Tech-Priest (5e Class)

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Tech-Priest[edit]

A Tech-Priest is an adept of the Adeptus Mechanicus of the Imperium of Man who is generally responsible for maintaining all of the advanced technology of the Imperium, enlarging the Imperium's stocks of technical knowledge and conducting what little new scientific research occurs within the Imperium since the end of the Horus Heresy. Tech-Priests are members of the Cult Mechanicus, or the Cult of the Machine, a priesthood which forms an ecclesiastical hierarchy of technicians, scientists, and religious leaders who believe that knowledge represents the only true divinity in the universe.

They refer to their almighty deity as The Machine God, who has been prophesied to be born into a perfect avatar known as “The Omnissiah.” Official Imperial and Adeptus Mechanicus state that that this physical manifestation is the God Emperor of Mankind, though this is simply paperwork to keep an unsteady peace. Many within the Cult do not truly believe the Emperor is the Omnissiah, faithfully waiting the day their Machine God appears before them.

Though their bodies often incorporate many inorganic components as bionic replacements, Tech-Priests are Human, unlike the cybernetic servitors created by the Adeptus Mechanicus that carry out most of the heavy labour for all of the Imperium's myriad organisations and enterprises. Despite the never-ending thirst for knowledge of all branches of the order, most Tech-priests of the Adeptus Mechanicus have lost the ability to innovate or carry out basic scientific research.

No longer the master of its creations, the Cult Mechanicus is enslaved to the past. It maintains the glories of yesteryear with rite, dogma and edict instead of true discernment and comprehension. For instance, even the theoretically simple process of activating a vehicle's engine is preceded by the application of ritual oils, the burning of sacred resins and the chanting of long and complex hymns. This is all performed in the goal of appeasing the “Machine Spirit,” or the soul of the mechanism they are attempting to repair or interact with. Should mechanisms break down, as they often do in service to the Adeptus Mechanicus' war effort, a replacement must be found, or knowledge of how to repair the existing one must be learned.

Now this isn’t to say your Priest must be such a die-hard follower of all the Cult’s rules. There are those that have left the Imperium for more… powerful gains, or the few and far between Priests like Belisarius Cawl who recognize that invention and innovation are necessary for survival.

Across the galaxy, thousands upon thousands of Mechanicus armies and fleets are already searching, guided by a database begun before the birth of the Imperium. Once found, such items and knowledge are confiscated at all costs in the name of the Adeptus Mechanicus and its sacred Quest for Knowledge.


Creating a Tech-Priest[edit]

Making your Tech-Priest’s Story

One thing you want to ask yourself: How did your Priest wind up in this world? Was he launched into space with an off-course escape pod and crashed on this remote planet? Was there a horrible engine or even Warp-Drive malfunction? Perhaps some sort of skullduggery that caused his teleportation to this realm?

Also, how will he adapt? Will he try to return to the Imperium, will he try to spread the word of the almighty Machine God to these primitive fleshlings? Some things to keep in mind for how your priest will behave in the world of D&D.

Quick Build

You can make a Tech-Priest quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Acolyte background.

Class Features

As a Tech-Priest you gain the following class features.

Hit Points

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

Proficiencies

Armor: Heavy Armor
Weapons: Simple Weapons, Martial Weapons, Imperium Weapons
Tools: Smith, Engineer, Mechanic, Tinker
Saving Throws: Intelligence, Constitution
Skills: Choose three from Investigation, Intimidation, Perception, Persuasion, Athletics, Insight, Medicine

Languages

You are able to speak, read, and write in High Gothic, Low Gothic (it is your DM’s choice whether or not High and Low Gothic is equivalent to other languages in their world) and Lingua-Technis [The language of Machines. Your DM may decide whether or not this is able to speak to machine-like entities capable of understanding languages, such as the Warforged. If so, the language acts as a direct data transfer, making communication insurmountably quick and efficient. For creatures unable to understand or more likely incapable of understanding, it sounds like ethereal, technological screeching at quickly varying pitches.]

Equipment

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

  • Omnisian Axe [1d12 Force, Two-Handed, Heavy, Multi-Tool (Smith’s, Engineer’s, Mechanic’s and Tinker’s Tools)]
  • Tech-Priest's Robes
  • Tech-Priest's Satchel [A container of holy oil, a censure, incense and resin supplies, blessed candles, a holy symbol of the Machine God, a pendant bearing the Cult Mechanicus sigil, data discs of litanies and hymns, and a pouch of 15 gold Imperial Thrones.]

