Mechromancer (5e Class)
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Mechromancer[edit]
Mechromancers are martially skilled artisans, doctors and inventors who collect and scavenge warforged body parts from warforged corpses that dot ancient battlefields and ruins, grafting them onto their own to enhance their combat and utilitarian abilities.
Note: Every time a feature states that you need to use warforged parts, you must expend a use of warforged parts from the box of warforged parts or another source. When you run out of warforged parts (which you will by 9th level), you will want to restock or you can't craft more grafts, etc. You can acquire more by buying, finding, scavenging or crafting them (at DM's discretion), but they are costly and difficult to come by. If you try to sell your warforged parts, you should find that it is rarer to find someone wanting to buy them that someone wanting to sell them. Alternatively, you can work with the DM to reskin the mechanical body part replacement with something else (like biological mutation, some kind of corruption, etc), but you will need to figure out some other source for the materials for your grafts.
Creating a Mechromancer[edit]
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: Light armour, Shields
Weapons: Simple Weapons, Martial Weapons, Firearms
Tools: Tinker's Tools, two Artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Medicine, Choose 2 from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation, Perception, and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Longsword or (b) Rapier
- (a) any simple melee weapon or (b) any martial melee weapon
- (a) 3 Daggers or (b) a Light Crossbow and 20 bolts
- (a) Explorer's Pack or (b) Scholar's Pack
Level | Proficiency Bonus |
Features | Number of Grafts | Number of Ally Grafts | Number of Grafts Known |
---|---|---|---|---|---|
1st | +2 | Graft, Unarmored Defence | 2 | - | 2 |
2nd | +2 | Fighting Style, Nano Regeneration | 2 | - | 3 |
3rd | +2 | - | 4 | - | 6 |
4th | +2 | Ability Score Improvement, Martial Versatility (Optional) | 4 | - | 6 |
5th | +3 | Extra Attack (x1) | 4 | - | 6 |
6th | +3 | Magical Grafts | 5 | - | 7 |
7th | +3 | Fighting Style | 5 | - | 7 |
8th | +3 | Ability Score Improvement, Martial Versatility (Optional) | 5 | - | 7 |
9th | +4 | Graft Upgrade | 6 | - | 8 |
10th | +4 | Ally Grafting | 7 | 2 | 10 |
11th | +4 | Extra Attack (x2) | 7 | 2 | 10 |
12th | +4 | Ability Score Improvement, Martial Versatility (Optional) | 7 | 2 | 10 |
13th | +5 | - | 8 | 3 | 12 |
14th | +5 | Ability Score Improvement, Martial Versatility (Optional) | 8 | 3 | 12 |
15th | +5 | Fighting Style | 8 | 3 | 12 |
16th | +5 | Ability Score Improvement, Martial Versatility (Optional) | 8 | 3 | 12 |
17th | +6 | - | 9 | 4 | 14 |
18th | +6 | Blink Drive | 9 | 4 | 14 |
19th | +6 | Ability Score Improvement, Martial Versatility (Optional) | 9 | 4 | 14 |
20th | +6 | Physical Amplifications | 9 | 4 | 15 |
Graft[edit]
At 1st level you can learn two new grafts of your choice and have grafted the new warforged parts onto your body. You can spend a short rest using a Healer’s Kit, Tinker’s Tools and warforged parts to graft a graft that you know onto yourself. Additionally, you can spend a short rest using Tinker’s Tools to replace any number of existing grafts on yourself. Alternatively, you can spend a short rest using a Healer’s Kit, Tinker’s Tools and warforged parts to replace a missing body part of yours by grafting a prosthetic that functions like the missing body part onto yourself, without taking up the graft slot.
You learn additional grafts of your choice as you gain levels in this class according to the Number of Grafts Known column in the mechromancer table. The limit of grafts you can have at once are shown in the Number of Grafts column of the Mechromancer table. Whenever you gain a level in this class, you can forget a graft you know and learn a different graft instead. Grafts are detailed at the end of class description.
Unarmored Defense[edit]
Starting at 1st level, while not wearing armour your AC equals 10 + your Strength or Dexterity modifier + your Constitution modifier. Either Strength or Dexterity can be used for unarmoured defense, depending on which one has a higher value. You can use a shield and still gain this benefit.
Nano Regeneration[edit]
Starting at 2nd level you gain temporary hit points equal to your mechromancer level plus your Constitution modifier (minimum of 1) at the end of a short or long rest.
Fighting Style[edit]
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.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique
You learn one maneuver of your choice from among those available to the fighter Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Close Quarters Shooter (UA)
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Thrown Weapon Fighting (UA)
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Tunnel Fighter (UA)
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Unarmed Fighting (UA)
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Fencing
When you are wielding a melee weapon in one hand and holding nothing in the other, you gain a +2 bonus to attack rolls with that weapon.
Ability Score Increase[edit]
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.
Martial Versatility (Optional)[edit]
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to mechromancers. This replacement represents a shift of focus in your martial practice.
Extra Attack[edit]
Starting at 5th level, 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 11th level.
Magical Grafts[edit]
Starting at 6th level, your attacks with weapons wielded by grafted body parts and attacks with graft weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Graft Upgrade[edit]
At 9th level, you can upgrade a graft of your choice. Whenever you have that graft equipped, you gain access to its upgrade feature. If you have an upgraded graft equipped more than once at any time, only one of the grafts gain the benefits of the upgrade. Each time you gain a level in this class, you can change which graft you have upgraded. If a graft upgrade gives you options, you can also change which option you choose each time you gain a level in this class.
Ally Grafting[edit]
Starting at 10th level, you can spend a short rest using a Healer’s Kit, Tinker’s Tools and warforged parts to graft a graft that you know onto another creature within 5 feet for the duration of the short rest. Additionally, you can spend a short rest using Tinker’s Tools to replace any number of existing grafts on other creatures within 5 feet for the duration of the short rest. Alternatively, you can spend a short rest using a Healer’s Kit, Tinker’s Tools and warforged parts to replace a missing body part of a creature within 5 feet for the duration of the short rest, by grafting a prosthetic that functions like the missing body part onto the creature.
Once a graft has been grafted onto a creature, the creature can attune to the graft. If a creature isn’t attuned to a graft, it functions as the replaced body part would have (at DM’s discretion for grafts like Echo). Grafts cannot occupy the same body part slot. You are unable to graft a body part onto a creature that lacks the body part normally (For example: you are unable to graft an arm onto a giant snake). The limit of grafts you can have on other creatures are shown in the Number of Ally Grafts column of the Mechromancer table. Grafts are detailed at the end of class description. The number of slots a creature has for each body part is at DM's discretion.
When you die, the magic of your grafts on other creatures fade after a number of days equal to your Intelligence modifier (minimum of 1 day) and the grafts can only function as the replaced body parts would have (at DM’s discretion for grafts like Echo).
Blink Drive[edit]
Beginning at 18th level, you have a Blink Drive that has two charges. You can expend a charge to cast the blink spell without expending a spell slot. You regain all expended charges when you finish a short or long rest. Once per long rest, you can expend a charge to cast your choice of either the teleport spell or the plane shift spell without expending a spell slot.
