed on a Constitution saving throw or be
  stunned until the end of your next turn.
  Flamethrower. As an action, all creatures in a 60 feet cone
  have to make a Dexterity saving throw, on a failure, they take
  4d6 fire damage, or 8d6 if you are in OverDrive (success
  halves the damage).
  Instant Vacuum. As an action, you instantly create a
  vacuum by targeting a point in space 30 feet away from, all
  creatures in a 20 foot sphere away from the point have to
  make a Constitution saving throw.
  On a failure they are deafen and cannot speak until the start
  of your next turn, they are also pulled 10 feet toward the point
  and take 2d6 thunder damage or 4d6 if you are in OverDrive.
  Success halves damage and creatures are not pulled, deafen
  and unable to speak.
  Matter Liquefaction. As an action, you throw a 20 foot
  cube of acid 10 feet away from you, creatures take 4d4 or 8d4
  acid damage if you are in OverDrive on a failed Constitution
  saving throw.
  They also have vulnerability to slashing, bludgeoning and
  piercing damage until the end of your next turn (success
  halves damage and the target doesn't get vulnerability).
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  Freeze Grenade. Make a ranged attack against a creature 30
  feet away from you. On a hit, the target takes 3d8 cold damage
  or 6d8 if you are in OverDrive, and its speed is halved until the
  start of your next turn.
  Howling Barrage
  Starting at 15th level, you can spend 8 energy points to as an
  action to unleash a missile barrage.
  Choose a point within 60 feet. Each creature in a 10-foot-
  radius sphere centered on that point must make a Dexterity
  saving throw. A target takes 2d12 + your Intelligence modifier
  your energy type damage on a failed save, or half as much
  damage on a successful one.
  Structures, objects and non-living material in range
  automatically fails their saving throw and take the maximum
  amount of damage.
  (temporary name)
  Reaching at 16th level,
  (temporary name)
  Beginning at 18th level,
  (temporary name)
  At 20th level,
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  Specialized Augmentation
  Your specialized augmentation represent what you want to
  become. The specialized augmentation you choose grants you
  features at 3rd level and again at 6th, 11th and 17th level.
  Bio-Warrior
  Bio-Warriors learn to use alchemical supplies to make deadly
  attacks. Those who follow this augmentation utilize their
  knowledge to gain an edge over others on the battlefield.
  Competent Alchemist
  Starting at 3rd level, you gain proficiency with the alchemist’s
  supplies and the poisoner’s kit.
  Bio-Bomb
  Also starting at 3rd level, as an action, you can spend 3 energy
  to launch 30 feet away from you a bomb (tiny object) at your
  enemies. It explodes at the end of the round it was launched.
  When it detonates, creatures in a 10 foot sphere around it
  have to make a Dexterity saving throw, on a failure they take
  2d8 your energy type damage, success halves the damage.
  The bomb damages objects in the radius that aren't being
  worn or carried.
  Vigor Siphon
  Reaching 6th level, once per turn, after you make a successful
  melee attack against a CR 1/2 or higher creature, you can
  spend 3 energy points, to regain hit points equal to 3d6 + your
  Intelligence modifier.
  (temporary name)
  Beginning at 11th level,
  (temporary name)
  Starting at 17th level,
  Hellstorm
  Hellstorm's feel best in the heat of battle. Those who follow
  this augmentation utilize their will to go beyond, to fight
  what's impossible to fight.
  Infused Long Rifle / Infused Longsword
  Starting at 3rd level, your knowledge of mechanics and energy
  sources allows you to make a infused weapon that you are the
  only one capable of using.
  This infused weapon as two different mode : Melee and
  Range Mode, modes determine what properties your infused
  weapon has. You can switch to an other mode as a bonus
  action.
  Melee Mode
  Your weapon as the Versatile (1d12) property instead of the
  Two-Handed and Reload Score property.
  You are proficient with this melee weapon, you use your
  energy attack modifier for the attack roll. On a hit, it deals
  1d10 + your Intelligence modifier slashing damage.
  Range Mode
  Your weapon as the Two-Handed property and its Reload
  Score is equal to your Intelligence modifier (minimum of one)
  instead of the Versatile (1d12) property.
  You are proficient with this weapon and it has a range of
  120 to 240 feet, you use your energy attack modifier for the
  attack roll. On a hit, it deals 2d6 + your Intelligence modifier
  piercing damage.
  Reload Score: A weapon can be fired a number of times
  equal to its reload score before you must spend 1 attack or 1
  action to reload it, you must have one free hand to reload it.
  Overclocking
  Beginning at 6th level, you can add your Intelligence modifier
  to your initiative roll.
  Heat Of Battle
  Reaching 11th level, while you are in OverDrive creatures
  have disadvantage on melee attack rolls against you.