Table: The Tech-Priest

Level Proficiency
Bonus
Tech-Points Features
1st +2 10 Augmetic Body, Power Reserves, Maintenance Ritual
2nd +2 12 Tech-Priest Archetype
3rd +2 14 Recovery Rank Α
4th +2 16 Ability Score Improvement
5th +3 18 Upgrade Ritual
6th +3 20 Archetype Feature
7th +3 22 Recovery Rank Β
8th +3 24 Ability Score Improvement
9th +4 26 Servo-Skull Fabrication Ritual
10th +4 28 Archetype Feature
11th +4 30 Recovery Rank Γ
12th +4 32 Ability Score Improvement
13th +5 34 Servitor Fabrication Ritual
14th +5 36 Archetype Feature
15th +5 38 Recovery Rank Δ
16th +5 40 Ability Score Improvement
17th +6 42 Superior Upgrade Ritual
18th +6 44 Archetype Feature
19th +6 46 Ability Score Improvement
20th +6 48 Recovery Rank Ε, Mastercraft Ritual

Augmetic Body[edit]

At 1st level, you have 2,500 gp to outfit your body with augmetics and equipment. However, most of your augmentics and equipment are critically damaged due to the event that brought you here. 500 gp's worth of your augmetics and equipment is functional, the rest has been critically damaged and rendered inoperable.

Health potions must be administered by you. If administered by someone else, they must succeed on a DC 22 Medicine check. If the check is failed, you instead take damage equal to the amount of healing you would have received.

Integrated Protection

Your body has built-in defensive layers, which can be enhanced with armor.

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour regardless of armor type, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.

Tech-Points[edit]

At 1st level, you gain Tech-Points that can be spent through your Priest’s abilities. Your pool of Tech-Points is 10 + your Tech-Priest level. You regain 1d6 + Int modifier Tech-Points per Short Rest. You regain all Tech-Points following a Long Rest.

Maintenance Ritual[edit]

The cost of 1 Tech-Point takes 10 minutes to use unless otherwise stated. Tech-Points can be used to repair and maintain your equipment. You can also create ammo for your weapons as long as you have the gp worth of materials required.
For equipment that is not your own that you are wanting to repair, roll a d10 and refer to the table below.

1d10 Result
1 The object breaks.
2 Nothing happens.
3 The object functions for a single time.
4 Half of the object's charges, power, or fuel is restored, but it behaves erratically for a period of 48 hours.
5 All of the object's charges, power, or fuel is restored, but it behaves erratically for a period of 48 hours.
6 Half of the object's charges, power, or fuel is restored, but it behaves erratically for a period of 24 hours.
7 All of the object's charges, power, or fuel is restored, but it behaves erratically for a period of 24 hours.
8 Half of the object's charges, power, or fuel is restored, and it works fine.
9 All of the object's charges, power, or fuel is restored, and it works fine.
10 All the object's charges, power, or fuel is restored, and it works better than it used to for a period of 24 hours.

Tech-Priest Archetype[edit]

At 2nd level, choose an archetype from War Priest, Voice of the Machine God or Magitek.

Recovery Rank A[edit]

At 3rd level, 500 gp worth of your critically damaged equipment and augmetics can now be fixed. You must spend 24 hours to perform the ritual, and the equivalent value of gp in materials to repair them.

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.

Machine God’s Blessing[edit]

At 5th level, you gain the ability to temporarily upgrade the damage of a weapon. By spending 1 tech-point you can bless you or one of your allies’ weapons, adding your Intelligence modifier to its damage for a period of one hour. The amount of times you can perform this is 1 + your Intelligence modifier, regained at the end of every Long Rest.

Recovery Rank B[edit]

At 7th level, 500 more gp worth of your critically damaged equipment and augmetics can now be fixed. You must spend 24 hours performing the ritual and the equivalent value of gp in materials to repair them.

Servo-Skull Fabrication Ritual[edit]

At 9th level, you know the ritual to make Servo-Skulls. It requires the skull from a recently killed creature with an Intelligence of 10 or above. The ritual takes 10 tech points, 500 gp of materials and 5 hours to complete. The Servo-Skull acts as a homunculus, and shares the same stat block with it. It cannot interact with objects and has a 40 foot flying speed. The skull’s data stores can also store information that you see or hear. You can store the information inside the servo skull during a short or long rest. As an action you can display that information in the form of a projected hologram or audio recording.

Recovery Rank Γ[edit]

At 11th level, 500 more gp worth of your critically damaged equipment and augmetics can now be fixed. You must spend 24 hours performing the ritual and the equivalent value of gp in materials to repair them.