Physical Amplifications[edit]
Starting at 20th level, you are now closer to machine than flesh, and can utilise your mechanical body to do extraordinary things. Your Unarmored Defence is now 12 + Strength or Dexterity modifier + Constitution modifier. In addition, your Strength and Dexterity scores increase by 2. Your maximum for both scores is also increased by 2. You also gain a +1 bonus to attack and damage rolls with graft weapons. You don’t need to eat or drink, and you are immune to disease. You don't need to sleep, and magic can't put you to sleep. Instead of sleeping, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Additionally, your jump distance, both vertical and horizontal, is doubled. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Grafts[edit]
Guidelines[edit]
You have 2 arm slots, 1 back slot, 1 chest slot, 2 hand slots, 1 head slot, and 2 leg slots (assuming you are humanoid). You can not return a body part slot to being organic without the regenerate spell or similar magic once it has been grafted, but you can use warforged parts to replace it with a prosthetic that functions like the organic body part, without taking up the graft slot. Grafts are categorised by slot then functionality. Base functionalities are Graft Casting, Enhancement, and Weapon. You are proficient with your graft weapons. A player can create custom grafts at DM's discretion. The custom graft must follow normal graft rules. It is also important to note that a custom graft shouldn't be able to do exactly what another graft does, but better. At DM's discretion, a player can also integrate a magic item into a graft (but must still maintain attunement with the magic item if it requires it).
Graft Casting[edit]
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 action on your turn to cast a "main hand" graft spell, you can make one light weapon attack (with either hand) as a bonus action.
Arms[edit]
Two arm grafts can be equipped, one to the "main arm" and one to the "off arm". Some Grafts have a prerequisite on needing a "main arm" or "off arm", if no prerequisite is named then the graft can be equipped to any arm you choose.
Enhancement[edit]
Adamantine Plate[edit]
+1 to AC and +1 to Constitution. Cannot increase an ability score above 20.
Upgrade: Additional +1 to AC. Any critical hit against you becomes a normal hit.
Bulk Arm[edit]
+1 to Strength or Dexterity. Can increase an ability score above 20 and your maximum for both scores is increased by 1. You gain a +1 bonus to ability checks made with the chosen ability score.
Upgrade: +1 to the ability score you didn't choose. You also gain a +1 bonus to ability checks made with that ability score. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Communication Recorders[edit]
Gain 9 Com Recorders that can be stored in the grafted arm and 1 Com Recorder built into the grafted arm. Com Recorders allow images and sound recordings to be sent to another Com Recorder and can be used by any creature with an Intelligence of 8 or higher. The interface on each Com Recorder requires a bonus action to use, and a Com Recorder requires 1 minute to fully delete or transmit a Record that can be up to 12 minutes long. The user of the Com Recorder may perform other actions while the deletion or transmission takes place, but must be within 60 feet of the Com Recorder while it's happening. The Com Recorders are Tiny objects that may be hung from a necklace, or worn in some other fashion. The Com Recorder data, called Record(s), may be projected from a Com Recorder onto any surface, much like a futuristic projector or monitor screen. Any images within line of sight and sounds audible within 30 feet of the Com Recorder may be recorded in a Record, with a maximum duration of 12 minutes per Record. This allows for 2 hours total of information to be recorded using every Com Recorder, enough for an interesting show at a tavern or theatre to be recorded in 10 segments. Additionally, each Record may be appended to, allowing for multiple recordings to be pieced together on each Com Recorder, much like a journal or personal voice log has multiple recordings. 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.
Upgrade: Com Recorders gain one of the following effects of your choice of doubled audio range, triple the length of time for each Record, double the number of storable Com Recorders, or allowing multiple Records to be recorded on each Com Recorder that add up to a total of 12 minutes. Com Recorders also gain one of the following effects of your choice of truesight, motion sensing within 30 feet, transmitting and projecting a Record as it is being recorded, or another DM approved feature that may be useful.
Radar[edit]
Gain 6 Tracking Devices that can be stored in the grafted arm. Your grafted arm features a visible external radar that isn't active while you are unconscious or dead. The Tracking Devices appear on the radar and you know their exact positions as long as they are within 20 miles of you and on the same plane of existence. The Tracking Devices are Tiny objects that can be attached to any surface, or worn in some other fashion. They can be attached to a surface or creature within 30 feet as an action. To attach it in a way that it is concealed, the creature attaching it must make a Dexterity (Sleight of Hand) check. To attach it without another creature noticing, the check must be made against the creature's passive perception. If a creature attempts to look for a concealed Tracking Device, it must make an Intelligence (Investigation) check against the initial Dexterity (Sleight of Hand) check to find it.
Upgrade: You gain your choice of Tracking Devices gaining the ability to appear on the Radar regardless of how far away they are or if they are on a different plane of existence (you know exactly how far away they are or which plane of existence), Tracking Devices gaining the ability to become invisible after being placed until they are retrieved, or any creature within 60 feet appearing on the radar (you can distinguish between creatures and tracking devices), but you have no information about it other than it's exact location.
Secret Compartment[edit]
+1 to Strength, Dexterity or Constitution. Cannot increase an ability score above 20. Your arm has a secret compartment inside it that can hide up to two weapons that can be wielded with one hand or items that can fit in the palm of your hand. Stored objects can't be targeted by any divination magic or perceived through magical scrying sensors. Nonmagical objects stored for at least 1 hour count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage for up to 8 hours after they are removed. As a bonus action you can load or remove an item.
Upgrade: +1 to one of the two ability scores you didn't choose and your maximum for Strength, Dexterity and Constitution is also increased by 1. Additionally, the secret compartment in your arm transforms into an interior space considerably larger than its outside dimensions, and its opening can stretch open up to roughly 1 foot in diameter. It can store up to 500 pounds and any items inside weigh nothing for you, not exceeding a volume of 64 cubic feet. Retrieving an item requires a bonus action. Anything within this space can't be targeted by any divination magic or perceived through magical scrying sensors. If you unequip this graft or die, your secret compartment’s contents spill forth, unharmed. Breathing creatures inside can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing an extradimensional space created by a handy haversack, a bag of holding, a portable hole, or similar item inside your secret compartment instantly destroys the item and opens a gate to the Astral Plane. The gate originates in your space. You and any creature within 10 feet of you is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Tool Kit[edit]
Allows you to hide any set of tools inside your arm. You can extend or retract any set of tools of your choice as a bonus action once per round. You also gain proficiency in a tool set of your choice (including game sets, instruments and vehicles), and if you requip this graft, you can change the chosen tool set proficiency.
Upgrade: +1 to Intelligence and your maximum for Intelligence is increased by 1. You also gain proficiency in all tool sets (including game sets, instruments and vehicles).
Weapons[edit]
Arm Blade[edit]
Prerequisite: Main Arm
Allows you to hide a one handed retractable blade inside your arm. It has the finesse property and deals 1d8 + Strength or Dexterity modifier slashing damage modifier on a hit. You can extend or retract the weapon as a free action once per round.
Upgrade: Once per turn, the Arm Blade deals 2d6 additional damage of your choice of fire, lightning, or poison damage (which you choose when you upgrade it) on a hit. When you reach 15th level, you can change the damage type of the additional damage to force damage. Additionally, the Arm Blade gains a +1 bonus to hit and to damage rolls.
Arm Bow[edit]
Allows you to hide a retractable hand crossbow inside your arm. As a bonus action you can load or remove a clip of 8 bolts into the Arm Bow. You can extend or retract the weapon as a bonus action once per round.
Upgrade: Hand crossbow gains the Burst Fire and Versatile (2d6 with two hands) features, and it loses the Loading property. Additionally, as a free action you can load or remove a clip of 10 bolts into the Arm Bow. Additionally, the hand crossbow gains a +1 bonus to hit and to damage rolls.
Energy Whip[edit]
Allows you to hide an energy based whip inside your arm. You deal 1d4 + Dexterity modifier force damage with this weapon on a hit. You can extend or retract the weapon as a bonus action. 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.
