5e Nanomachine Empowered (Metal Gear Supplement)
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| Art by Japanese Artist Chihoko Uchiyama |
Nanomachine Empowered
Microscopic Injections
A man stares at a computer terminal from across the room filled to the brim with guards. This isn't an issue. The microscopic machines inside of his body get to work and he quickly bypasses all security on it and has access to all it's functions. He sets off hundreds of alarms in the base except for the room he's in, all the guards rush out on a wild goose chase. The man freely walks into the room and takes what he needs and hastily evacuates the area.
Creating a Nanomachine Empowered
- Quick Build
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Class Features
As a Nanomachine Empowered you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Nanomachine Empowered level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Nanomachine Empowered level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Strength, Intelligence
Skills: Arcana, Acrobatics, Athletics, and your choice of Perception or History
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Fatigues or (b) Plain Clothes
- Any Simple Weapon from the normal D&D weapon list or Metal Gear Setting weapon list
- 2 Rations
- 1 Combat Knife
| Level | Proficiency Bonus | Features | Nano-Points |
|---|---|---|---|
| 1st | +2 | Nanomachine Injection, Nano-Points, Codec | 4 |
| 2nd | +2 | Enhanced Speed | 4 |
| 3rd | +2 | Nanomachine Ability Type | 6 |
| 4th | +2 | Ability Score Improvement | 6 |
| 5th | +3 | Superior Skill | 7 |
| 6th | +3 | Nanomachine Ability Type Feature | 7 |
| 7th | +3 | Nano-Strike | 8 |
| 8th | +3 | Ability Score Improvement | 8 |
| 9th | +4 | Nano-Healing | 8 |
| 10th | +4 | Nanomachine Ability Type Feature | 10 |
| 11th | +4 | Remote Hacking | 10 |
| 12th | +4 | Ability Score Improvement | 11 |
| 13th | +5 | False Proficiency | 11 |
| 14th | +5 | Nanomachine Influence | 12 |
| 15th | +5 | Nanomachine Ability Type Feature | 12 |
| 16th | +5 | Ability Score Improvement | 14 |
| 17th | +6 | False Expertise | 14 |
| 18th | +6 | Nanomachine Ability Type Feature | 16 |
| 19th | +6 | Ability Score Improvement | 16 |
| 20th | +6 | Nanomachine Ability Type Feature | 20 |
Nanomachine Injection
At the 1st level, you are injected with microscopic machines used to regulate your bodily functions and grant you supernatural abilities to influence magic around you. Your Nanomachines aren't quite accustomed to your body yet so you can only do simple functions with it such as turning off lights or moving objects no more than five pounds.
Nano-Points
At the 1st level, you have a pool of points known as Nano-Points used to do some more advanced abilities later on in the class. You can see how many Nano-Points you currently have on the right side of the Nanomachine Empowered class table. These points are replenished at the end of a short or long rest.
Codec
At the 1st level, you have a built in radio inside of your Nanomachines with its own frequency that can be used to contact people completely mentally getting rid of the possibility of anyone listening in or being heard by enemies.
Enhanced Speed
Upon the 2nd level, you have learned the ability to have your Nanomachines influence your body in a way to enhance your movement. By spending 1 Nano-Point as a bonus action you can enhance your speed giving you a temporary +10 feet to your movement speed until the start of your next turn.
Nanomachine Ability Type
When reaching the 3rd level, you have a few paths to choose. You can choose to have your nanomachines enhance your strength with the Strength Archetype, speed with the Speed Archetype, or intellect with the Intellect Archetype.
Ability Score Improvement
When you reach the 4th level, and again at the 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.
Superior Skill
Upon reaching the 5th level, when rolling Acrobatics or Athletics checks you can spend 2 Nano-Points to increase the roll's total by 2 points. This ability does not stack.
Nano-Strike
When at the 7th level, you can use your Nanomachines in your body to add more power to melee attacks made with weapons or your fists. At the cost of 1 Nano-Point you can add a 2d6 to any damage roll done with any melee attack.
Nano-Healing
At the 9th level, you can use your Nanomachines in your body to accelerate cellular process to heal yourself. At the cost of 1 Nano-Point you can spend an action and heal yourself for 2d10 hit points. This raises to 3d10 at the 11th level, 4d10 at the 13th level, and 5d10 at the 18th level. In addition you are now immune to disease and the poisoned condition and can reattach limbs using this feature.
Remote Hacking
At the 11th level, you can influence various technological devices in your area with your Nanomachines giving you the ability to override computer terminals and gain access to all functions on it's network. This is done by using up 2 Nano-Points and rolling an intelligence check. DC is the GM's decision depending on the level of security on it.
False Proficiency
At the 13th level, your Nanomachines are more accustomed to your body and you can kick them into overdrive to give yourself temporary proficiency in one skill of your choice as a bonus action. This proficiency lasts one minute.
Robotic Influence
Reaching the 14th level, you have the ability to take control of remote AI Controlled robots as an action and at the cost of 4 Nano-Points and bring them to your side by making an Intelligence check with a DC of whatever the GM wishes.
False Expertise
When coming upon the 17th level, you can use your Nanomachines to give yourself Expertise in 1 skill of your choice as a bonus action at the cost of 6 Nano-Points for the rest of the turn.
Strength Ability Type
A Strength Nanomachine Empowered individual is one of great might, having no need for feeble weapons.
- Strength Absorption
Reaching the 3rd level, as an action you can absorb magic from anything and anyone in your surrounding area to increase your power at the cost of 2 Nano-Points. your Strength score increases by 4, with your maximum score for Strength increasing to 24 for this turn. At the cost of 1 Nano-Point on your next turn you can continue using this feature without spending an action. However, if you do not spend 1 Nano-Point to keep this feature active you will fall out of it and need to spend another action and 2 Nano-Points to activate it again.