Servitor Fabrication Ritual[edit]

At 13th level, you know the ritual to make Servitors. It requires a living humanoid with an Intelligence of 10 or above. The ritual takes 20 tech points, 1,000 gp of materials and 10 hours to complete. A servitor uses the Arcane Servitor stat block, except it is a Medium-sized construct, it has an Intelligence of 3 and loses the special traits of the Arcane Servitor. It also has the same knowledge storing abilities as a servo skull. It can attack and interact with objects. It primarily follows your command, accepting secondary directives only from beings you’ve authorized.

Recovery Rank Δ[edit]

At 15th level, 500 more gp worth of your critically damaged equipment and augmetics can now be fixed. You must spend 24 hours performing the ritual and the equivalent value in gp in materials to repair them.

Superior Machine God’s Blessing[edit]

At 17th level, by expending 10 Tech Points and 1 hour, you can permenantly upgrade a weapon’s hit and damage, giving it a bonus equal to your current proficiency bonus.
However, on a crit fail with this weapon, it loses its upgraded properties.

Recovery Rank Ε[edit]

At level 20 the final 500 gp worth of your critically damaged equipment and augmetics can now be fixed. You must spend 24 hours performing the ritual and the equivalent value of gp in materials to repair them.

Mastercraft Ritual[edit]

At level 20, you can mastercraft a weapon. This gives it the Machine God’s Blessing trait permanently. This takes a week of labor, 5,000 gp worth of materials and 20 tech-points.

Tech-Priest Archetypes[edit]

War Priest[edit]

In your spare time as a Tech-Priest you have studied the art of war, both within your universe and this one that you have been brought to. You are able to wield the warrior within your Machine Spirit and fight alongside your newfound companions.

Fighting Style

At 2nd level, pick a fighting style.

Gunnery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are 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.
Multi-Weapon Fighting
When you engage in multi-weapon melee fighting, you can add your ability modifier to the damage of any attacks made after the first.
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.
Voidsman
As long as you are not wearing heavy armor, medium armor or using a shield, you have a climbing speed equal to your normal speed, you suffer no penalties to your movement in difficult terrain and you gain a +1 bonus to AC while climbing as you move erratically.
Close Quarters Shooter
You are trained in making ranged attacks at close quarters. Making a ranged attack while within 5 feet of a hostile creature does not impose disadvantage on the attack roll. Your ranged attacks ignore half cover against targets within 10 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
Corridor Fighter
You excel at defending narrow passages, doorways and other tight spaces. 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. While you are in your stance, you cannot move, else the effect ends.
Extra Attack

Beginning at 6th level, you can attack twice whenever you take the Attack action on your turn.

Overdrive

At level 10, once per Long Rest, you can go into a powered-up state adding 1d8 to all damage you do. Additionally, you can add Tech-Points directly to your attack and damage rolls. For every tech-point you spend, you take and deal an extra 1d4 damage. This overdrive state ends after 5 turns or 30 seconds. You can extend your Overdrive for one more turn by spending 5 tech points. For every turn you extend your Overdrive by, you take that many d8 damage when it ends.

Intelligent Defense

At level 14, you can add half of your Intelligence modifier to your AC, rounded down.

Bionic Commando

At level 18, when you go to take an attack action, as a bonus action you can perform an attack with a mechadendrtie capable of doing so.

Voice of the Machine God[edit]

The Word of the Machine God is the pure essence of knowledge and understanding. All knowledge is created, and the destruction of knowledge is heresy. Hence you are a Tech-Priest, the preservation of knowledge is your goal.

Necessary Adaptation

At level 2, you can spend an action to study an object. Afterward you gain proficiency with that item, but not its item type. For example if you study a shortsword, you gain proficiency with that shortsword, but not all shortswords. You can also spend one hour studying an item that is not a weapon or armor, learning its properties when you are finished.

Improved Servo Skull

At level 6, Servo-Skulls now have a flying speed of 60 feet and you can store knowledge on them without a rest. Instead, you only need to spend an hour sorting and compiling the data. It can also grab objects with its mouth and has a carrying weight of 10 pounds. You can now see out of its eyes.

Improved Servitor

At level 10, Servitors now have the knowledge to follow more complex commands. Instead of being mindless slaves, it now has an Intelligence of 6. You can now see out of its eyes.

Axiom Verge

At level 14, all ritual times are halved and the Maintenance Ritual allows you to reroll a 1 or 2 once.

Augments of the Machine God

At level 18, you now have 3 more minor augmentations, and 1 more major augmentation. These augmentations can go onto any body part.

Magitek[edit]

You have become interested in the unknown phenomena of this world, known to the locals as Magic. Through this curiosity, you have decided to delve into the studies of the arcane, both for the sake of your studies and your survival.