Upgrade: Your Energy Whip gains your choice of +20 feet reach, dealing 1d8 + Dexterity modifier force damage on a hit instead of 1d4 + Dexterity modifier force damage, being able to replace attacks with sweeping the Energy Whip in a 10-foot arc that forces each creature inside it to make a Dexterity saving throw (DC = 8 + to-hit modifier) or take the on-hit damage, or forcing any target to make a Strength saving throw against your mechromancer spell save DC on a hit or it is grappled by the Energy Whip. Creatures grappled by the Energy Whip in this way are restrained, but you are unable to target other creatures with attacks with the Energy Whip while a creature is grappled by the Energy Whip in this way. Additionally, the Energy Whip gains the light property and a +1 bonus to hit and damage rolls.
Grapple Gun[edit]
Allows you to hide a one handed retractable grappling hook inside your arm. This hook can attach to any surface or object, much like a regular hook could, and holds 60 feet of metallic cable, which is its range. When you take the attack action on your turn, you can replace one attack with firing the Grapple Gun. As a bonus action once per round you can reel the hook, pulling you in a straight line to any surface it is attached to. When you fire the Grapple Gun at a creature or an object instead of a surface, you must make a ranged weapon attack roll. On a hit, the target takes 1d4 + Dexterity modifier piercing damage and the hook is attached to it. If the hook attaches to a creature one size larger than you or smaller, it must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus), or be grappled while the hook is attached to it. Any creature with the hook attached to it can attempt to detach it as an action by making the same Strength save, removing the hook on a success. When you reel the hook with a creature or an object attached, it gets pulled in a straight line to within 5 feet of you if it is the same size as you or smaller, and you get pulled in a straight line on top of it if it is one size larger than you or larger. After firing the Grapple Gun, you cannot fire it again until you reel the hook. Additionally, you cannot fire the Grapple Gun while the hook is attached to something. You can detach the hook as a free action on your turn. You can extend or retract the Grapple Gun as a bonus action once per round.
Upgrade: Your Grapple Gun gains your choice of a +2 bonus to hit and to damage rolls, forcing any target creature to make a Strength saving throw against being grappled when the hook attaches to it regardless of its size, or the cable's length increasing by half.
Net Launcher[edit]
Allows you to hide a retractable net launcher inside your arm. As an action you can load or remove a clip of 3 nets into the net launcher. The range of nets from the Net Launcher is quadrupled. You can extend or retract the weapon as a bonus action once per round.
Upgrade: Nets from the Net Launcher gain a +2 bonus to hit, are immune to nonmagical damage, and affect formless creatures and creatures that are huge or larger. Additionally, you add half your level (rounded down) to the AC and Strength check DC of nets from the Net Launcher.
Shuriken Arm[edit]
Allows you to hide shurikens inside your arm. Shurikens are statistically identical to darts, unless stated otherwise. You can draw shurikens to throw from your shuriken arm as free actions, and as an action you can load or remove up to 8 shurikens into the Shuriken Arm, which can store up to 8 shurikens.
Upgrade: Shurikens fly back to your hand after you throw them, possibly hitting the target on the return as well. Make the attack roll twice against targets of your shurikens, rolling the damage roll on each hit, but additional effects only get applied on the first hit. Alternatively, you can make the second attack roll against another target within 5 feet of the original target. The shurikens gain a +1 bonus to hit and to damage rolls.
War Weapon[edit]
Prerequisite: Main Arm
Allows you to hide a one handed retractable bludgeoning or piercing weapon inside your arm. You deal 1d8 + Strength modifier bludgeoning or piercing damage with this weapon (damage type depends on the weapon) on a hit. You can extend or retract the weapon as a free action once per round.
Upgrade: On a hit, you can use a bonus action to knock the target prone. Additionally, the War Weapon gains a +1 bonus to hit and to damage rolls.
Back[edit]
Enhancement[edit]
Active Camouflage[edit]
Gain advantage on all Dexterity (Stealth) checks.
Upgrade: While you aren’t moving or taking actions, you cannot be detected except by magical means, or creatures with Keen Smell or a similar trait, or blindsight. (Your position can still be determined by creatures and objects colliding against your form)
Adamantine Plate[edit]
+1 to AC and +1 to Constitution. Cannot increase an ability score above 20.
Upgrade: Additional +1 to AC. Any critical hit against you becomes a normal hit.
Automatic Potion Dispenser[edit]
Allows you to store tiny consumable items roughly the size of a potion inside your back. As an action you can load or remove up to three tiny consumable items (like a potion) into the Automatic Potion Dispenser, which can store up to three tiny items. As a reaction to taking damage, you can consume a tiny consumable item of your choice inside your Automatic Potion Dispenser. You can alternatively hide up to three tiny items that aren’t consumable, but are roughly the size of a potion or smaller, inside your Automatic Potion Dispenser instead, but you can't consume them as a reaction to taking damage. Additionally, a number of times per long rest equal to your proficiency bonus, you can cast the healing elixir spell without expending a spell slot.
Upgrade: You no longer need to expend your reaction to consume a tiny consumable item of your choice inside your Automatic Potion Dispenser as a result of taking damage. However, only once per long rest can you consume a tiny consumable item of your choice inside your Automatic Potion Dispenser as a result of damage reducing you to 0 hit points but not outright killing you.
Backup Power Bank[edit]
Prerequisite: 9th level or higher
You have magical energy stored in a Backup Power Bank in your back that has one charge. As a bonus action you can expend a charge to regain one use of a feature that you regain uses of when you finish a short rest. You can also expend a charge as an action to reduce your exhaustion level by 1 (to a minimum of 0). Additionally, when you take the attack action, you can expend a charge to be able to manifest ammunition made of energy for any ranged weapon you are holding whenever you make an attack with it until you finish a long rest. The ammunition deals force damage on a hit. You regain all expended charges when you finish a long rest.
Upgrade: The Backup Power Bank has two charges instead of one. As a bonus action you can expend a charge to regain one use of a mechromancer feature that you regain uses of when you finish a long rest. The ammunition made of energy also has a +1 bonus to hit and damage rolls.
Extra Arms[edit]
You have an additional pair of mechanical arms that you can use to cast spells, wield weapons, and hold and manipulate objects with. When you take the attack action on your turn, you can make one additional weapon attack with a light weapon you are wielding in your extra arms as a bonus action.
Upgrade: You gain your choice of +1 to AC, or +1 to Strength and your maximum for Strength is increased by 1. The weapon used for the additional weapon attack you can make with your extra arms no longer requires the light property. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Flanking Shield[edit]
You do not grant advantage to enemies due to Flanking. Also, you gain your choice of +1 to AC, or +1 to Constitution and your maximum for Constitution is increased by 1. You can change which option you choose when you requip this graft.
Upgrade: Your Flanking Shield extends out from your back and you gain half cover in up to three directions of your choice. At the start or end of each of your turns, you can change the directions the cover is facing. Additionally, as a reaction to a hostile creature you can see moving 5 feet or more, you can change the directions the cover is facing.
Flares[edit]
As a reaction to being targeted by an attack, spell or ability, you can deploy 4 magical flares. Roll a d6, on a 1 or a 2, the triggering attack, spell or ability is unaffected, on a 3 or higher, the triggering attack, spell or ability destroys one of the flares instead of affecting you. Each flare remains until the end of your next turn, or until it is destroyed. While any flares remain, whenever you are targeted by an attack, spell or ability, roll a d6. On a 1 or a 2, the triggering attack, spell or ability is unaffected, on a 3 or higher, the triggering attack, spell or ability destroys a flare instead of affecting you. You can use this feature once per long rest. With each flare's destruction, the remaining flare(s) strengthen, hence the die doesn't change with the destruction of a flare.
Upgrade: You can deploy 8 magical flares and you roll a d10 instead. You can use this feature twice per long rest.
