These augments help improve your body to become more that what nature could possibly give you. They belong to either the Bio-Mutation or Mechanist pathways. You can mix and match between the two if you wish. Once you augment yourself, you are unable to undo it except via a wish, regenerate spell or story plot that you can discuss with your DM.
Grow 2 tentacles at 5ft long anywhere on your body you want.
You gain 10ft reach.
As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Immediately after hitting, you can try to grapple the target as a bonus action. These can use objects. You can take this multiple times to grow more tentacles.
Overdrive: You can make 2 additional attacks with your tentacles
Grow wings with a flight speed of 30ft. These can be insect, bat or bird like.
Overdrive: Flight speed increases to 50ft
You grow animal like teeth, mandibles or fangs. As a bonus action you can make a bite attack dealing 1d6 + STR.
Overdrive: Deal 1d12 + STR
Your legs become much better suited to high speeds. Your movement speed increases to 40ft.
Overdrive: Movement speed increases to 60ft.
You grow a pair of extra arms. These can be used like normal arms. You can use a bonus action to make a weapon attack, use a magic item or cast a cantrip.
Overdrive: You can make 1 extra attack.
When you are knocked prone or you a fall you can make a DEX save at DC10 to remain upright.
Overdrive: You are immune to being knocked prone or falling.
You gain dark vision for 120ft.
Overdrive: You can see through magical darkness.
You grow extra eyes on your body. You gain advantage on perception checks and can’t be surprised.
Overdrive: You gain +10 to perception.
Your skin changes to one of the following:Hardened - Gain +1AC
Fur - Resistance to Cold & Fire Damage
Transparent Skin - Advantage on Stealth
Luminescent - Advantage on Performance checks
Overdrive: Gain an addition skin feature
As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Overdrive: If they fail on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus then gain the poisoned condition.
Gain an extra mouth on your body, it can be as small as your regular one or much larger. You can make a bite attack as an action dealing 2d10 piercing damage. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You heal for half the damage dealt. You also gain advantage on frightening creatures.
Overdrive: Heal for full amount dealt.
Gain Advantage on Insight checks. You can hear conversations up to 40ft away clearly.
Overdrive Gain +10 to Insight Checks
Your arms become insanely large. Gain +2 STR to ability checks, saving throws and attacks.
Overdrive: Gain +3 STR
You grow extra spider legs that lets you climb at your walking speed. Your jump distance doubles.
Overdrive: You gain +10 to climbing speed and jump distance.
You can breathe air and water, and you have a swimming speed equal to your walking speed.
Overdrive: Your swimming speed increases by +20
Claws protrude from your arms. Your unarmed attacks increase to 1d8 + STR
Overdrive: Your attacks increase to 1d12
When stationary and within 5feet of an object you are considered invisible to all creatures outside of a 10ft radius. A creature can make a INT check to see through this optical illusion, DC 8 + CON modifier + proficiency bonus.
Overdrive: No creature can detect you, no matter there distance from you without an INT check.
As a bonus action you can use your tongue to strike an enemy at 15 ft. Target makes a DEX saving throw DC 8 + STR Modifier + Proficiency Bonus. On a failure it is pulled towards you 10feet.
Overdrive: Increase range from 15ft to 30ft and pull range from 10ft to 20ft.
If you dash at least 15ft you can deal 1d6 bonus damage against a target and they must make a STR save verse your spell save or be knocked back 5ft.
Overdrive: Deal 1d12 dmg and knock back 15ft.
You can flatten your body down and pass through spaces no smaller than 2 inches wide.
Overdrive: You can go under spaces no smaller than half an inch.
You alter body to be the most stunning possible version of yourself. Your shape, sex, voice and anything else you wish is altered. You gain expertise in an either Persuasion or intimidation.
Overdrive: You gain advantage on Charisma Ability Checks
You add or replace an arm with incredible strength. You can deal 5d8 dmg and double dmg to objects.
Can be used once per long rest.
Overdrive: You can deal 8d8 dmg.
You replace your legs to become much better suited to high speeds. Your movement speed increases to 40ft.
Overdrive: Movement speed increases to 60ft.
You can cast spells from your eyes mitigating the need for somatic components. You can also only be blinded by magical means.
Overdrive: You can see in darkness as you would in daytime.
You attach an extra arm. These can be used like a normal arm. You can use a bonus action to make a weapon attack, use a magic item or cast a cantrip.
Overdrive: You can make 1 extra attack.
You can propel yourself into the air giving yourself a flight speed of 30ft. This can be through thrusters on appendages or jetpack
Overdrive: Flight speed increases to 50ft
You gain advantage on concentration saves.
Overdrive:: You can concentrate on two spells at once for two rounds. At the end of these rounds, choose one of the spells to continue concentrating on.
Gives advantage on all INT checks.
Overdrive: +10 to all INT checks
You can make two bonus actions.
Overdrive: You can make an additional action.
Gain 2d6 temp HP every morning.
Overdrive: Increase max HP by 2d6.
Your mind can’t be read and are immune to being charmed.
Overdrive: Anyone who tries to read your mind takes 1d8 Psychic dmg.
You can cast shocking grasp with a range of 10ft. If a creature moves outside of your melee attack range you can make use this spell as an opportunity attack.
Overdrive: You can cast lightning Bolt
You cast firebolt as a bonus action.
Overdrive: You can cast Fireball.
You attach blades into your limbs. Your unarmed attacks increase to 1d8 + DEX and deal slashing damage.
Overdrive: Your attacks increase to 1d12+DEX
You can breathe air and water, and you have a swimming speed equal to your walking speed.
Overdrive: Your swimming speed increases by +20
You have a tool kit of your choice embedded into your body to use at will. You also have proficiency in those tools
Overdrive: You can expertise in the Embedded Tools
You can read and speak all languages
Overdrive: You can decipher hidden messages
You always know which way is South, you always know the time, you can recall anything you’ve seen or heard within the last 14 days.
Overdrive: You add +4 to history checks
You can double your INT modifier to spell attacks.
Overdrive: You add an can add your INT modifier to spell dmg.
You know the spell Shield without having to prepare it.
Overdrive: You can cast the spell Shield without expending a spell slot.
You can see in detail up to 4 miles away.
Overdrive: Heavily Obscured areas like fog do not impede your vision.
You alter your body with beautiful artistic metal work. Creating a form more art than naturally possible. Precious gems, metals and paint may make up your new form. This may also be something that inspires terror instead. You gain expertise in an either Persuasion or intimidation.
Overdrive: You gain advantage on Charisma Ability Checks