Arcane Scanning

At level 2, you gain proficiency in the Arcana skill, and the ability to see if a creature is capable of spellcasting or if they know any spells.

Spellcasting

At level 6 you gain the ability of spellcasting. You are classed as a half-caster and you are able to use spells from the wizard list. Intelligence is your spellcasting modifier.

Magitek Artillery

At level 10, mechadendrites can cast spells using tech points instead of spell slots. The amount of points used is 2 x the spell’s level.

Null-Magic Field

At level 14, you are able to project a 10-foot cone of antimagic from a modified mechadendrite. If you are activating the antimagic cone, it requires concentration. If you are knocked out of the concentration state, you need to spend 10 minutes preparing the mechadentrite until you can activate it again. The mechadendrite does not count in modifications.

Runetouched Construct

At level 18, you can carve runes into servitors and servo-skulls to enhance their ability and allow them to become spellcasting conduits. As long as the servitor or skull is within 100 feet of you, you are able to control their body to cast spells from them. You can also carve a first-level spell into their hulls. This carving takes 10 minutes and consumes a spell slot. Activating the spell does not take a spell slot. The carvings stay until they are used, fading after they have been activated.

Augmetics & Equipment[edit]

There are seven locations that augmetics can be placed at your body: Head, Brain, Body, Internal, Legs, Right Arm and Left Arm.

There are three major types of augmetics: Minor, Major, and Radical.
A maximum number of 6 Minor augmetics can be placed at a single location.
A maximum number of 2 Major augmetics can be placed at a single location.
Only 1 singular Radical augmetic can be placed at a site, and it prevents any other augmetics of any type being placed there.

You may mix-and-match Major and Minor augmetics at a site by halving the amount of Minor augmetics. I.e, you can have 1 Major Augmetic at a site along with 3 Minor augmetics.

You cannot have more than one of the same augmetic at a site, with the exception of mechadendrites. (E.g, no stacking Calculus Logi Upgrades for a ridiculous gain to Intelligence.) If an augmetic is damaged, the positive effects are nonexistent, leaving you only with the negative effects.

Augmetic Damage
When you are incapacitated by lethal damage, roll a d8 and refer to the Damage Site table below. If a site receives the lethal blow, roll another dice to determine what augmetic has been damaged and requires repair. To determine the dice, count the number of augmetics installed at the site and use the most viable dice.

d8 Damage Site
1 Brain
2 Head
3 Internals
4 Body
5 Right Arm
6 Left Arm
7 Legs
8 Blessed by the Machine God, your armor and matter has protected your augmetics from damage.

Repairing Damaged Augmetics

Differing from the repairs required for the critical damage caused by the event that brought you here, you have the ability to repair the damage caused by your more recent adventures. By spending enough time and tech-points, you can use your knowledge from when you originally repaired the installation using material from this new world.

  • Repairing a Minor augmetic requires 5 tech-points, 1 hour of labor and 50 gp in materials to repair.
  • Repairing a Major augmetic requires 10 tech-points, 3 hours of labor and 100 gp in materials to repair.
  • Repairing a Radical augmetic requires 15 tech-points, 5 hours of labor and 150 gp in materials to repair.


