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

Hit Die d6
Primary Ability Charisma
Saving Throws Constitution, Charisma

Proficiencies

Armor Light armor
Weapons Simple weapons, Hand crossbows
Tools Tinker's tools
Skills Choose 2 from Arcana, Deception, Insight, Investigation, Persuasion, Sleight of Hand, Stealth

Starting Equipment

• Light crossbow and 20 bolts or any simple weapon
• Component pouch or arcane focus (cyberdeck fragment)
• Leather armor, two daggers, tinker's tools

Class Resources

Nanite Units 20 (Short rest (nanites reorganize and partially recharge))

Class Abilities

Spellcasting

Spellcasting Ability Charisma
Cantrips Known 3
Spells Known 11
Nano Darts (Cantrip)
Cantrip Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

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).

Damage
Damage: 1d8 force (Cantrip scaling)
Shield Protocol
Level 1 Abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: 1 round

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.

Buff
Damage: N/A N/A
Repair Patch
Level 1 Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

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.

Healing
Damage: N/A N/A
Healing: 1d8 + Charisma modifier
At Higher Levels:

When cast using higher-level slots, heals an extra 1d8 per slot above 1st.

EMP Pulse
Level 2 Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous (devices) / 1 round (creatures)

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
Saving Throw: Dexterity
Damage: 2d8 thunder (+1d8 per slot level above 2nd)
Conditions: stunned
At Higher Levels:

Damage increases by 1d8 per spell slot level above 2nd.

Corrosive Spray
Level 2 Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute (damage over time)

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.

Damage
Saving Throw: Constitution
Damage: 1d6 immediate + 1d6/round acid (Extra 1d6 per slot level above 2nd)
At Higher Levels:

Adds 1d6 acid per slot level above 2nd.

Holo-Proxy
Level 3 Illusion
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M
Duration: Concentration, up to 1 minute

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.

Control
Saving Throw: Intelligence
Damage: N/A N/A
Conditions: attacks have disadvantage vs. real creatures if the target fails the save
Microforge
Level 3 Transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Instantaneous

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.

Utility
Damage: N/A N/A
Nanite Cloud (4th)
Level 4 Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

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
Saving Throw: Constitution
Damage: 3d6 poison (+1d6 per slot above 4th)
Conditions: poisoned
At Higher Levels:

Damage increases by 1d6 per slot level above 4th.

Reconfigure (5th)
Level 5 Transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous (buff lasts 1 minute)

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.

Buff
Damage: N/A N/A
Nanoweave (6th)
Level 6 Abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

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.

Buff
Damage: N/A N/A
Singularity Spike (7th)
Level 7 Evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous

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.

Damage
Saving Throw: Dexterity
Damage: 8d8 force
Conditions: prone
Override (8th)
Level 8 Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

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.

Control
Saving Throw: Intelligence
Damage: N/A N/A
Conditions: dominated
Transcendent Rewrite (9th)
Level 9 Transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Instantaneous (long-term effects)

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.

Utility
Damage: N/A N/A

Martial Abilities

Resource Nanite Units
Nanite Strike
Action Optional 1 nanite unit Level 1

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.

Damage Effect
Damage: 1d6 (+ weapon) slashing (nanite) (Spending 1 nanite unit increases to 2d6)
Conditions: target loses 1d4 temporary hit points
Overclock
Bonus Action 1 nanite unit Level 2

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.

Buff Effect
Duration: 1 round
Release Swarm
Action Optional 2 nanite units Level 3

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.

Damage Effect
Saving Throw: Dexterity
Damage: 2d6 piercing (Spend 2 units for 4d6)
Conditions: no reactions until start of next turn
Duration: 1 round
Inject Catalyst
Action Optional 1 nanite unit Level 3

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.

Buff Effect
Duration: 1 minute
EMP Burst (Martial)
Action 2 nanite units Level 5

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.

Damage Effect
Saving Throw: Constitution
Damage: 3d6 thunder
Conditions: deafened
Duration: 1 minute (deafened)
Nanite Shield
Action 2 nanite units Level 7

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.

Buff Effect
Duration: 1 round
Surgical Purge
Action 1-5 nanite units Level 9

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).

Utility Effect
Saving Throw: Constitution
Conditions: end ongoing magical/technological effects
Duration: 1 minute (enemy debuff)

Transformations

Swarmform (Major)
1 minute 5 nanite units or once per short rest Level 6

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.

Changes:

Immune to critical hits, Advantage on Dexterity saves, Gain fly speed equal to walking speed, Melee swarm attack deals 4d6 piercing nanite damage

Special Actions:

Swooping Strike (attack as part of movement), Pass Through (move through tiny openings)

Limitations:

Can't use worn armor or conventional weapons while swarmed, Some social interactions impeded

Chromatic Shell
10 minutes 3 nanite units Level 10

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.

