Nanite-Infused Sorcerer
Nanite-Infused Sorcerers are people whose blood was altered—by accident, experiment, or birth—so tiny machines dwell within them. In a neon city of chrome and rain their power is survival and alteration: they can heal with a thought, corrode steel with a breath, or become a swarm that slips through an air duct. They feel simultaneously biological and mechanical, and live on the edge between humanity and engineered perfection.
Class Features
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Spellcasting
Nano Darts (Cantrip)
You fire a cascade of microscopic darts of nanites that strike a creature. Make a ranged spell attack; on hit the target takes 1d8 piercing force (scales with character level as a normal cantrip).
Shield Protocol
A reactive layer of nanites flares up, granting a +2 bonus to AC until the start of your next turn and negating Magic Missile effects against you.
Repair Patch
You command nanites to mend wounds. A creature you touch regains 1d8 + your spellcasting modifier hit points. If you spend 1 additional nanite unit while casting, the healing increases by 1d8.
When cast using higher-level slots, heals an extra 1d8 per slot above 1st.
EMP Pulse
A concussive nanite pulse radiates from a point. Nonmagical technological devices in a 10-foot radius are disabled for 1d4 rounds unless repaired. Creatures in the area must make a Dexterity save or take 2d8 thunder damage and be stunned until the end of their next turn.
Damage increases by 1d8 per spell slot level above 2nd.
Corrosive Spray
You spray a targeted creature with reactive nanites that cause corrosive micro-erosion: the target takes 1d6 acid damage immediately and 1d6 acid damage at the start of each of its turns for 1 minute. The target can make a Constitution save at the end of each of its turns (DC = your spell save DC) to end the effect.
Adds 1d6 acid per slot level above 2nd.
Holo-Proxy
You deploy a swarm of nanites that project holographic decoys. Aliies within 30 feet of you can benefit from half-cover provided by decoys; enemies attempting to target you or your allies must succeed on an Intelligence save or target a hologram (the spell then determines the outcome), granting disadvantage to attacks that target real creatures.
Microforge
By directing nanites to restructure material, you can repair or slightly modify a nonmagical item (repair torn armor, solder a broken blade, or add a tiny functional upgrade). The process can also temporarily boost a simple weapon's damage die by one step for 1 hour if you spend 2 nanite units.
Nanite Cloud (4th)
You create a 20-foot radius cloud of active nanites that deals 3d6 poison damage to creatures that enter or start their turn in the cloud. Creatures entering for the first time that turn must succeed a Constitution save or be poisoned for 1 minute (save at end of each of their turns). You may spend 2 nanite units when casting to make the cloud also heal allies for 2d6 hit points at the start of their turns while inside.
Damage increases by 1d6 per slot level above 4th.
Reconfigure (5th)
You reprogram your nanites for optimized performance: for 1 minute you gain +2 to AC, advantage on Strength and Dexterity checks, and your movement speed increases by 10 feet. You can instead channel this into an ally within touch range.
Nanoweave (6th)
Your nanites form an adaptive weave over your body. You gain immunity to one condition of your choice (charmed, frightened, poisoned, etc.) and resistance to one damage type for the duration. You can change the chosen condition and damage type each hour as a bonus action by reprogramming.
Singularity Spike (7th)
You send a concentrated spear of compressive nanites at a point. All creatures in a 10-foot line must make a Dexterity save or take 8d8 force damage and be pushed 10 feet away and knocked prone. On a successful save they take half damage and are not knocked prone.
Override (8th)
You attempt to seize control of one creature's bodily functions by rewriting nanite code within them (creature must have biological or cybernetic components). The target must make an Intelligence saving throw. On a failure you control that creature's movement and actions as if dominating it (like Dominate Person) for the duration. Successful save: immune for 24 hours.
Transcendent Rewrite (9th)
You trigger a radical reconfiguration of your nanites to grant a one-time transformative effect: you may restore all your expended nanite units, regain all spell slots up to 5th level, and gain a permanent minor trait (choose one: minor telepathy within 60 feet, constant darkvision 60 feet, or a +1 bonus to a single ability score, max 20). After using Transcendent Rewrite, your nanites require a month of recalibration and this feature can't be used again until then.
Martial Abilities
Nanite Strike
You coat your strike in active nanites. Make a melee weapon attack; on hit the target takes the weapon's normal damage plus 1d6 slashing nanite damage and loses 1d4 temporary hit points (the nanites latch on and siphon vitality). You may spend 1 nanite unit to increase the nanite damage to 2d6.
Overclock
Spend 1 nanite unit as a bonus action to force your body and mind to operate at superhuman speed: you gain an extra action that can be used only to take the Attack (one weapon attack), Dash, Disengage, Hide, or Use an Object action. You also gain +10 ft speed for 1 round. Using Overclock causes you to suffer one level of exhaustion if you spend 3 or more nanite units on overclocking within an hour.
Release Swarm
As an action you can release a cloud of nanites to damage and harry foes in a 10-foot radius centered on you. Each creature must make a Dexterity save or take 2d6 piercing damage and be unable to take reactions until the start of its next turn. Spend 2 nanite units to increase damage to 4d6.
