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[Cosmos] Subclass - Cyborg Archetype

Cyborgs who follow the path of the warrior become an indomitable fusion of organic flesh and synthetic material, a relentless hunter with the best traits of both and none of the weaknesses. Their deadliest members are characterized by a drive for change and perfection, compulsively upgrading their bodies with the latest better technology.

Within the vast cosmos, the cyborg can be more than just a human frame outfitted with metallic cybernetic enhancements. Some warriors build bodies from alternative materials such as stone or porcelain, or even from resilient organic armor like the barkstalkers of Ygjras’ mecharboreal worlds. Others may not originally be organic at all — perhaps a construct in the midst of a mortal metamorphosis. In worse circumstances, a tortured few may even be involuntary participants in their own transformation.

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DESIGN COMMENTARY

The cybernetic warrior is a Striker with additional enhancement options, which is fitting for a Fighter. Much of its flavor leans into its artificial body, from its Overclock Surge that lets them act with inhuman speed to its Transhumanity that allows them to eschew certain organic comforts. A cyborg warrior can be versatile in background too. The only requirement is a mix of organic and inorganic, with some examples included in the flavor text. You could possibly be plant and metal; flesh and porcelain; a stone golem who wants to be a real living being, etc.

This one’s long! It really needs a deep analysis to check balance because it’s so interrelated-complex. Feel free to skip if it’s too much.

Let’s dive in.

The fighter subclass progression typically follows a guideline. At 3rd level, fighters gain some bonus to damage output to make them better at fighting (e.g. Battlemaster dice, Champion criticals, Samurai's Fighting Spirit). The 7th level usually follows up with a roleplay or exploration feature because fighters often lack features outside the combat pillar (e.g. Banneret, Battlemaster, Champion, Samurai). At 10th and 15th level, fighters receive an improvement usually to their subclass features, often an offensive-oriented one at 10th and a defensive-oriented at 15th. 10th level features are “half-flavor-capstones,” meaning the flavor generally defines the character in some way because it’s the last level before a half-half multiclass. Fighters, being mainly combat-oriented, tend to get something at 10th. Finally, at 18th level, fighters gain a strong unique capstone to round out the class.

The cyborg shares many of these design elements. Let’s take a look:

> Cybernetic Design

This 3rd-level feature forces you to take on the technomantic tag (understandable), which has downsides and upsides (some effects only target or benefit technomancy creatures. The other half of the feature grants 2 cybernetic modifications, with new options at every main fighter level (aside from 18), similar to a Battle Master or Rune Knight. Each modification option is intended to be equivalent to half an uncommon item at this level. These myriad options are rife with flavor and choice for a wide range of cyborg character concepts. More details about each one at the end of this section.

> Overclock Surge

This is the main bread-and-butter of this archetype. The flavor goal here is pushing beyond-beyond human limits; the Action Surge flavor already mentions this in some way. Overclocking basically grants extra Action Surges (but worded differently to avoid unintended extra uses of Action Surge that may trigger other effects, i.e. custom homebrew items that add rider effects to Action Surge).

These uses are limited  by a CON save that progressively increases over the course of a day; you’ll always get at least one use; at this level assuming +5 to CON saves, you may get 2 uses (DC 15 = 50% chance for a second use) and rarely 3 uses (DC 25 = 5% for a third). The probabilities work out to be ~1.5 uses per day at this level. Overclock Surge amounts to 1.5 extra weapon attacks per day, or the equivalent of a couple extra turns. It’s not too impressive, but an action is also versatile; even one extra action can mean closing critical distance or escaping.

In terms of damage, this extra action equals an average of a max extra 18 damage per day (2d6 + mod damage x 1.5, assuming the best Great weapon) — low compared to the Samurai’s 15 temp HP + attack advantage (3 uses), the Rune Knight’s ~25 bonus damage (1d6 per turn, 3-4 turns per combat, x2 uses, not including the other benefits), or the Battle Master’s whopping 54 (12d8) extra damage (assuming two rests and expending all four superiority dice, not including the maneuvers’ alternative effects).

However, Overclock Surge also gets stronger by fighter level rather than subclass level, so the scaling comparison is okay. Overclock outputs more damage when you get more extra attacks; increases to-hit for attack rolls when your ability score or PB increases, and can mitigate its saving throws as Indomitable grows. To also account for this, the cyborg’s other features are generally much lower-powered compared to other subclasses’ features of that level.

> Internal Logic

At 7th-level, the cyborg gains another cyborg modification at this level, which accounts for most of this level’s power. Proficiency with Intelligence is good flavor though, and better protects you from effects that usually target technomantic creatures.

> Transhumanity

At 10th-level, the modifications gain new benefits, which accounts for most of this level’s power. So this feature just grants a ribbon (aka abilities that don’t affect most games), but is deeply in flavor with a machine.

> Rush Strike

At 15th-level, the cyborg gains another cyborg modification at this level (which also gains the 10th-level enhancement, by the way), which accounts for most of this level’s power. This level simply grants up to ~3 extra advantages per day (~3 Overclocks; should have ~+10 to saves at this point, so the fighter should clear DC 15 and 25 easily), which isn’t a lot and low-impact considering how many sources of advantage there are. You also don’t get this advantage if you Surge and don’t attack.

> Inhuman Surge

Finally the capstone at 18th level. To keep things low on bookkeeping because there’s already so many cyborg mods, this one simply lowers the DC, which overall gives the Fighter potentially one more Surge. A Surge at this level is already powerful!

> Cyborg Modifications

Each Cyborg Mod is balanced to be about half an non-attunement uncommon item, with little to no immediate impact on combat. Thus, getting two of them at 3rd-level sorta grants you the equivalent of +1 weapon at most (if you pick only the attack-focused ones). They can be compared to the Rune Knight’s runes, who also get two at 3rd level.

At 10th-level, the modifications gain an enhancement — typically a 1/day short-term benefit, elevating it to the level of a non-attunement uncommon item. We don’t want them too powerful because by 10th-level, four of your mods will be enhanced at the same time.

With that in mind, let’s take a quick look:

Hopefully this explains the reasoning behind this design and that it is more or less balanced. I would compare it most to the Rune Knight, which is kind of in the middle of all subclasses. If played right, a Battle Master or Samurai will outperform the Cyborg Warrior in combat, which is okay since the Cyborg is meant to lean heavier into its non-combat flavor. Of course, if outliers emerge from regular play, please let me know!


[Cosmos] Subclass - Cyborg Archetype [Cosmos] Subclass - Cyborg Archetype [Cosmos] Subclass - Cyborg Archetype [Cosmos] Subclass - Cyborg Archetype [Cosmos] Subclass - Cyborg Archetype

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