Changes:

Resistance to nonmagical physical damage, Advantage on certain social checks, Melee attackers take 1d8 piercing damage

Limitations:

Bulkier form; disadvantage on Stealth checks

Phase Slip
3 rounds 4 nanite units Level 14

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.

Changes:

Move through objects and creatures, Resistance to physical damage, Attacks against you have disadvantage

Limitations:

Cannot manipulate fixed objects while phased

Auras

Repair Field
10-foot radius 1 nanite unit to extend radius Level 2

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.

Effect:

Allies regain 1 HP at start of their turns; devices self-repair slowly

Corrosive Aura
5-foot radius 1 nanite unit per round Level 4

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.

Effect:

Enemies take 1d6 acid damage at start of their turns; disadvantage to hold items

Activation:

Activated as an action

This aura can be toggled on or off.

Companions

Drone Swarm
Construct/Swarm
Level 1

A semi-autonomous microdrone cluster that accompanies you. It can scout, deliver tiny items, distract enemies, and assist with technological tasks.

Statistics:
HP 6 + your proficiency bonus per 5 levels
AC 13
STR 4
DEX 16
CON 10
INT 10
WIS 12
CHA 6
Speed:
Walk 20 ft.
Fly 40 ft.
Skills:

Stealth + your proficiency bonus

Senses:

Darkvision 60 ft, Audio sensors (hearing)

Features:

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

Commands:

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

Scaling:

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)

From birth (or some incident), your bloodstream hosts trillions of programmable nanites. They invisibly modify your physiology: you gain resistance to disease and poison, you can stabilize yourself and others automatically when reduced to 0 hit points (you drop to 1 hp instead — usable once per long rest), and you count as proficient with Medicine for the purposes of stabilizing creatures. The nanites also let you interface with nearby simple technological devices as though you had the Tools proficiency for tinker's tools when fiddling with them.

Spellcasting (Nanite-Arcana) (Level 1)

You draw on the programmed patterns within your nanites to cast spells. Your spellcasting ability is Charisma. You know a number of spells (see class spell list) and cantrips. Your spells are a blend of arcane effect and technological output; they function like normal spells but often have alternate technological descriptions. You use your Charisma modifier for spell attack bonuses and spell save DC.

Nanite Pool (Level 1)

You have a reservoir of nanite energy. As a bonus action you can expend 1 to 5 nanite units to power special abilities (listed below). You regain spent nanite units on a short rest as nanites reorganize. At 1st level you have 1 + your Charisma modifier nanite units (minimum 1). The maximum increases as you gain levels (see Resources).

Adaptive Tissue (Level 2)

Your nanites can momentarily alter your body to adapt to threats. When you would take damage of an energy type (acid, cold, fire, lightning, poison, necrotic, radiant), you may spend 1 nanite unit to gain resistance to that damage type until the end of your next turn.

Resource Cost: 1 nanite unit

Prerequisite: Nanite Pool

Nanite Infusion Techniques (Level 3)

You gain access to a set of martial-style nanite manipulations (Nanite abilities) that use the Nanite Pool. These are defined in the class abilities section and scale in potency as you gain levels.

Prerequisite: Nanite Pool

Swarmform (Minor) (Level 6)

At 6th level you may partially assume swarm-like properties. As an action, you can disperse into a 5-foot-radius cloud of nano-particles: you gain advantage on Dexterity (Stealth) checks and can move through spaces as if you were one size smaller for 1 minute or until you end the effect as a bonus action. Usable once per short rest; you can spend 2 nanite units to use it again.

Resource Cost: 2 nanite units or once per short rest

Prerequisite: Nanite Pool

Integrated Shielding (Level 10)

Your nanites can form a reactive shield. As a reaction when you are targeted by an attack, you may spend 1 nanite unit to gain +2 to AC against that attack. At 14th level this bonus increases to +4.

Resource Cost: 1 nanite unit

Prerequisite: Nanite Pool

Metamagic: Firmware (Level 10)

You learn two specialized Metamagic-style options. Firmware Overclock (when you cast a spell you may spend 1 nanite unit to increase spell damage dice by one step — e.g., d6 to d8 — or increase healing a step) and Packet Burst (spend 1 nanite unit to split a single-target spell into two targets within range, each receiving the full effect). You gain more options at higher levels.

Prerequisite: Nanite Pool

Nanite Mastery (Level 18)

At 18th level you may temporarily reprogram your nanites. Once per long rest you may enter an hour-long tuning cycle to exchange one known spell from your spell list for another of the same level from the sorcerer spell list (you keep its slot positions).

Synthetic Immortality (Level 20)

At 20th level your nanites can hold you in stasis indefinitely to stave off death. When reduced to 0 hit points, you may expend all remaining nanite units to be suspended with 1 hit point and immune to conditions for 1 minute; if you survive that minute you are stable and regain hit points equal to your level + your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.

Resource Cost: All nanite units

Prerequisite: Nanite Pool

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