- Powerful Fists
At 6th level your fists become weapons unto themselves. While your Strength Absorption feature is active, your unarmed strikes now deal a d8 Bludgeoning damage. This increases to a d10 at the 10th level, a d12 at the 15th level, and a d20 at the 20th level. Your fists are considered magical for overcoming damage resistance.
- Hardened Skin
At 10th level you begin harnessing your nanomachines for defensive purposes. While your Strength Absorption feature is active, your body hardens in response to physical trauma. At the cost of 2 Nano-Points you gain a temporary +2 to your Armor Class(AC) for one minute. This raises to +4 at the 18th level.
- Shockwaves
At 15th level you begin adapting to combat multiple foes. While your Strength Absorption feature is active, as an action, you can spend 2 Nano-Points to heave your fist up high in the sky and bring it down to the earth causing a massive shockwave in a 30ft radius around you. Any creature within this radius must make a Dexterity saving throw equal to your strength modifier + your proficiency + 8 or fall prone.
- Heady Impact
At 18th level you learn to maximize the damage of your fists. While your Strength Absorption feature is active, when attacking an enemy with an unarmed strike, if your hit succeeds you can spend 4 Nano-Points to cause the damage output to be that of a critical hit. If you already made a critical hit then add another damage die.
- Weapon Destruction
At 20th level your body becomes stronger than pathetic mortal weapons. While the Strength Absorption feature and the Hardened Skin feature is active, when an enemy makes a melee attack against you, you can use a reaction to grab the weapon and attempt to destroy it. You and the enemy will both make a Strength check. If the enemy wins their attack follows through, however, if you win then you immediately break the weapon. rendering it useless.
Intellect Ability Type
An Intellect ability type uses their nanomachines to enhance their minds ability to retain and recall information.
- Brainwave Acceleration
When you choose this Type at 3rd level, your nanomachines begin constantly stimulating your brain. Any time you use your Wisdom or Charisma modifiers, you can instead choose to use your Intelligence modifier. In addition you learn languages and gain proficiency in tools and vehicles in one tenth the usual time and can perfectly recall everything you've experienced.
- Nanomachine Swarm
At 6th level you begin taking direct control of your nanomachines. As an action you may spend one Nano-Point to make a ranged attack using your nanomachines. This attack uses your Intelligence modifier, has a range of 60ft, and deals a d12 piercing damage. At higher levels you may make multiple attacks, two at 10th level, three at 15th level, and four at 20th level. This damage is considered magical for overcoming damage resistance.
- Nano-Restoration
At 10th level your ability to manipulate your nanomachines outside your body increases. Whenever you use your Nano-Healing ability, you can instead choose a creature within 30ft of you to receive it's benefits.
- Anti-Instinct
Upon reaching 15th level, your brain becomes so developed that you can predict your opponent's moves. As a reaction to being targeted by an attack, you may spend a Nano-point and add your Intelligence modifier to your armor class. In addition, when you are required to make a saving throw and are not surprised, you can spend a Nano-point and use your reaction to gain advantage.
- Vicious Swarm
At 18th level you learn to increase your nanomachines' offensive capabilities. When you hit with your Nanomachine Swarm ability, you may choose to spend an additional Nano-Point to forgo rolling damage and instead treat it as it's highest possible value.
- Infectious Meme
When you reach 20th level your understanding of nanomachines and their effects on the brain reaches its peak. Whenever you deal damage to a target you may spend four Nano-Points to infect them with a meme of your own design. The at the start of their turn the target must make an Intelligence saving throw (DC= 8 + your Intelligence modifier + your proficiency bonus), if they fail you have total control over all their actions, bonus actions, and movement for that turn. This effect lasts twenty-four hours.
Speed Ability Type
A speed ability type harnesses their nanomachines to accelerate their reactions and control their metabolism.
- Swift Riposte
When you choose this Ability Type at 3rd level your nanomachines begin optimizing your central nervous system and musculature, greatly shortening your reaction time. When you are hit by a weapon attack you may spend two Nano-Points and your reaction and reduce the damage by an amount equal to 1d10 plus your dexterity modifier. This raises to 2d10 at 7th level, 3d20 at 11th level, 4d20 at 13th level, and 5d10 at 18th level. If the damage is reduced to zero you may make an attack against your attacker provided you have a weapon that has enough range to hit them. You also gain proficiency with martial weapons.
- Intense Velocity
By 6th level your musculature is altered to allow you to put the entirety of your momentum behind your strikes. Once on your turn, for every 10 feet you move this turn you may add 1d6 to the damage of your next attack. In addition your specialty in speed allows you to use your Enhanced Speed ability without spending any Nano-Points.
- Metabolic Manipulation
Upon reaching 10th level your nanomachines give you an acute control over your vital functions, allowing you to force yourself into a hibernative state to avoid death. Whenever you have to make a death saving throw you may instead choose to spend two Nano-Points to immediately treat the roll as above 10, but never a natural 20.
- Ascended Step
At 15th level your ability to traverse the battlefield becomes unparalleled. Your Enhanced Speed now adds +20 feet to your movement and allows you to move up vertical surfaces and on water as if it were flat ground. You are also unaffected by difficult terrain. These effects last until the end of your next turn.
- Mobile Riposte
When you reach 18th level your peerless swiftness enhances your counters. After you make an attack with your Swift Riposte feature you may spend two more Nano-Points and move your full movement speed. When you use this ability you do not provoke Attacks of Opportunity from the creature you Riposted.
- Overdrive
At 20th level your overwhelming speed reaches its peak, your body perfectly designed to become the fastest creature in existence. Whenever you are the target of an attack that fails to hit you, you may spend your reaction and four Nano-Points to take an extra turn, interrupting the current turn.
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