Mechromancer (5e Class)

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Mechromancer

01da423ce5afe6452ff51609a67a0282.jpg
Babiru 15 by Baabiru

2500 years ago the Mark of Making made its first appearances on the artisans and craftsmen of ancient Cyre. This soon led to the formulation of Clan Cannith and through their natural inventiveness and the ability of their marks they created their own jurisdictions within Cyre and central Khorvaire.
The warforged are a relatively new race being created by House Cannith during the Last War in 965 YK for the purposes of warfare. The Warforged are sentient constructs and have free will, which earned them the same rights as human citizens in each of their homelands in 996 YK under the Treaty of Thronehold.
20 years ago a strange massive airship made of a strange metal crashed in Cyre. The House Cannith tinkerers quickly tried to dismantle the alien construct to find out how it works and to reverse engineer the new ship. After 20 years of research hardly any progress has been made. New Warforged were attempted but went mad and self deconstructed. New artisans were founded to help discover ways to build the new warforged. The new artisans found a way to graft the new warforged to their own bodies. The grafts used the a Carbon based matrix for muscle and the strange metal composite from the construct for skin. The Cannith artisans that used the grafts became known as the Mechromancers.

Creating a Mechromancer

Class Features

As a Mechromancer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Mechromancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Mechromancer level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: Three Artisan's tools of your choice, Vehicles
Saving Throws: Constitution, Intelligence
Skills: Choose 3 from Acrobatics, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Perception, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Explorer's Pack or (b) Scholar's Pack
  • (a) Longsword or (b) Rapier
  • (a) Shortsword or (b) Halberd
  • (a) 3 Daggers or (b) Longbow with 30 arrows

Table: The Mechromancer

Level Proficiency
Bonus
Features Number of Grafts
1st +2 2 Graft, Unarmored Defense 2
2nd +2 Nano Regeneration 2
3rd +2 2 Graft, Fighting Style, 4
4th +2 Ability Score Improvement 4
5th +3 Extra Attack, Graft 5
6th +3 5
7th +3 Fighting Style 5
8th +3 Ability Score Improvement 5
9th +4 2 Graft 7
10th +4 Extra Attack 7
11th +4 7
12th +4 Ability Score Improvement 7
13th +5 Graft 8
14th +5 8
15th +5 Fighting Style 8
16th +5 Ability Score Improvement 8
17th +6 Graft 9
18th +6 Blink Drive 9
19th +6 Ability Score Improvement 9
20th +6 Physical Amplifications 9

Graft

Starting at 1st level you can graft new warforged parts onto your body.<see Grafts below for more details>

Unarmored Defense

Starting at 1st level while not wearing armor your AC equals 10 + Dexterity or Strength Modifier + Constitution Modifier. Strength or Dexterity can be used for unarmored defense, depending on which one has a higher value.

Nano Regeneration

Starting at 2nd level you gain temporary hit points equal to your level plus your Constitution modifier at the end of a short or long rest

Fighting Style

At 3rd level and again at 7th, and 15th level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense
While you are not wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Brawling
When making an unarmed attack, you can add your constitution modifier to the damage roll.

Ability Score Increase

When you reach 4th level, and again at 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.

Extra Attack

Starting at level 5 a Mechromancer can attack twice, instead of once, whenever you take the attack action on your turn. The number of attacks increases to three when you reach 10th level.

Blink Drive

Beginning at 18th level, you can cast the blink spell without requiring a spell slot. You can use this ability twice between long rests.

Physical Amplifications

Starting at 20th level, you can utilize your mechanical body to do extraordinary things. Your Unarmored Defense is now 14+Dexterity or Strength Modifier+Constitution Modifer.

Grafts

Guidelines

9 grafts can be equipped. 2 arm slots, 1 back slot, 1 chest slot, 2 hand slots, 1 head slot, and 2 leg slots. You have grafts according to the "Number of Grafts" column of the Mechromancer table. Once a graft is equipped it can not be unequipped unless it is replaced with another graft.(example: you change your right arm from organic to adamantine, then adamantine to arm blade) You can not return a body part slot to being organic once it has been grafted. Grafts are categorized by slot then functionality. Base functionalities are Graft Casting, Enhancement, and Weapon.

Graft Casting

Some grafts allow you to cast spells. Intelligence is your spellcasting ability for your spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for any spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
When you use your Attack action on your turn to make a "main hand" weapon attack, you can cast an "off hand" graft spell as a bonus action. When you use your action on your turn to cast a "main hand" graft spell, you can make a light weapon attack (with either hand) as a bonus action.

