Ex-Machina (5e Class)
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- 1 Please Note
- 2 Ex-Machina
- 2.1 Creating an Ex-Machina
- 2.2 Class Features
- 2.2.1 Table: The Ex-Machina
- 2.2.2 Spellcasting
- 2.2.3 Only Known Weakness
- 2.2.4 Ageless Grace
- 2.2.5 Adaptive Learning
- 2.2.6 God Killers
- 2.2.7 Sub Programing
- 2.2.8 Nano-Alloy Skin
- 2.2.9 Flawless Maneuverability
- 2.2.10 Ability Score Increase
- 2.2.11 Unique Arsenal
- 2.2.12 Damage Analysis
- 2.2.13 Weak spot Detected
- 2.2.14 One Truth
- 2.2.15 Assist the Realm
- 2.2.16 Transport Window
- 2.2.17 Alles-Lösen
- 2.3 Sub Class
- 2.4 Multiclassing
This is a race class combo. So you basically are a war forged variant. So you cannot play the race or class with out the other. It also is balanced for standard dnd and not with other home-brew in mind. You also cannot multi-class with this. I have currently combined the race and class since there is currently a Ex-Machina race for 5e, my issue is it seemed rather powerful. I plan to either edit that to balance it or post a variant if it. I also find this class works best in tandem with the race to make everything make sense. I apologize for any inconvenience this may form, you as a player with your DM may take or refuse this advice at your leisure, and you can skip all features up to “God Killers” if you aren’t taking the racial aspects.
A race created by the god of doubt to find the answers to her endless questions. They are seekers of knowledge and researchers. They are also very capable enemies and should not be engages lightly. They do not tend to go looking for trouble but can hold their own when deemed necessary. As they were created they are not living beings, they are advanced constructs with a will and mind. Each unit is given something to research and learn. The Ex-Machina are likely the single greatest source of knowledge anywhere. They can learn from everything including attacks, spells and feats or strength and ability’s. Nothing is impossibility for the Ex-Machina as long as the unit is designed for the task.
Creating an Ex-Machina
Ex-Machina are living machines. They have the ability to replicate near any attack and direct it at the source. As machines they don’t have any need of sleep or substance. Each unit is given a topic or item or theme to Lear about, chose this with your DM in case they wish to incorporate it. Ex-Machina can analyze but not feel emotions without a heart. Due to events of the past there are not many Ex-Machina remaining and even fewer travel out of their dimension. Some of the remaining have been damaged and thus unable to return to their dimension. These units take up many different occupations, researching everything there is, so they will have more for the cluster upon their return..
Quote of an Administer unit: "We are machines, tools bereft of heart. We have lived here, yet were never alive. Let us die having lived.
One of the seven pledges, adopted by one of the Ex-Machina: "No tactic is off limits, not even a sly trick should be considered dirty."
- Quick Build
You can make an Ex-Machina quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, then Wisdom. Second, choose the scholar background. In the scholar background you can instead of the given areas of interest chose anything that interests you as a player in the world, within reason and knowing that Ex-Machina don’t have emotions.
As a Ex-Machina you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 Simple or Martial Weapon or (b) 1 Small Simple weapon or (c) Book and Quill
- (a) An entertainers pack or (b) A thieves pack or (c) Common Clothes
- If you are using starting wealth, you have 1d8x100 in funds.
|1st||+2||Only Known Weakness, Ageless Grace, Addaptive Learning, God Killers, Last of your Kind, Sub Programing||1|
|4th||+2||Ability Score Improvement||2|
|8th||+3||Ability Score Improvement||3|
|12th||+4||Ability Score Improvement, One Truth||5|
|16th||+5||Ability Score Improvement, Assist the Realm||6|
|19th||+6||Ability Score Improvement||6|
These are your spell slots. You gain spell slots level 1 to level 6 at Ex-Machina level 1. Spell slots of 7th to 9th level are only gained by the Purfer subclass.
At 1st level, you know two cantrips. The first is the Light cantrip and the second is the Firebolt cantrip.
- Spell Slots
Spell Slots are different for Ex-Machina. Only some levels of spell slots have restrictions. Lower level spells slots will lose the spell slot requirement in favour of having limitless casts of that level.
- Spellcasting Ability
Your spellcasting ability for the Ex-Machina spells is Intelligence. When ever a replicated spell refers to your spellcasting ability it is always Intelligence regardless of the original spell casting ability.
Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your spellcasting ability modifier. Your spell save DC applies for all replicated spells.
Only Known Weakness
The only known weakness of an Ex-Machina is anti-magic. Anti-Magic fields to be exact. They will know the instant they enter a anti-magic field, and feel uneasy. They also lose the ability to fly, hover, hive mind, replication and get a -1 to Dexterity and Wisdom. And -2 to intelligence and strength. Their passive perception is also lowered by 1.
The Ex-Machina are not living beings so they do not require food, water or sleep. For spell slots and when rests are referenced they are refreshed at midnight or when taking a rest. Rest for Ex-Machina is a sentry state. Ex-Machina also have no max age. Your vision has adapted to lower light situations. You can see in dim light like bright and no light 60'. Your halo if displayed has a glow that admits dim light up to 10’
Starting at 1st level, you can learn any language or writing easily. If you acquire a dictionary of a language it will take you 1d4 hours to learn it, and if learning orally it will take 1d8 interactions to learn. Script (ex: book, letter, etc) will take 2d4 hours to learn.
When using either of the God Killer ability's you cannot use them again until the end of your next turn.