Table: Augmetics

Augmetic Cost Weight Augmetic Type: Description Positive Effects Negative Effects
Hemispheric Replacement 200 gp N/A Major (Brain) Also known as the "Rite of Pure Thought," the emotional and creative right side of your brain has been replaced with a computer directly connected to the logical, left side of your brain, freeing you of any irrationality or illogic thought… and most of what makes you human. You are immune to the frightened condition, and gain an advantage on all Intelligence-related checks. You gain disadvantage on all Charisma-related checks.
Pain Ward 140 gp N/A Major (Brain) This implant redirects incapacitating levels of pain to other regions of the brain, causing the sufferer to experience it as colors, hallucinations and/or tastes. After being hit, you can take the option to gain resistance to the following damage. If you do choose to resist, gain disadvantage on attack rolls for 5 rounds as your senses adjust to the shock.
Mind Impulse Unit 160 gp N/A Major (Brain) This implant allows you to plug directly into a machine to control it. You can add your proficiency bonus to actions made whilst controlling an electronic machine. None.
Modum Executant 300 gp N/A Major (Brain) This invasive neural implant allows you to have direct control over your subconscious processes. When called to make a Wisdom or Charisma saving throw, you can instead chose to make an Intelligence saving throw. None.
Empathic Amplifier 60 gp N/A Minor (Brain) The right side of your brain has been augmented with a device that amplifies your emotional receptivity. You have an advantage on Insight and Charisma checks. You take a -1 penalty to your Intelligence score.
Locator Matrix 60 gp N/A Minor (Brain) A small computer implanted in the base of your skull feeds you navigational information. You are always aware of the direction of north, your present location, relative velocity, time of day and altitude. You also know the location of any place that your servo skull or servitor has data of. None
Memorance Implant 60 gp N/A Minor (Brain) An implant that records and plays back data from your senses. You can recall and play back anything you've experienced perfectly. None.
Cerebral Implant 150 gp N/A Minor (Brain) This implant enhances the potential capability of the brain. +1 to Intelligence. Increases maximum natural score cap for Intelligence to 22. None.
Calculus Logi Upgrade 120 gp N/A Minor (Brain) A small computer is implanted into your brain that aids in data processing. +1 to Intelligence. None
Cranial Armor 80 gp N/A Major (Head) Most of your skull has been replaced with layers of plasteel and gel padding to better prevent brain injuries. You are immune to the stunned condition or being knocked unconscious if it is caused by physical trauma to your head. None.
Baleful Eye 140 gp N/A Major (Head) Your eye has been outfitted with a miniature laser weapon. Hidden weapon. Does 1d8+Int fire damage with a range of 25/50 ft. You are proficient with this weapon. Costs 1 Tech Point to use. Immediately after firing this weapon you have disadvantage on attacks, vision-based Perception, or Investigation rolls made for one round.
Cybernetic Senses 120 gp N/A Major (Head) Your basic audio and visual sensory organs have been replaced with superior cybernetic versions. You are immune to being blinded or deafened and gain advantage on perception checks involving sight or sound. You also gain darkvision for 50 feet and blindsight for 25 feet. If damaged, you gain disadvantage on perception checks involving sight or sound.
Vox-Box 10 gp N/A Minor (Head) This implant replaces your normal speech organs with a voice synthesier and short-range radio communications device. Although you already knew binary, you can now speak directly to digital machines with it. You also gain advantage on intimidation checks due to scary robot voice, and can speak through Vox, or radio waves. If damaged, your speech is garbled and cannot be understood. You still have advantage on intimidation checks.
Augar Array 100 gp N/A Major (Head) These implanted devices offer sensory systems that go beyond normal human senses, such as infrared, electromagnetic and ultrasonic sensory suites. You can see heat, electromagnetic waves (you can talk with your DM to decide if this would give a sort of Detect Magic effect), and solid surfaces capable of reflecting sound up to 60 feet from you. You gain advantage on Wisdom checks involving sight. None.
Hermetic Infusion 120 gp N/A Major (Internal) Your blood and blood-processing organs have been replaced with a far more efficient biomechanical serum, black in color. Your skin has grayed and your tissues appear to have withered, but your organics could not be in better health. You are immune to disease. Additionally, you can expend hit dice to heal yourself for half value (rounding down) at will as a bonus action. You cannot use human blood or receive transfusions. Medicine checks to stabilize you are made with disadvantage and healing potions cannot heal you unless they are made specifically for you.
Vitae Supplement 180 gp N/A Major (Internal) Your body has been outfitted with an emergency life support system that attempts to provide stabilization to failing organic systems when it senses catastrophic injury. You only need 2 death-saving throws to succeed, and 4 to die. If a person is trying to help you with these throws, they have advantage as a robotic voice emanating from your chest is instructing them If damaged your hit-point maximum is reduced by 1/4th, rounded down.
Gastral Bionics 140 gp N/A Major (Internal) Your digestive system have been replaced with a mechanized version, allowing you to digest nearly anything so long as there are nutrients to be found. Immunity to ingested poisons. 2 lbs of any organic matter counts as a ration and restores 1d4 Tech Points. Does not protect against harmful spikes, spines or splinters. If damaged, you must consume twice as much substance for the same effect.
Bionic Respiratory System 100 gp N/A Major (Internal) Your lungs have been enhanced with a superior cybernetic system that increases the efficiency in which air is processed. Immune to airborne toxins. Can hold breath for 2 times as long. If damaged, your hit-point maximum is reduced by half, rounded down.
Temperature Modulation System 100 gp N/A Minor (Internal) A system of pipes and tubes has been installed all throughout your body to regulate the temperature of your organic and mechanical components. Resistance to cold environments and hot temperatures and you do not need water to survive, as your own sweat is recycled. None.
Backup Power Cell 120 gp 5 lb Minor (Internal) This implanted power cell uses body heat and movement to recharge, offering a source of power in a time of emergency. Grants 10 additional Tech Points as a bonus action. Once per Long Rest. None
Autosanguine 100 gp N/A Minor (Internal) Your body has been fitted with ancient technology that flows through your blood, assisting healing and soothing the inflammation caused by your other implants. Your amount of hit dice are doubled. None
Subskin Armor 100 gp 5 lb Major (Body) Beneath your skin in certain key areas metal plates have been placed, offering you additional protection. You gain a +1 bonus to AC. None
Bionic Exoplating 150 gp 50 lb Major (Body) Your skin has been replaced with a layer of cold, unfeeling metal. Your base AC is 10 + your Con modifier + your Dex modifier. You take a -2 penalty to Dexterity and can no longer feel touch. Incompatible with Subskin Armor.
