Warp Cortex
When this experimental cyberware is installed, a serum of highly charged quantum substances is injected directly into your cerebral cortex, where nanobots spread and prepare them to react to your mental commands. When activated, the quantum substance allows you to supersede the standard rules of physics and move long distances without entering the intervening space.
This cyberware has 20 charges. You can use an action to expend some of its charges to cast one of the following spells from it: misty step (2 charges), blink (3 charges), dimension door (4 charges), or arcane gate (6 charges). When you cast one of these spells, attacks against you have disadvantage until the end of your next turn. Additionally, as a bonus action, you may spend 5 charges to force a creature that you can see within 30 feet of you to make a DC 16 Charisma saving throw. On a failed save, you teleport to the creature’s space and the creature teleports to your previous space, so long as there is enough space for both you and the creature. A creature can willingly fail this saving throw. The warp cortex regains 2d8 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, your brain teleports 10 feet away from you in a random direction and you die.
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