Starting at 1st level, you have the ability to replicate any magical attack. When a spell is targeted, you can use your reaction to replicate the attack and fire it at a target of your choice. this does not cancel the original attack. The replication will do half damage of the original. And requires a roll to hit with 1d20 + Intelligence + half Wisdom modifiers against their ac. Spell save dc is the original + half your Wisdom modifier. You can also now add this spell to your spell list. The spell is memorized at its cast level. Once a spell is on your spell list you can cast it, but it can only do 3/4 the stated damage. Ally's do not activate this feature in combat. If allegiance is uncertain you can ask the DM.
Starting at 2nd level, When an attack is targeted against an ally within 15’ you can use your reaction to replicate the attack. Your replication will only deal half the original damage, if you are in range to make the attack. A attack roll must be made 1d20 + Intelligence modifier. Replications cannot score a critical strike.
Starting at 1st Level you unlock your subclass. You are designated by this subclass to other Ex-Machina. You are connected to the hive mind but most Ex-Machina don’t leave their own plane so assistance and communication is limited, with most occurring during periods of rest.
Starting at 2nd level, you have completed you knowledge of deflection and can have an unarmored defence of 9 + Dexterity & intelligence modifier. You cannot wear any non-magical armour.
Starting at 3rd level, your damaged body has been repaired, so you can once again equip your wings as a bonus action. You now have a fly speed of 40. And walking speed is 35. If your wings are destroyed you lose the ability to fly or hover. Your wings take 1d4 -1 days to repair minimum of 1. you can also hover over the ground negating the effect of rough terrain and walk on walls unless you would be unable to fly. If you fall from flight for any reason you take 1 hit point of force damage, you become use to falling a long time ago.
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.
Starting at 5th level you begin to gain access to the arsenal of the Ex-Machina. You gain proficiency in all martial and finesse weapons.
Starting at 6th level, you can now add your wisdom modifier to your unarmored AC.
Weak spot Detected
Starting at 7th level, you gain one extra attack. Also add half Wisdom modifier to attack rolls. Gain proficiency in 1 wisdom skill.
Unique acquisition, is determined by you and the DM. You gain a heart. You can now feel emotions like any human. And gain +3 to your charisma stat. You also now gain 1 charisma skill. You also will lose connection to the Ex-Machina cluster (hive mind). You cannot access their knowledge for 2d4 days. You lose Unique Arsenal and Replication for 1d2 days. Hive mind can be gained back at a latter time, while retaining your new found heart. Cannot be swayed by beauty, pleasure, riches, or such without a heart. But can also not fall in love or experience true joy. Does have knowledge of a job well done and good work. Also cannot Be prideful
Assist the Realm
Starting at 12th level, You can replicate an attack or spell and instead of using it, store it in a small black metal cube. This can be given to other party members to use as well. If party members has 17 or lower intelligence they have disadvantage on roll to hit. Had if the they have 12 or lower Intelligence stat they cannot use it. Cannot be used in an anti-magic field. And uses the Ex-Machina’s spell save dc but throwers Dexterity modifier to hit.
Starting at 16th level, you can create a portal behind you and hover into it. This portal leads to the Ex-Machina plane. It has no atmosphere and thus normal creatures cannot enter and live. You can then in 1d2 turns exit through another portal to the previous plane in a position up to 360’ from the original. If out of combat you can exit anywhere regardless of distance. If the Ex-Machina can bring willing creature through the portal only to exit instantly and not to the Ex-Machina plane.
Starting at 20th level you gain the algorithm for combating unknown foes. This algorithm is used to combat enemies of unknown strength, power, style and ability. This ability causes the Ex-Machina to become a large creature taking up a 15 by 10 foot rectangle. You appear to have much larger wings and many wires. You have equipped the entire Ex-Machina virtual arsenal. This allows you to make a second attack every action and select a damage type for all attacks overwriting the original damage type. Your ac is increased by 2 and you temporary gain 4d4 hit points. In this state you can pick up and use any weapon found. Item requirements for spells are ignored.
And spell slots for spells from 1-5 levels are infinite. Replication no longer has a cooldown or usage amount .
Repairs will likely be required after the use of this ability
- Ageless Research
Starting at 3rd level, you gain proficiency in 2 intelligence skill and 1 wisdom skill. I you already have proficiency in that skill instead you gain expertise.
- Further Study
Starting at 7th level, you have learned to cast 6th and 7th level spells. More time will be required to learn 8th and 9th.
- Mongrel Adaptation
Starting at 10th level, You can now learn other class features. You an only use this feature two per long rest, this upgrades to 4 times a per long rest at 20th level.
- Flawless Replication
Starting at 17th level, Can learn spells that require 8th and 9th level spell slots, and gain additional attack reflection. And can add 1/2 wisdom modifier to reflection damage
- Equipment Efficiency
Starting at 3rd you gain proficiency in medium armour, heavy armour and shields. And add you constitution modifier to your unarmored ac. Your hit-dice become 1d10 over 1d8 for every level up from now on.
- Advanced Arsenal
Starting at 7th level you gain proficiency in all weapons regardless of size or type. You can now add half your Intelligence modifier rounded down to your attack rolls and damage.
- Superior Experience
Starting at 10th level, you may attack a third time.
- Tested Tactic
Starting at 17th level you score a critical on an 18-20.
Not suggested. As stated above its not meant to work without the race or multiclassing into it. I hope to change this in future. But as the player you may do as you wish.
Requirement" Intelligence score of 16. and a suggested higher Wisdom and Dexterity scores.