Fireproof Resin 50 gp 1 lb Minor (Body) A fire-retardant resin has been applied to your body's outermost layer. You gain immunity to burning, and you are resistant to fire damage. None.
Electro-Siphon 180 gp 10 lb Major (Body) Several conductive coils have been placed at key points on your body capable of absorbing and utilizing electric shocks. You are immune to lightning damage that deals less than half of your remaining HP, converting it into 1d4 Tech Points. If damaged, you are now vulnerable to lightning damage as the coils provide highways for the damage.
Backbone Bracing 120 gp 5 lb Major (Body) Some or all of your bones have been wrapped with a lattice of plasteel to strengthen them and prevent damage, which have been installed alongside a hydraulic spinal support system. You have resistance to bludgeoning damage, your carry weight is doubled, and you gain advantage on athletics checks involving heavy lifting. None
Synthmuscle 120 gp 5 lb Major (Body) Strands of specially formulated vat-grown muscle have been woven into your existing muscle groups. You gain +1 to your Strength score, and your ability score cap for Strength increases to 22. None.
Weapon Bracing 200 gp 8 lb Major (Arm) A complex system of cables, hydraulics and locking systems have been installed up your arm to your shoulder to assist in firing heavy weapons. You can wield one heavy or two-handed weapon in one hand without penalty. You have advantage on ranged weapon attack rolls made using this arm. When calculating ranged weapon damage, you can reroll a 1 or a 2 on the damage die. You must take the final roll. If damaged, attacks you make with weapons held in this hand are made with disadvantage.
Bionic Arm 120 gp 2 lb Major (Arm) Your arm has been replaced with a superior mechanized version, giving it increased strength and dexterity. You gain an extra 1d4 to unarmed damage and +1 to Strength and Dexterity scores. If this augmetic is damaged, attacks you make with this arm are made with disadvantage.
Servo-Claw 80 gp 5 lb Major (Arm) Your hand and forearm have been replaced with a massive hydraulic claw capable of rending steel. Unarmed damage now does 1d12 + Str bludgeoning damage. You gain advantage on Strength checks involving grabbing or crushing with this arm. Weapon attacks, actions using held items, or conventional interactions with objects made with this arm are made with disadvantage.
Servo-Drill 100 gp 8 lb Major (Arm) Your hand and forearm has been replaced with a massive drill capable of shattering bedrock. Unarmed damage now does 1d12 + Str piercing damage. You can no longer use this arm to hold or interact with any objects in a conventional sense.
Gun Mount 80 gp 5 + weight of gun Major (Arm) A weapon has been integrated into your lower arm, permanently replacing your hand and forearm. It comes with an automated reloading system. You have a gun of your choice integrated into one of your arms. Pick one from the equipment table for half the cost. This weapon can be reloaded as a bonus action. You can no longer use this arm to hold or interact with any objects in a conventional sense.
Retracting Blade 40 gp 1 lb Major (Arm) Mounted inside your forearm is a long blade which can spring out to surprise a foe. Hidden weapon. Bonus action to extend. 1-Handed, Light and Finesse. Deals 1d8 slashing damage. You are proficient in this weapon. None.
Bionic Legs 100 gp 5 lb Major (Legs) Your legs have been replaced with superior metal versions, allowing you to run faster and stronger. +5 to movement, advantage on athletics checks involving movement. If damaged reduces movement to 15.
Tread Motoplex 160 gp 40 lb Radical (Legs) Your legs and lower body have been replaced with a set of motorized tracks. You gain +5 to movement, advantage on strength saving throws to avoid being moved, and you are immune to the prone condition. Cannot climb ropes or ladders. If damaged reduces movement to 5.
Walker Motoplex 160 gp 20 lb Radical (Legs) Your legs and lower body have been replaced with a set of four to six robotic limbs, offering increased mobility. You gain +5 to movement, you have a climb speed equal to your walking speed and difficult terrain is treated as normal terrain for you. If damaged reduces movement to 10.
Expansion Rig 300 gp 30 lb Major (Body) Your body has been outfitted with a series of structural support elements, designed to supplement the addition of augmetics. You gain space for two additional Major (Body) augmetics for the slot that this one takes up, and an additional Major (Internal) augmetic slot. You take -3 to your Dexterity score. If damaged, the augmetics attached to it are also rendered nonfunctional.
Utility Mechadendrite 50 gp 8 lb Minor (Body) This limb connects to the base of your spine and houses a variety of tools and attachments used to assist a techpriest in his duties. Acts as +1 Smith's Tools, Engineer's Tools, Mechanic's Tools, and Tinker's Tools. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Plasma Cutter Mechadendrite 100 gp 8 lb Minor (Body) Plasma cutters are heavy industrial tools that can cut a meter long streak in 20 cm thick adamantine plating in under a minute. As an action, you can use this tool to cut through a material. Alternatively, it can be used as a weapon with a range of 10/20 ft dealing 2d10 fire damage. It can operate for 1 hour of cutting, or fire 50 shots before it must be refueled. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Optical Mechadendrite 80 gp 8 lb Minor (Body) This highly flexible mechanical limb comes outfitted with all manner of cameras and sensor suites. Gives you advantage on Investigation checks when inspecting something. You can see through the mechadendrite. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Medicae Mechadendrite 80 gp 8 lb Minor (Body) This flexible mechanical limb is designed to provide medical and surgical assistance in the field. Counts as Medical tools. Gives you advantage on Medicine checks. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Manipulator Mechadendrite 50 gp 8 lb Minor (Body) The most common form of mechadendrite, this artificial limb is used for lifting and operating heavy pieces of machinery. Gives advantage on Strength checks for lifting objects and for climbing. Deals 1d4 + Str unarmed damage. Gives an extra free action in combat. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Ballistic Mechadendrite 80 gp 10 lb Minor (Body) This solid, shoulder-mounted mechadendrite is designed to be fitted with a basic firearm. As a bonus action, you may aim and shoot the firearm attached to this limb. It takes a 1 hour work ritual to replace the firearm. This mount cannot accept firearms with the Two-Handed property. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Advanced Ballistic Mechandendrite 120 gp 10 lb Major (Body) This extremely sturdy, shoulder-mounted mechadendrite is designed to be fitted with a heavy firearm. As a bonus action, you may aim and shoot the firearm attached to this limb. It takes a 2 hour work ritual to replace the firearm. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Drill Mechadendrite 80 gp 8 lb Minor (Body) This artificial limb is fitted with a large drill on the end used for mining through tough rock. Deals 1d8 + Str piercing damage. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Modified Autoimmune System 150 gp 0 lb Minor (Body) The white blood cells in your body have been altered by the implant, imbuing you with resistance against psychic attacks. You have advantage when rolling to resist charming effects and you are resistant to psychic damage. None.