Halo Momentum Disc[edit]
+10 feet of movement. You may switch a falling limitation ability on or off as a bonus action. You can only fall up to 30 feet per round with the falling limitation ability active, even when unconscious, and you always land safely. Alternatively, you may switch it on as a reaction to starting to fall more than 5 feet.
Upgrade: Additional +10 feet of movement. You may switch the falling limitation ability on or off as a free action, even during other creature's turns or immediately before you hit the ground. Additionally, while the falling limitation ability is active, for every 2 feet you fall vertically, you can move 1 foot horizontally.
Prison Pocket[edit]
Your rear can open up to an interior space considerably larger than its outside dimensions, and its opening can stretch open up to roughly 1 foot in diameter. It can store up to 500 pounds and any items inside weigh nothing for you, not exceeding a volume of 64 cubic feet. Retrieving an item requires an action. If you unequip this graft or die, your prison pocket’s contents spill forth, unharmed. Breathing creatures inside can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing an extradimensional space created by a handy haversack, a bag of holding, a portable hole, or similar item inside your prison pocket instantly destroys the item and opens a gate to the Astral Plane. The gate originates in your space. You and any creature within 10 feet of you is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Upgrade: The opening of your rear can stretch open up to 5 feet in diameter at the hole and the space can store up to 10,000 pounds. You can retrieve items within as a bonus action. Breathing creatures inside can survive up to a number of hours equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Transformation Module[edit]
Prerequisite: 3rd level or higher
As an action, you can replace a number of existing grafts on yourself equal to 1 + half your proficiency bonus (rounded down) with grafts that you know. You cannot replace the Transformation Module with this feature.
Upgrade: As an action, you can replace any number of existing grafts on yourself with grafts that you know. Twice per long rest, you can do so as a bonus action. Additionally, once per long rest, as an action, you can replace an existing graft on yourself with a graft you don't know, but the replaced graft reverts back to its previous state when you finish a long rest. You cannot replace the Transformation Module with these features.
Winglets[edit]
Gain a fly speed equal to your speed. Not-physical energy based projections of wings, style of your choosing, project from your back area when using the fly speed.
Upgrade: The fly speed has hover. A number of times per short or long rest equal to your Dexterity modifier (minimum of once), you can use a bonus action to fly up to half your speed without provoking opportunity attacks.
Weapons[edit]
Back Turret[edit]
Prerequisite: 6th level or higher
Allows you to hide a retractable automatic rifle inside your back, which you can wield the automatic rifle with. As an action you can load or remove a clip of 30 shots into the Back Turret. You can extend or retract the weapon as a bonus action once per round. If you are proficient in Tinker’s Tools, you can spend a short rest using Tinker’s Tools and warforged parts to craft a clip of 30 shots for the automatic rifle.
Upgrade: Automatic rifle loses the Reload property. When you take the Attack action on your turn, you can replace one of your attacks with firing a magical grenade from your Back Turret at a point of your choice within 60 feet. Each creature in a 15-foot-radius sphere centred on that point must make a Dexterity saving throw against your mechromancer spell save DC. A target takes a number of d6 fire damage equal to your proficiency bonus on a failed save, or half as much damage on a successful one. Alternatively, you fire a beam of energy in a line 80 feet long and 5 feet wide from your Back Turret instead. Each creature in the line must make a Dexterity saving throw against your mechromancer spell save DC. A target takes a number of d6 force damage equal to your proficiency bonus on a failed save, or half as much damage on a successful one. You can use this feature a number of times per long rest equal to half your proficiency bonus (rounded down). Additionally, the automatic rifle gains a +1 bonus to hit and to damage rolls.
Chest[edit]
Enhancement[edit]
Adamantine Plate[edit]
+1 to AC and +1 to Constitution. Cannot increase an ability score above 20.
Upgrade: Additional +1 to AC. Any critical hit against you becomes a normal hit.
Adaptive Lungs[edit]
+1 to Constitution. Can increase an ability score above 20 and your maximum for Constitution is increased by 1. Gain the ability to breath water. Additionally, you have advantage on Constitution saving throws against inhaled poisons and other inhaled effects.
Upgrade: You do not require to breathe and while you are alive, you can indefinitely supply clean, breathable air to all creatures of your choice within 60 feet of you. You can also choose to be immune to inhaled poisons and other inhaled effects of your choice.
Cloaking Device[edit]
Prerequisite: 3rd level or higher
You can cast the spell invisibility at its lowest level on yourself without expending a spell slot a number of times per long rest equal to your proficiency bonus.
Upgrade: You can cast the spell greater invisibility on yourself without expending a spell slot once per long rest. This increases to twice per long rest when you reach 17th level.
Energy Barrier[edit]
As a reaction to being targeted by an attack, you can increase your AC by 3 for 1 minute. You can use this feature once, before needing to finish a long rest to use it again.
Upgrade: When you use this feature, your AC is increased by 4 instead of 3 for 1 minute. You can also use this feature again after finishing a short or long rest.
Magic Dampeners[edit]
You have advantage on saving throws against spells and other magical effects.
Upgrade: This benefit is extended to friendly creatures within 10 feet of you. Additionally, you and friendly creatures within 10 feet of you also have resistance to damage from spells.
Nanomachine Heart[edit]
As an action you can charge nanomachines across your body, causing them to harden in response to physical trauma. The nanomachines remain charged for 10 minutes. While charged, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, you have resistance to bludgeoning, piercing and slashing damage, and you add 1d4 to the damage rolls of weapon attacks using Strength. Once you have charged your nanomachines, you can only charge them again after you finish a long rest.
Upgrade: The nanomachines remain charged for 1 hour. Also, while charged, you add 1d6 to the damage rolls of weapon attacks using Strength instead of 1d4, and you count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift, instead of one size larger.
Nano Repair Micros[edit]
Gain temporary hit points equal to your proficiency bonus at the start of each of your turns. Additionally, you can reattach any severed graft by simply holding it to the stump, and it instantaneously reattaches.
Upgrade: You gain 2 additional temporary hit points at the start of each of your turns. Also, as a bonus action, you can start regaining a number of hit points equal to half your proficiency bonus (rounded down) at the end of each of your turns for 1 minute. You can use this feature again after finishing a long rest.
Reinforced Ribcage[edit]
+1 to Constitution. Can increase an ability score above 20 and your maximum for Constitution is increased by 1. A number of times per long rest equal to your Constitution modifier (minimum of once), when you are reduced to 0 hit points and are not killed outright, you can make a Constitution saving throw with a DC of 10 + half the damage taken (rounded down). You automatically fail if the damage ignores resistance to its respective damage type or is from a critical hit. On a success, you drop to 1 hit point instead. Also, you are immune to the Broken Ribs and Internal Injury lingering injuries, as well as any lingering injuries to the internal organs in your torso.
Upgrade: Once per long rest, you can automatically succeed on the Constitution saving throw, even if the damage ignores resistance to its respective damage type or is from a critical hit. Additionally, when you reach 11th level you can add half your level (rounded down) to the Constitution saving throw.
Lifesaver Module[edit]
As a reaction to failing a saving throw, you can gain a +5 bonus to the roll. You can use this feature once, before needing to finish a long rest to use it again. The use of this feature is only expended if using it makes you succeed on a saving throw. Upgrade: When you use this feature, you no longer need to expend your reaction. You can also use this feature again after finishing a short or long rest. In addition, if succeeding on the saving throw would prevent you from being reduced to 0 hit points or affected by an extremely debilitating effect in a dangerous situation (at DM's discretion), such as failing the saving throw against a red dragon's Frightful Presence, the bonus to the saving throw is increased to +7.