Arms

Two arm grafts can be equipped, one to the "main hand" and one to the "off hand". Some Grafts have a prerequisite on needing a "main hand" or "off hand", if no prerequisite is named then the graft can be equipped to any arm you choose.

Enhancement
Adamantine Plate

+1 to AC and +1 to Constitution. Can not increase an ability score above 20.

Bulk Arm

+1 to Strength or Dexterity; can not be changed after equipping. Can not increase an ability score above 20, unless your race allows you to go over 20.

Communications Link

Gain 10 Com Links. Com Links allow images and sound recordings to be sent to you and can be used by any creature with an Intelligence of 10 or higher. The interface on each Com Link requires minimally a Bonus Action to use, and up to 1 minute to fully transmit a 12 minute Record. The user of the Com Link may perform other actions while the transmission takes place, but must be within 90 feet of the Grafted location during the transmission. The Com Links are Tiny objects that may be hung from a necklace, or worn in some other fashion. Images and sounds may be recorded within 30 feet of each Com Link, following normal rules for vision and sight. Upgrades to the Com Links may include Dark Vision, Extended Audio Range, or True Sight, as well as other GM approved features that may be useful.
The Com Link data, called Record(s), may be projected from the Grafted location onto any surface, or may appear on the Grafted location, much like a futuristic projector or monitor screen. Any images or sounds the Grafted location can see and hear within 30 feet may be recorded in a Record, with a maximum duration of 12 minutes per Record. During this time, each sense used, vision or hearing, or both, may not be used normally, much like when blinded or deafened. This allows for 2 hours total of information to be recorded, enough for an interesting show at a tavern or theater to be recorded in 10 segments.
Additionally, each Record may be appended to, allowing for multiple recordings to be pieced together on each Com Link, much like a journal or personal voice log has multiple recordings. Upgrades to the length of time of each Record may be available, at GM discretion. Multiple Records may be played simultaneously, offering multiple views, or creating a combined image, much like a hologram, of different viewpoints of the same recorded area.

Grapple Gun

Allows you to hide a one handed retractable grappling hook inside your arm. This hook can attach to any surface, much like a regular hook could, and holds 60 feet of metallic cable, and as a Bonus Action once per round you can shoot or reel the hook. You can attempt to grapple a creature within the hooks range. The target must make a Strength saving throw (dc=10+STR Modifier+ proficiency) and can repeat this save at the beginning of each of their turns. The target is grappled on a failed save and takes 1d4 piercing damage. On a success, the target is not grappled and only takes half damage(rounded up). You can pull the target toward you as a free action. You can equip or unequip the Grapple Gun as a Bonus Action once per round. You can't grapple Creatures more than one size larger than you with this Graft.

Weapons
Arm Blade

Prerequisite: Main Arm, Open Arm
Allows you to hide a one handed retractable blade inside your arm. It deals 1d6 piercing damage + Dexterity Modifier. You can extend or retract the weapon as a free action once per round.

Arm Bow

Prerequisite: Open Arm
Allows you to hide a retractable hand crossbow inside your arm. As an action you can load a clip of 8 bolts into the arm bow. You can extend or retract the weapon as a bonus action once per round.

Net Launcher

Allows you to hide a retractable net launcher inside your arm. As an action you can load a clip of 3 nets into the net launcher. You can extend or retract the weapon as a bonus action once per round.

War Weapon

Prerequisite: Main Arm, Open Arm
Allows you to hide a one handed retractable bludgeoning or piercing weapon inside your arm. You deal 1d8 bludgeoning or piercing damage with this weapon + Strength Modifier (damage type depends on the weapon). You can extend or retract the weapon as a free action once per round.

Back

Enhancement
Adamantine Plate

+1 to AC and +1 to Constitution. Cannot increase an ability score above 20.

Halo Momentum Disk

+5 feet of movement. Also you can only fall 10 feet per round with this Enhancement active. You may switch the falling limitation ability on or off as a bonus action once per round. Additionally, you may switch it on as a Reaction to starting to fall more than 5 feet, anytime during any other character's turn.

Flanking Shield

+1 to Constitution. You do not grant advantage to enemies due to them being adjacent to you (much like the Flanking benefit in previous editions). Can not increase an ability score above 20.

Winglets

Gain a fly speed of 30 feet. Not-physical energy based projections of wings, style of your choosing, project from your back area when using the fly speed. While Hovering 1ft. above ground you have the sustained effect of feather fall.

Active Camouflage

Gain advantage on all Dexterity(Stealth) rolls.

Chest

Enhancement
Adamantine Plate

+1 to AC and +1 to Constitution. Can not increase an Ability Score above 20.

Adaptive Lungs

Gain the ability to breath water and +1 to Constitution. Can not increase an Ability Score above 20.