Table: Equipment[edit]

Name Cost Weight Properties
Bolt Pistol 80 gp 5 lb Range 60ft/120ft, One-handed, Heavy, Reload: Bolter Rounds (10 shots), 1d12 Piercing

A downgraded, handheld version of the larger Boltgun, the Bolt Pistol sports a more portable model compared to its two-handed counterpart. Bulky in its own right, it carries a third of the same .75-caliber explosive kinetic bolts. Due to the nature of its downgrade, it also has less range compared to the rifle variants of the Bolter arms package.
This item comes with 20 Bolter Rounds.

Boltgun 160 gp 15 lb Range 120ft/240ft, Two-handed, Heavy, Reload: Bolter Rounds (30 shots), 1d12 Piercing, Rapid-Fire [If a weapon with this property fires within half its short range, you may make one extra attack when using the attack action.]

The Boltgun, also called a Bolter, and its variants are some of the most powerful hand-held ballistic anti-personnel weaponry in use by the military forces of the Imperium of Man. It is a powerful assault weapon that fires .75-caliber explosive kinetic rounds referred to as bolts. The bolts act as normal bullet cartridges when exiting the chamber of the gun, where the moment it exits the muzzle a fuse ignites the self-propelled, weighted, gyrostabilized explosive rocket. After the diamantine-tipped round penetrates the target’s armor, the mass-reactive fuse blows the charge at the most optimal moment to further eviscerate one’s foe.
This item comes with 60 Bolter Rounds.

Plasma Pistol 240 gp 5 lb Range 50/100ft, One-handed, Reload: Plasma Fuel Cell (20 shots), 2d6 Fire, Supercharge [Before firing this weapon, you may choose to supercharge it by consuming an entire Fuel Cell. You must use a 100% charged Cell. If you do, roll double the normal damage dice as you fire a supercharged plasma orb. Any creature within 10ft of the explosion must make a DC 18 Dexterity check, taking half damage on a success. On natural rolls of 2 - 4, the weapon Overheats and cannot be used for 5 rounds. The ammunition is still consumed. If you roll a natural 1, you will suffer both Overheat and Missfire.]