Inject Catalyst
You inject a catalytic nanite compound into an ally or object. As an action you touch a willing creature; for 1 minute they gain +1d4 on one attack roll or saving throw of their choice each turn. You may spend 1 nanite unit to cause the catalyst to also remove one negative condition when applied.
EMP Burst (Martial)
A focused burst that disrupts nearby electronics. As an action you release a 10-foot-radius EMP. Constructs and technological devices take 3d6 thunder damage (or equivalent disruptive effect) and are stunned until the end of their next turn. Living creatures in range must make a Constitution save or be deafened for 1 minute.
Nanite Shield
As an action you project a barrier of nanites that grants a single ally within 30 feet temporary hit points equal to 1d10 + your Charisma modifier and resistance to one damage type of your choice for 1 round. Costs 2 nanite units.
Surgical Purge
As an action you target a single creature's internal nanites or cybernetics (or your own). If used on an enemy, they must make a Constitution saving throw or lose the benefits of ongoing magical/technological effects for 1 minute (no concentration required). If used on yourself, you may instantly end one ongoing condition or effect on you and restore 1d8 hit points per nanite unit spent (max 5 units).
Transformations
Swarmform (Major)
You disperse into a dense cloud of nanites, effectively turning into a swarm. In this form you are immune to critical hits, have advantage on Dexterity saving throws, gain a fly speed equal to your walking speed (hover), and can move through gaps as wide as 1 inch. You cannot wear normal armor while in this form and your weapons cannot be used, but you gain a melee attack that deals 4d6 piercing nanite damage. Duration 1 minute. You may enter Swarmform once per short rest; spending 5 nanite units lets you use it again.
Immune to critical hits, Advantage on Dexterity saves, Gain fly speed equal to walking speed, Melee swarm attack deals 4d6 piercing nanite damage
Swooping Strike (attack as part of movement), Pass Through (move through tiny openings)
Can't use worn armor or conventional weapons while swarmed, Some social interactions impeded
Chromatic Shell
Your body hardens into a reflective, chrome-like shell. While active you gain resistance to nonmagical physical damage, advantage on Intimidation and Persuasion checks where appearance matters, and enemies that hit you with melee attacks take 1d8 piercing damage. Duration 10 minutes. Costs 3 nanite units.
Resistance to nonmagical physical damage, Advantage on certain social checks, Melee attackers take 1d8 piercing damage
Bulkier form; disadvantage on Stealth checks
Phase Slip
For a brief instant you shift out of phase with reality. You gain incorporeal movement for 3 rounds: you can move through objects and creatures, gain resistance to bludgeoning, piercing, and slashing damage, and attacks against you have disadvantage. While phased you cannot affect objects that are not already carried or worn. Costs 4 nanite units.
Move through objects and creatures, Resistance to physical damage, Attacks against you have disadvantage
Cannot manipulate fixed objects while phased
Auras
Repair Field
A passive field of nanites radiates from you, repairing small damage. Allies within 10 feet regain 1 hit point at the start of their turns (this does not stack with other regeneration) and nonmagical devices slowly self-repair. You may spend 1 nanite unit to increase the radius to 20 feet for 1 minute.
Allies regain 1 HP at start of their turns; devices self-repair slowly
Corrosive Aura
As an action you may toggle a 5-foot corroding aura around yourself for up to 1 minute. Enemies that start their turns in the aura take 1d6 acid damage and have disadvantage on checks to maintain grip or hold items that round. Costs 1 nanite unit per round sustained.
Enemies take 1d6 acid damage at start of their turns; disadvantage to hold items
Activated as an action
This aura can be toggled on or off.
Companions
Drone Swarm
Level 1A semi-autonomous microdrone cluster that accompanies you. It can scout, deliver tiny items, distract enemies, and assist with technological tasks.
Stealth + your proficiency bonus
Darkvision 60 ft, Audio sensors (hearing)
Scout: can take the Hide action as a bonus action, Distract: impose disadvantage on one enemy attack roll if it takes the Distraction action, Deliver: deliver a tiny object (poison needle, vial) as part of the Attack action
Basic: Move/Interact (bonus action), Tactical: Focus Fire (action to force a target to make a saving throw vs DC = your spell save DC or take 1d8 piercing), Recall: Return to you and merge (bonus action) to restore 1d6 nanite units
Level 5: HP increases to 10 + proficiency bonus per 5 levels; attacks deal +1d4 damage
Level 11: Gains a limited defensive protocol: grants you a +1 bonus to saving throws while within 10 feet
Level 17: Can act twice on your turn (takes an Attack or Use action each time)
Class Features
Nanite Blood (Level 1)
Spellcasting (Nanite-Arcana) (Level 1)
Nanite Pool (Level 1)
Adaptive Tissue (Level 2)
Resource Cost: 1 nanite unit
Prerequisite: Nanite Pool
Nanite Infusion Techniques (Level 3)
Prerequisite: Nanite Pool
Swarmform (Minor) (Level 6)
Resource Cost: 2 nanite units or once per short rest
Prerequisite: Nanite Pool
Integrated Shielding (Level 10)
Resource Cost: 1 nanite unit
Prerequisite: Nanite Pool
Metamagic: Firmware (Level 10)
Prerequisite: Nanite Pool
Nanite Mastery (Level 18)
Synthetic Immortality (Level 20)
Resource Cost: All nanite units
Prerequisite: Nanite Pool
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