Wraith Suit[edit]
+5 feet of movement and +1 to Dexterity. Cannot increase an ability score above 20. Additionally, gain a +3 bonus to Dexterity checks.
Upgrade: As a bonus action, you can enter Wraith Mode for up to 1 minute. While in Wraith Mode, you can take the Hide action as a bonus action in dim light or darkness, and you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object, and if you are inside a creature or an object when Wraith Mode ends, you are also immediately shunted to the nearest unoccupied space and take additional force damage equal to the number of feet you were moved. You can use this feature a number of times per short or long rest equal to half your proficiency bonus (rounded down).
Weapons[edit]
Chest Turret[edit]
Prerequisite: 6th level or higher
Allows you to hide a retractable automatic rifle inside your chest, which you can wield the automatic rifle with. As an action you can load or remove a clip of 30 shots into the Chest Turret. You can extend or retract the weapon as a bonus action once per round. If you are proficient in Tinker’s Tools, you can spend a short rest using Tinker’s Tools and warforged parts to craft a clip of 30 shots for the automatic rifle.
Upgrade: Automatic rifle loses the Reload property. When you take the Attack action on your turn, you can replace one of your attacks with magically overcharging your Chest Turret in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your mechromancer spell save DC. A target takes a number of d6 piercing damage equal to your proficiency bonus on a failed save, or half as much damage on a successful one. Alternatively, you fire a beam of energy in a line 80 feet long and 5 feet wide from your Chest Turret instead. Each creature in the line must make a Dexterity saving throw against your mechromancer spell save DC. A target takes a number of d6 force damage equal to your proficiency bonus on a failed save, or half as much damage on a successful one. You can use this feature a number of times per long rest equal to half your proficiency bonus (rounded down). Additionally, the automatic rifle gains a +1 bonus to hit and to damage rolls.
Hand[edit]
Two hand 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 hand you choose.
Casting[edit]
Acid Ejector[edit]
Gain the acid splash cantrip. This spell does require the hand to be empty.
Upgrade: Your acid splash can target any number of creatures within 10 feet of each other.
Flame Cannon[edit]
Prerequisite: Main Hand
Gain the fire bolt cantrip. This spell does require the hand to be empty.
Upgrade: On a hit, the target also takes fire damage equal to your Intelligence modifier. Additionally, each creature of your choice within 5 feet must make a Dexterity saving throw or also take fire damage equal to your Intelligence modifier.
Frost Cannon[edit]
Prerequisite: Main Hand
Gain the ray of frost cantrip. This spell does require the hand to be empty.
Upgrade: The movement speed reduction of ray of frost is increased by 15 feet (to 25 feet).
Hologram Projector[edit]
Gain the minor illusion cantrip. This spell does not require the hand to be empty.
Upgrade: Minor illusion gains your choice of being able to create both sounds and images at once, or being able to create illusions that fill a 15-foot space. Additionally, minor illusion gains a range of 100 feet.
Plasma Blaster[edit]
Prerequisite: Main Hand
Gain the eldritch blast cantrip. This spell does require the hand to be empty.
Upgrade: You can add your Intelligence modifier to the damage rolls of eldritch blast if you don't add another ability score modifier already.
Repair Nanites[edit]
Gain the mending cantrip. This spell does not require the hand to be empty.
Upgrade: The casting time of mending is reduced to a bonus action, and you can use it to transform raw resources into objects worth up to 10 times your level in GP (but you must have enough resources).
Rust Discharge[edit]
Gain the poison spray cantrip. This spell does require the hand to be empty.
Upgrade: Your range for poison spray is tripled and it treats immunity to poison damage as resistance.
Shock Gauntlet[edit]
Gain the shocking grasp cantrip. This spell does require the hand to be empty.
Upgrade: Shocking grasp gains a range of 60 feet.
Utility Device[edit]
Prerequisite: 3rd level or higher
Gain two first level spells, and one second level spell. You can choose these spells from any class spell list. These can be cast without expending a spell slot once per long rest each. If you have this graft equipped in two hands at once, you can pick the same spells again, gaining an additional cast for the chosen spells. If you requip this graft, you can change the chosen spells, but the new spells only replace the old ones once you finish a long rest. These spells do require the hand to be empty.
Upgrade: You gain your choice of casting chosen spells three times per long rest each, casting chosen spells once per short or long rest, gaining a chosen third level spell, gaining another first and second level spell of your choice, or casting a chosen spell at a level equal to your proficiency bonus once per long rest.
Enhancement[edit]
Energy Shield[edit]
Prerequisite: Off Hand
Allows you to hide a retractable energy shield in your hand. You can activate or deactivate the shield as a bonus action once per round. The Energy Shield is not a physical shield, but it is visible as and functions as one.
Upgrade: While the shield is active, you can use your action to expand it and face it in a direction of your choice until the start of your next turn. While the shield is expanded, you gain a +2 bonus to AC and full cover in the direction the shield is facing. Additionally, creatures within 5 feet of you that aren’t in the direction you faced the shield gain three-quarters cover in the direction the shield is facing. You can constantly keep the shield expanded by using your action to do so at the start of each of your turns.
Iron Grip[edit]
+1 to Strength. Cannot increase an ability score above 20. You are unable to be disarmed of items or weapons held in this hand, and you are unable to unwillingly let go of things held in or with this hand, even when unconscious or under the effects of a similar condition. Creatures grappled with this hand have disadvantage on checks made to escape. If you are dead or unconscious, things held in or with this hand have to be pried out with a DC 20 Strength check.
Upgrade: You have advantage on Strength checks with this hand, as well as any Strength saving throws. Additionally, the damage rolls of melee weapon attacks using Strength made with this hand increase by +2.
Weapons[edit]
Concealed Blade[edit]
Allows you to hide a retractable dagger inside your hand. As an action you can load or remove a dagger into the Concealed Blade. You can extend or retract the weapon as a free action.
Upgrade: The first time you make an attack with the dagger against any creature on the same turn you extend it, if the creature was unaware of the dagger's existence prior to it being extended, the attack has advantage and the creature takes a number of d6 additional damage equal to your proficiency bonus on a hit. Also, as a bonus action you can load or remove up to 3 daggers into the Concealed Blade, which can store up to 3 daggers. Additionally, the dagger gains a +1 bonus to hit and to damage rolls.
Energy Claw[edit]
Allows you to hide a retractable energy claw in your hand, which has the finesse and the light properties. You deal 1d6 + Strength or Dexterity modifier force damage on a hit with your Energy Claw. You can extend or retract the weapon as a free action once per round. The Energy Claw is not a physical claw, but is visible as a weapon.
Upgrade: When you damage a creature with your Energy Claw, it loses a number of hit points equal to half your proficiency bonus (rounded down) at the end of its next turn. Additionally, the Energy Claw gains a +1 bonus to hit and damage rolls.
Extendable Hand[edit]
Allows you to fire your hand out to up to 30 feet as a light ranged weapon attack. You can deal 1d4 + Strength modifier bludgeoning damage or your unarmed strike damage on a hit. Your hand has 30 feet of metallic cable and returns to its socket immediately after being fired. You can use this attack to briefly manipulate objects within range, as well as grab objects and willing creatures within range that weigh up to twice your Strength score without damaging them.