  Consecutive Strikes
  Starting at 17th level, once per long rest, whenever you take
  the Attack action on your turn, you can spend up to 9 energy
  points to make additional attacks, for every 3 energy point
  spent this way you can make an additional attack.
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  Energized Items Upgrades
  List
  If an energized upgrade has prerequisites, you must meet
  them to craft it. You can learn to craft the upgrade at the same
  time that you meet its prerequisites.
  Characters must meet the level requirement to equip the
  upgraded item if there is one.
  Simple Upgrades
  Enhanced Weapon
  Prerequisite: A simple or martial weapon
  This weapon grants a +1 bonus to attack and damage rolls
  made with it. The bonus increases to +2 when the wielder
  reaches 12th level.
  Spring Loaded
  Prerequisite: A simple or martial melee weapon
  Your weapon now has 1 charge. Before you make an attack
  roll you can spend that charge to give this weapon the Reach
  property for this attack. Your weapon regains its charge after a
  round or you spend your action to reload the spring.
  Enhanced Defense
  Prerequisite: A suit of armor or a shield
  A creature gains an additional +1 bonus to its Armor Class
  while wearing this armor or wielding this shield.
  Impact Reflector
  Prerequisite: A suit of armor or a shield
  Once per short rest, if you are hit by a melee attack you can
  use your reaction to cast thunderwave at 1st level. The
  spellcasting ability for this spell is your Energy Save DC.
  Magnetized Weapon
  Prerequisite: A simple or martial metallic weapon with the
  thrown property
  This weapon returns to the wielder’s hand immediately
  after it is used to make a ranged Thrown attack. It can only do
  so twice per turn.
  Reflective Cloaking
  Prerequisite: A suit of armor, 5th level character
  Your coloration changes instantly to match the background
  of any new environment you enter with no effort on your part.
  This effect grants you advantage on Stealth checks if you
  move less than half your movement speed on your turn.
  Deflecting Weapon
  Prerequisite: A simple or martial melee weapon (requires
  attunement)
  If you are attacked you can use your reaction to defend
  yourself with your weapon, granting you +2 AC against a
  single attack.
  Major Upgrades
  Elemental Property
  Prerequisite: A simple or martial weapon
  The weapon deals an additional 1d6 of any of your energy
  types damage.
  Jewel Of Greater Protection
  Prerequisite: A necklace, ring or an accessory worth at least
  50 gp. (requires attunement)
  You can cast shield once per short rest. You can also cast
  mage armor on yourself once per long rest.
  Advanced Weaponry
  Prerequisite: A simple or martial melee weapon that doesn't
  have the Heavy property (requires attunement)
  The weapon gains one of the following weapon properties :
  Finesse, Thrown (range 20/60), Light.
  Energy Chainsaw
  Prerequisite: A simple or martial weapon, 8th level character
  (requires attunement)
  This weapon ignores resistances to its damage type.
  Deployable Wings
  Prerequisite: A suit of armor, 10th level character (requires
  attunement)
  You built a set of deployable artificial wings. You can deploy
  them as an action, or as a reaction to falling. When deployed,
  they give you a flying speed of 15 feet. If you deploy them
  while falling you are under the effects of the feather fall spell.
  Multiclassing
  Prerequisites.
  To qualify for multiclassing into the Augmented class, you
  must meet these prerequisites: Intelligence and
  Constitution 13.
  Proficiencies.
  When you multiclass into the Augmented class, you gain
  the following proficiencies: Light armor, simple weapons
  and Tinker's tools.
  10
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  31/05/2019
  Augmented : Play as a mechanically enhanced warrior powered by the elemental energies of the multiverse ! | GM Binder
  https://www.gmbinder.com/share/-LKDD1YGjifZmRwcyK8z
  11/12
  Change Log
  Previous Patch Notes
  0.0.7 Changes
  Energy Points change
  OverDrive
  Is now a 1st level feature.
  You now don't need to spend 1 energy point to enter
  OverDrive.
  Sentinel Drone
  Now only last for an hour.
  You now only need to spend 20 minutes to repair the
  drone.
  Energy Core
  You now gain resistance to one of your active energy type.
  Advanced Fighting Program is now Extra
  Attack
  Upgraded Parts
  Bladed gauntlet and energy shot gain an additional
  damage die.
  New upgrades were added.
  Enhanced Movement System
  You now have the choice of climbing or swimming speed.
  Utility Belt (NEW !)
  Utility Belt is now Defense Mechanisms
  Back Breaker
  Balanced the feature.
  Energy Boost
  Now cost 5 energy.
  Howling Barrage
  Now from a point within range.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Class - Augmented v0.7.pdf