Energy Shield

As a reaction, you can increase your AC by 5 for 2 minutes. You can use this ability once, before needing to take a Long Rest to use it again.

Nano Repair Micros

Gain Temporary Hit Points equal to twice your Mechromancer level at the end of your turn if you deal damage more than your level that turn..

Hand

Two hand grafts can be equipped, one to the "main hand" and one to the "open hand". Some Grafts have a prerequisite on needing a "main hand" or "open hand", if no prerequisite is named then the graft can be equipped to any hand you choose.

Casting
Acid Ejector

Gain the acid splash cantrip. This spell does not require the grafted arm or hand to be empty.

Flame Cannon

Gain the fire bolt cantrip. This spell does require the grafted arm or hand to be empty.

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Sci-fi by Yury Krylou
Frost Cannon

Gain the ray of frost cantrip. This spell does require the graft arm or hand to be empty.

Shock Gauntlet

Prerequisite:Open Hand
Gain the shocking grasp cantrip. This spell does require the graft arm or hand to be empty.

Plasma Blaster

Gain the eldritch blast cantrip. This spell does not require the arm or hand to be empty.

Rust Discharge

Gain the poison spray cantrip. This spell does require the hand to be empty

Weapons
Energy Claw

Prerequisite: Open Hand
Allows you to hide a retractable energy claw in your hand. You deal 1d6 force damage with this weapon and either Strength or Dexterity can be used for the weapon attack and damage bonus, much like a Finesse weapon. If used in the "off hand" it can be used for two-weapon fighting, similar to a Light weapon. You can extend or retract the weapon as a bonus action once per round. The Energy Claw is not a physical claw, but is visible as a weapon.

Energy Whip

Prerequisite: Open Hand
Allows you to hide an energy based whip inside your arm. You deal 1d4 force damage with this weapon. You can extend or retract the weapon as a bonus action once per round. This whip has similar statistics to a normal whip, concerning reach, and other properties. The Energy Whip is not a physical whip, but is visible as a weapon.

Fist Pounder

Prerequisite: Main Hand
Increases the damage of your unarmed strike to 1d6 bludgeoning damage.

Head

Enhancement
Active Sensor Tracking

You can attack twice, instead of once, when you take the Attack action on your turn. Once you use this feature, you cannot use it again until you complete a short or long rest.

Adamantine Plate

+1 to AC and +1 to Constitution. Can not increase an ability score above 20.

Floodlight Circlet

Can project bright light in a 60-foot cone and dim light for an additional 60 feet.

Night Eye

Gain darkvision in a radius of 120 feet.

Advanced Targeting Systems

Gain +2 attack bonus on all attacks with ranged weapons.

Language Modulator

Upon hearing a language spoken that you do not understand, succeeding an Intelligence saving throw (DC 15) allows you to fully speak the language until the next short rest. Upon seeing a script that you do not understand, succeeding an Intelligence saving throw (DC 20) allows you to fully read and write in the script until the next short rest. Only one saving throw for a language or script can be made per ten minutes.

Legs

Enhancement
Adamantine Plate

+1 to AC and +1 to Constitution. Can not increase an ability score above 20.

Assisted Fighting Program

+1 to Intelligence, +1 to Dexterity and +1 to all weapon attacks. Can not increase an ability score above 20.

Jet Pulsers

Gain +5 feet to movement. Gain a +5 feet to jump distance, both vertical and horizontal.

Gravity Anchor

Gain advantage on rolls for any saving throw related to any knock back or falling results from movement or effects.

Special

Enhancement
Displacement Pads

Prerequisite: Two Leg Slots
Gain a climb speed equal to your speed. Climbing does not require additional movement. Gain the ability to walk on water, or move across very light, thin, or narrow surfaces that would normally not bear your weight. Finishing your movement on such surfaces, however, still imposes the normal conditions, and a Dexterity (Acrobatics) DC 15 check may be called for by the GM to avoid the normal consequences. Difficult terrain does not take twice as much movement to move through.

Weapon
Doomfist

Prerequisite: Main Hand, One Arm & Hand Slot
You are Doomfist from Blizzard Entertainment's Overwatch. The primary attack on the doomfist gauntlet deals 3d6 bludgeoning damage, or you can choose to forgo a d6 (up to 3d6) of damage to push the target 5 feet per d6. Why you ask? Because why not

Multiclassing

Prerequisites. To qualify for multiclassing into the Mechromancer class, you must meet these prerequisites: Constitution 13 and Intelligence 13

Proficiencies. When you multiclass into the Mechromancer class, you gain the ability to use the grafts but max out at 5 grafts.


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