Upgrade: Your Extendable Hand gains your choice of tripled range and cable length, Grappling Hand, Abduction Hand, Shoving Hand, Lightning Cord, Flame Sprayer, Static Discharge, Sonic Boom, Sweep Attack, or Disarmament Module. Grappling Hand grants you the ability to to pull yourself in a straight line to within 5 feet of any target on a hit with the Extendable Hand. Abduction Hand grants you the ability to force any target that is the same size as you or smaller to make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) on a hit with the Extendable Hand or be pulled in a straight line to within 5 feet of you. Shoving Hand grants you the ability to force any target to make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) on a hit with the Extendable Hand or be pushed up to 10 feet in a direction of your choice. Lightning Cord grants you the ability to force each creature in a line 5 feet wide that extends out from you to the target to make a Dexterity saving throw against your mechromancer spell save DC or take a number of d4 lightning damage equal to half your proficiency bonus (rounded down) when you make an attack with the Extendable Hand. Flame Sprayer grants you the ability to force each creature in a 10-foot sphere centred on the target to make a Dexterity saving throw against your mechromancer spell save DC or take a number of d4 fire damage equal to half your proficiency bonus (rounded down) when you make an attack with the Extendable Hand. Static Discharge grants you the ability to force each creature in a 20-foot-radius horizontal cylinder that is 5 feet long, centred on the target, to make a Dexterity saving throw against your mechromancer spell save DC or take a number of d4 lightning damage equal to half your proficiency bonus (rounded down) when you make an attack with the Extendable Hand. Sonic Boom grants you the ability to force each creature in a 10-foot cube centred on the target to make a Constitution saving throw against your mechromancer spell save DC or take thunder damage equal to half your proficiency bonus (rounded down) and be pushed 5 feet away from the target as a thunderous boom is emitted that is audible up to 100 feet when you make an attack with the Extendable Hand. Sweep Attack grants you the ability to be able to replace attacks with sweeping the Extendable Hand in a 30-foot arc that forces each creature inside it that isn't prone to make a Dexterity saving throw (DC = 8 + to-hit modifier) or take the on-hit damage and be knocked prone. Disarmament Module grants you the ability to use your reaction to force a creature that hits you with a melee attack with a weapon to make a Strength saving throw against your mechromancer spell save DC or it drops the weapon, and you can immediately grab the weapon if the Extendable Hand is empty. Additionally, the Extendable Hand gains a +1 bonus to hit and damage rolls.
Fist Pounder[edit]
Increases the damage of your unarmed strikes with this hand to 1d8 + Strength modifier bludgeoning damage.
Upgrade: You can add your Constitution modifier to the damage roll of unarmed strikes with this hand. Additionally, your unarmed strikes with this hand gain a +1 bonus to hit and damage rolls.
Wrist Attachment[edit]
When you take the attack action on your turn, you can replace one attack with firing an advanced weapon in your Wrist Attachment (which you choose when you equip this graft). You can fire any advanced weapon a number of times per long rest equal to your proficiency bonus. If you requip this graft, you can change the advanced weapon. You can choose an advanced weapon from an option below, or you can design your own (at DM’s discretion).
Electric Coil. You fire an electrically-charged coil at a target within 30 feet to temporarily bind and shock it. The target must make a Dexterity saving throw against your mechromancer spell save DC or take a number of d6 lightning damage equal to your proficiency bonus and be restrained by the coil until the end of its next turn.
Flamethrower. You spray fire in a 15-foot-cone. Each creature in the cone must make a Dexterity saving throw against your mechromancer spell save DC. A target takes a number of d8 fire damage equal to half your proficiency bonus (rounded down) on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Homing Darts. You fire a barrage of darts and each dart hits a creature of your choice that you can see within 30 feet. You create a number of darts equal to twice your proficiency bonus. A dart deals 1d2 piercing damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Laser Cutter. You fire a beam of energy in a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your mechromancer spell save DC. A target takes a number of d8 force damage equal to half your proficiency bonus (rounded down) on a failed save, or half as much damage on a successful one. The beam deals double damage to structures and objects.
Missile Launcher. You fire a miniaturised missile at a point within 60 feet. Each creature in a 10-foot-radius sphere centred on that point must make a Dexterity saving throw against your mechromancer spell save DC. A target takes a number of d4 fire damage equal to your proficiency bonus on a failed save, or half as much damage on a successful one.
Poison Dart. You fire your choice of either a toxin dart or a sleep dart at a target within 60 feet. Make a ranged attack roll. On a hit, the target takes 1 piercing damage and must make a Constitution saving throw against your mechromancers spell save DC or be poisoned for one minute. If you choose a toxin dart, the target creature also takes a number of d4 poison damage equal to half your proficiency bonus (rounded down) on a failed save, or half as much damage on a successful one, and while poisoned in this way, the creature must repeat the Constitution saving throw at the end of each of its turns, taking a number of d4 poison damage equal to half your proficiency bonus (rounded down) on a failed save, or ending the effect on a successful one. If you choose a sleep dart, while poisoned in this way, the creature is unconscious, but the effect ends if the creature takes damage or another creature uses an action to shake or slap the sleeper awake.
Rope Binder. You fire a rope out at a target within 60 feet in an attempt to bind it. The target must make a Dexterity saving throw against your mechromancer spell save DC or be restrained by the rope. The target or a creature within 5 feet of the target can use its action to make a Strength (Athletics) check or a Dexterity (Acrobatics) check against your mechromancer spell save DC to free the target creature from the bind.
Stun Gun. You fire a bolt of stunning energy at a creature within 60 feet. The target creature must make a Constitution saving throw against your mechromancer spell save DC. A target takes a number of d4 force damage equal to your proficiency bonus and is stunned until the end of your next turn on a failed save, or half as much damage and it isn’t stunned on a successful one. The damage is always non-lethal.
Upgrade: You can have three advanced weapons in your Wrist Attachment at once. If you requip this graft, you can change any number of advanced weapons. You can fire any advanced weapon a number of times per short or long rest equal to your proficiency bonus.
Head[edit]
Enhancement[edit]
Active Sensor Tracking[edit]
You can make an additional attack, when you take the Attack action on your turn. Once you use this feature, you cannot use it again until you complete a long rest.
Upgrade: You can use this feature once per turn a number of times per long rest equal to half your proficiency bonus (rounded down).
Adamantine Plate[edit]
+1 to AC and +1 to Constitution. Cannot increase an ability score above 20.
Upgrade: Additional +1 to AC. Any critical hit against you becomes a normal hit.
Advanced Targeting Systems[edit]
Gain a +2 bonus to all ranged attack rolls.
Upgrade: Your attacks ignore half and three-quarters cover. Additionally, you gain a +2 bonus to all ranged damage rolls.
Enhanced Reflexes[edit]
+1 to AC. Gain advantage on Dexterity saving throws and initiative rolls.
Upgrade: Additional +1 to AC. You gain a +10 bonus to initiative, and drawing weapons is a free action.
Enhanced Senses[edit]
+1 to Wisdom. Can increase an ability score above 20 and your maximum for Wisdom is increased by 1. Gain advantage on Wisdom (Perception) checks that rely on your choice of hearing, sight, or smell.
Upgrade: Additional +1 to Wisdom and your maximum for Wisdom is increased by 1. Gain advantage on all Wisdom (Perception) checks. Also, attacking at long range doesn't impose disadvantage on your ranged attack rolls. Additionally, in conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Floodlight Circlet[edit]
As a bonus action, you can start or stop projecting bright light in a 60-foot cone and dim light for an additional 60 feet. Any hostile creature within the bright light cone has disadvantage on ranged attack rolls and Wisdom (Perception) checks that rely on sight if it would be in dim light or darkness if not for the light from the Floodlight Circlet. A creature is immune to this effect if it is a celestial, has blindsight or is immune to the blinded condition. Alternatively, as a bonus action, you can start or stop projecting dim red light in your choice of either a 30-foot cone or a 10-foot radius sphere.
Upgrade: You can use a bonus action to force creatures within the bright light cone to make a Constitution saving throw against your mechromancer spell save DC or be blinded until the end of your next turn. You can use this feature a number of times per short or long rest equal to half your proficiency bonus (rounded down).
Language Modulator[edit]
+1 to Intelligence. Can increase an ability score above 20 and your maximum for Intelligence is increased by 1. You can cast the spell comprehend languages without expending a spell slot once per short or long rest.
Upgrade: Additional +1 to Intelligence and your maximum for Intelligence is increased by 1. You are able to fully speak and understand any language. You are also able to fully read and write in any script. Additionally, whenever you talk, you can choose any number of creatures of your choice to hear a hidden message in your speech if it can hear you, but any other creature that can hear you can attempt a Wisdom (Perception) check against your mechromancer spell save DC to hear the secret message if it suspects or is aware of the secret verbal communication.
Memory Banks[edit]
Gain advantage on all Intelligence (History) checks.
Upgrade: You can cast the spell legend lore without expending material components or a spell slot twice per long rest.
Mental Redundancies[edit]
Gain resistance to psychic damage. Additionally, when you fail a saving throw against an effect that would cause you to be charmed, frightened, incapacitated, paralyzed, stunned, or unconscious, you can reroll the saving throw. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can also use this feature when you fail a saving throw against any other effect that exclusively affects your mind (at DM’s discretion).
Upgrade: You can use this feature when you fail any Intelligence, Wisdom or Charisma saving throw. You can also use this feature a number of times per long rest equal to half your proficiency bonus (rounded down), instead of only once.
Night Eye[edit]
Gain darkvision with a range of 120 feet.
Upgrade: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Once per long rest, as an action you can give up to four creatures you can see within 10 feet of you this benefit for 8 hours.
Skill Neurotrainer[edit]
+1 to an ability score of your choice. Cannot increase an ability score above 20. You gain proficiency in one skill of your choice related to the chosen ability score. You can choose a skill you are already proficient in, and if you do, you instead gain a +2 bonus to ability checks made with that skill. If you requip this graft, you must use warforged parts to change the chosen ability score or skill.
Upgrade: Additional +1 to the chosen ability score and your maximum for that ability score is increased by 2. Your proficiency bonus is doubled for any ability check you make with the skill you chose with this graft. You only gain the benefits of this graft upgrade with the ability score and skill you had chosen when you upgraded this graft. If you requip this graft and change the ability score or skill, you lose the benefits of the graft upgrade until you requip the graft again with the ability score and skill chosen when you upgraded this graft.
Social Interaction Program[edit]
+1 to Wisdom or Charisma. Cannot increase an ability score above 20. You gain a +3 bonus to any Wisdom or Charisma checks made to interact with other creatures.
Upgrade: When you make a Wisdom or Charisma check to interact with another creature, you can gain a +5 bonus to the roll. You can make this choice after you see the roll, but before the DM says whether the check succeeds or fails. You can use this feature a number of times per long rest equal to your proficiency bonus.
Legs[edit]
Enhancement[edit]
Adamantine Plate[edit]
+1 to AC and +1 to Constitution. Cannot increase an ability score above 20.
Upgrade: Additional +1 to AC. Any critical hit against you becomes a normal hit.
Assisted Fighting Program[edit]
+1 to Dexterity or Intelligence. Can increase an ability score above 20 and your maximum for both scores is increased by 1. You gain a +1 bonus to all weapon attack rolls.
Upgrade: You gain your choice of +1 to AC, or +1 to the Ability Score you didn't choose. You also gain an additional +1 bonus to all weapon attack rolls.
Gravity Anchor[edit]
Gain advantage on Dexterity (Acrobatics) checks, ability checks and saving throws made against being knocked prone, and other saving throws related to involuntary movement or falling. If you have this graft equipped in two legs at once, you automatically succeed on any ability checks and saving throws made against being knocked prone, and other saving throws related to involuntary movement or falling.
Upgrade: As a bonus action, you momentarily strengthen the effects of gravity around you and can force creatures of your choice within 30 feet to make a Strength saving throw against your mechromancer spell save DC or be knocked prone. You can use this feature a number of times per short or long rest equal to half your proficiency bonus (rounded down). Additionally, once per long rest, you can cast the spider climb spell on yourself without expending a spell slot.
Jet Pulsers[edit]
Gain +5 feet to movement. Gain +15 feet to jump distance, both vertical and horizontal.
Upgrade: Additional +10 feet of movement. You are able to jump midair once per turn, ignoring movement cost. The midair jump is considered to have a standing start. Also, as a reaction to being about to hit a surface from falling, you can make a midair jump to negate fall damage.
Weapons[edit]
Clawed Foot[edit]
Your foot has mechanical claws, style of your choosing, that can hold and manipulate objects. The claws are finesse and light weapons that can be used to make unarmed strikes. You deal 1d6 + Strength or Dexterity modifier slashing, piercing or bludgeoning damage (damage type depends on style of the claws) on a hit with your Clawed Foot. If you have this graft equipped in two legs at once, you can also have a mechanical tail, style of your choosing, that can also hold and manipulate objects, but it cannot make attacks or activate magical items.
Upgrade: You gain your choice of +10 feet of movement, or a climb speed equal to your speed. Once per turn, on a hit with your Clawed Foot, any target that is the same size as you or smaller has to make Strength saving throws (DC = 8 + your Strength modifier + your proficiency bonus) or it is grappled and knocked prone, and you are unable to target other creatures with attacks with the Clawed Foot while a creature is grappled in this way. Additionally, the Clawed Foot gains a +1 bonus to hit and damage rolls.
Concealed Blade[edit]
Allows you to hide a retractable dagger inside your foot, which you can wield the dagger with. As an action you can load or remove a dagger into the Concealed Blade. You can extend or retract the weapon as a free action.
Upgrade: The first time you make an attack with the dagger against any creature on the same turn you extend it, if the creature was unaware of the dagger's existence prior to it being extended, the attack has advantage and the creature takes a number of d6 additional damage equal to your proficiency bonus on a hit. Also, as a bonus action you can load or remove up to 3 daggers into the Concealed Blade, which can store up to 3 daggers. Additionally, the dagger gains a +1 bonus to hit and to damage rolls.
Leg Pounder[edit]
Increases the damage of your unarmed strikes with this leg to 1d8 + Strength modifier bludgeoning damage.
Upgrade: You can add your Constitution modifier to the damage roll of unarmed strikes with this leg. Additionally, your unarmed strikes with this leg gain a +1 bonus to hit and damage rolls.
Special[edit]
Enhancement[edit]
Displacement Pads[edit]
Prerequisite: Two Leg Slots, Dexterity 13
+1 to Dexterity. Cannot increase an ability score above 20. Gain +5 feet of movement and a climb speed equal to your speed. Also, gain the ability to walk on water, and 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 saving throw or a Dexterity (Acrobatics) check may be called for by the DM to avoid the normal consequences. Additionally, difficult terrain does not cost additional movement to move through.
Upgrade: Additional +5 feet of movement. Gain the ability to walk upside down along ceilings. Also, you can finish your movement upside down, on water and on surfaces that would normally not bear your weight. Additionally, a number of times per short or long rest equal to your Dexterity modifier (minimum of once), you can take the dash action as a bonus action.
Exoskeleton[edit]
Prerequisite: Chest & Back Slot
You gain resistance to all damage except psychic. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Upgrade: As a bonus action, you can energise your Exoskeleton for 1 minute. While your Exoskeleton is energised, you reduce all incoming damage by half (rounded down) or twice your proficiency bonus (whichever is higher). This does not include psychic damage. You can energise your Exoskeleton a number of times per long rest equal to your proficiency bonus.
Pain Inhibitors[edit]
Prerequisite: Chest & Back Slot, Constitution 13
While your Pain Inhibitors are active, you do not feel pain, but can still feel pressure and discomfort from things that would cause you pain. While your Pain Inhibitors are active, you are immune to the paralysed condition and you do not fall unconscious when you have 0 hit points, but you still make death saving throws while you aren't stable as usual. As a bonus action you can deactivate your Pain Inhibitors. If you are missing any of your hit points or if your hit point maximum is reduced when you deactivate your Pain Inhibitors, you can agonise. While agonising, you have advantage on saving throws against effects that would make you fall unconscious, you can add your proficiency bonus to the damage rolls of weapon attacks you make, and you can reroll one attack roll you make on each of your turns. You can decide to reroll an attack after you see the roll, and when you do, you can decide to use either roll, but must decide whether to reroll the attack or not before the DM says whether the attack hits or misses. If you are able to cast spells, you can't cast them or concentrate on them while agonising. You can agonise for 1 minute. It ends early if you reactivate your Pain Inhibitors, if you are knocked unconscious, or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can agonise once per short or long rest. You can reactivate your Pain Inhibitors as an action.
Upgrade: You can agonise twice per short or long rest, and you can reroll up to two attack rolls you make on each of your turns while agonising. You can reactivate your Pain Inhibitors as a bonus action.
Raiden[edit]
Prerequisite: Main Arm & Head Slot, Dexterity 13
+1 to Strength. Can increase an ability score above 20 and your maximum for Strength is increased by 1. You are Raiden from PlatinumGames' Metal Gear Rising: Revengeance. As a free action, you enter Blade (Airtime) Mode until the start of your next turn. While in Blade (Airtime) Mode, you can make one Wisdom (Perception) check on your turn with advantage as a free action, and whenever you would make an attack, you can make two attacks instead. Additionally, all attacks have advantage and score a critical hit on a roll of a 19 or a 20, but all attacks (including additional damage effects) deal half as much damage (rounded up) to all targets except structures and objects. You also have advantage on Dexterity saving throws and can increase your AC by half your proficiency bonus (rounded down). You can enter Blade (Airtime) Mode a number of times per long rest equal to half your proficiency bonus (rounded down).
Upgrade: Your melee weapon attacks deal 1d4 additional lighting damage on a hit, and you can enter Blade (Airtime) Mode a number of times per short or long rest equal to half your proficiency bonus (rounded down). Also, while in Blade (Airtime) Mode, you can increase your AC by your proficiency bonus, instead of by half your proficiency bonus (rounded down). Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Viktor[edit]
Prerequisite: Head & Back Slot
+1 to AC and +1 to Intelligence. Cannot increase an ability score above 20. You are Viktor from Riot Games' League of Legends. You have a metal mask and an additional synthetic arm on your back that can hold and manipulate objects, but it cannot make attacks or activate magical items. If the hand is empty, as an action you can fire a beam of fire from it that scorches a 30 feet long and 5 feet wide line. The line originates from a point within 15 feet and has a direction of your choice. Each creature in the line must make a Dexterity saving throw against your mechromancer spell save DC. A creature takes a number of d8 fire damage equal to twice your proficiency bonus on a failed save, or half as much damage on a successful one. You can use this feature a number of times per long rest equal to your proficiency bonus. Alternatively, you could fire the beam of fire out from your eyes in a line 30 feet long and 5 feet wide and the additional hand doesn’t have to be empty.
Upgrade: At the start of your next turn, creatures in the spaces you fired your beam down must make a Dexterity saving throw against your mechromancer spell save DC. A creature takes a number of d8 fire damage equal to your proficiency bonus on a failed save, or half as much damage on a successful one.
Weapon[edit]
Doomfist[edit]
Prerequisite: Main Arm & Main Hand Slot, Strength 13
+1 to Strength. Cannot increase an ability score above 20. You are Doomfist from Blizzard Entertainment's Overwatch. The primary attack on the doomfist gauntlet deals 2d6 + Strength modifier bludgeoning damage on a hit, and you can choose to forgo a d6 (up to 2d6) of damage to push the target 5 feet per d6 on a hit. Also, once per turn, immediately before you make an attack with the doomfist gauntlet with the Attack action, you can launch yourself up to 10 feet in a direction of your choice.
Upgrade: The primary attack on the doomfist gauntlet deals 3d6 + Strength modifier bludgeoning damage on a hit, and you can choose to forgo a d6 (up to 3d6) of damage to push the target 5 feet per d6 on a hit. Additionally, your doomfist gauntlet gains a +1 bonus to hit and damage rolls.
Dual Blades[edit]
Prerequisite: Two Arm Slots
+1 to Strength or Dexterity. Cannot increase an ability score above 20. Allows you to hide a one handed retractable blade inside either arm. They have the finesse and light properties, and deal 1d6 + Strength or Dexterity modifier slashing damage on a hit. You can extend or retract either or both weapons as a free action once per round. While both blades are extended, as an action or a bonus action, you can combine them to wield with one hand. The combined weapon has the finesse property and deals 2d6 + Strength or Dexterity modifier slashing damage on a hit. You need to first disconnect them as a bonus action before you can retract either or both blades.
Upgrade: Your Dual Blades gain your choice of +10 feet reach, Chainsaw Mode, or Scissor Mode. Chainsaw Mode grants you the ability to deal 1d4 additional slashing damage on a hit with the Dual Blades, which increases to 2d4 when the blades are combined. Scissor Mode grants you the ability to force any target that is one size larger than you or smaller to make a Strength saving throw (DC = 8 + to-hit modifier) on a hit with the combined weapon or be grappled by the Dual Blades, and you can deal 1d4 slashing damage to any target grappled by the Dual Blades in this way at the start of each of your turns, but you are unable to target other creatures with attacks with the Dual Blades while a creature is grappled by the Dual Blades in this way. Additionally, the Dual Blades gains a +1 bonus to hit and to damage rolls.
Echo[edit]
Prerequisite: Main Hand & Head Slot, Intelligence 13
+1 to Intelligence. Can increase an ability score above 20. You are Echo from Disney's Bad Batch. The primary attack on the socket-hand deals 1d6 + Strength or Dexterity modifier slashing or piercing damage on a hit. Your socket-hand also has the finesse and light properties. Additionally, you can integrate with computer systems designed to accompany your socket-hand. When integrated into one such computer system, you have full access to the information within the system, and as an action, you can command the computer system to perform a task it is able to, bypassing security at DM's discretion. However, you are unable to wield two-handed weapons, as you are unable to hold or manipulate items with the socket-hand. In campaign settings without computer systems (and even in campaign settings with computer systems, at DM's discretion), you can use an action to attempt to temporarily shut down a construct within 5 feet. The construct must succeed on a Constitution saving throw against your mechromancer spell save DC or fall unconscious for 1 minute or until it takes damage. You can use this feature a number of times per long rest equal to your proficiency bonus.
Upgrade: The primary attack on the socket-hand deals 1d8 + Strength or Dexterity modifier slashing or piercing damage on a hit and gains a +1 bonus to hit and damage rolls. Additionally, as a free action you can manifest or dissipate an energy hand around your socket-hand that allows you to wield two-handed weapons, and hold and manipulate items with that hand. Also, you gain the mage hand cantrip, but you are unable to cast it while the energy hand is manifested around the socket-hand.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Mechromancer class, you must meet these prerequisites: Constitution 13 or higher and Intelligence 13 or higher.
Proficiencies. When you multiclass into the Mechromancer class, you gain the following proficiencies: Simple weapons, Martial weapons, Tinker's tools, Medicine.
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