The Plasma Pistol is the smallest variant in the Imperial Plasma Weapons family. Each shot from a plasma pistol contains all the destructive fury of a larger Plasma Gun, although with a reduced range and rate of fire.
This item comes with 2 Plasma Fuel Cells.

Plasma Gun 360 gp Weight 15 lb Range 30/60, Two-handed, Heavy, Reload: Plasma Fuel Cell (10 shots), 3d6 Fire, Supercharge [Before firing this weapon, you may choose to supercharge it by consuming an entire Fuel Cell. You must use a 100% charged Cell. If you do, roll double the normal damage dice as you fire a supercharged plasma orb. Any creature within 10ft of the explosion must make a DC 18 Dexterity check, taking half damage on a success. On natural rolls of 2 - 4, the weapon Overheats and cannot be used for 5 rounds. The ammunition is still consumed. If you roll a natural 1, you will suffer both Overheat and Missfire.]

The Plasma Gun is a rifle-sized Plasma Weapon common to many of the armed forces of the Imperium of Man. It is classified as a special weapon and is carried by a variety of Imperial infantry, including Space Marines, Imperial Guardsmen and Storm Troopers. Like other infantry-carried plasma weapons, Imperial Plasma Guns are more powerful than plasma weapons used by xenos races but far more unstable as they have a chance to malfunction and even explode, wounding or even killing the wielder.
This item comes with 2 Plasma Fuel Cells.

Flamer 160 gp 10 lb Range 30-foot Line, Two-handed, Heavy, Reload: Promethium Canister (5 shots)

A self-contained flamethrower that shoots a 30-foot stream of burning Promethium. Any creature within the line of fire must make a DC 18 Dexterity saving throw or be set on fire, taking 4d6 fire damage upon ignition and 1d6 fire damage each turn after. They may attempt repeat the saving throw as an action at the beginning of each of their turns to put out the fire.
This item comes with 2 Promethium Canisters.

Lasgun 40 gp 5 lb Range 120ft/480ft, Two-handed, Reload: Power Cell (50 shots), 1d8 Fire, Rapid-Fire [If a weapon with this property fires within half its short range you may make one extra attack when using the attack action.]

The Lasgun, also sometimes referred to as a Lasrifle, is a directed-energy antipersonnel weapon used by the military forces of the Imperium of Man, and it is the most common and widely-used type of laser weapon in the galaxy. This item comes with 2 Power Cells.

Heavy Stubber 200 gp 14 lb Range 100ft/200ft, Two-handed, Heavy, Reload: Stubber Ammo-Belt (100 shots), 1d10 Piercing, Heavy, Automatic Spray [As an action, you can barrage a 10-foot cube within range with automatic gunfire, consuming 1/4th of the ammo-belt (cannot be used if less than 1/4th remains). Each creature in the area must succeed on a DC 15 Dexterity save or take double damage. On a success, they evade the gunfire.]

A Heavy Stubber is the name given to a range of heavy-barrelled Auto Weapons used for sustained fire. Like Autoguns they are easily manufactured and maintained, and are commonly used by Imperial Guard forces across the Imperium. A mainstay support weapon on lower-technology level planets and also popular with outlaws and hive gangers, the Heavy Stubber is ideal for fighting off large numbers of enemies or even lightly armoured vehicles. Its high rate of fire makes up for its lack of strength and armour-piercing abilities.
This item comes with a Stubber Ammo-Belt.

Chainsword 50 gp 4 lb One-handed, Versatile (2d10), Heavy, Reload: Power Cell (25 charges), 2d8 Slashing

The chainsword is the preferred close combat melee weapon of many of the military forces of the Imperium of Man with powered teeth that run along a single-edged blade like that of a chainsaw. Most versions of the weapon make use of monomolecularly-edged or otherwise razor-sharp teeth. Chainswords are not subtle weapons, and wielding one is a statement in its own right: they are horrific tools of war, designed to bite, tear and eviscerate where more primitive blades merely cut and slice.
This item comes with 2 Power Cells.

Chainaxe 80 gp 8 lb One-handed, Versatile (2d10), Heavy, Reload: Power Cell (25 charges), 2d8 Slashing

A chainaxe is a brutal hand-to-hand chain weapon crafted in the form of a great one or two-handed axe which incorporates a powered chainsaw edge. The biting action of the whirling row of monomolecular teeth means these weapons can hack through both flesh and armour with ease.
This item comes with 2 Power Cells.

Table: Ammunition & Fuel[edit]

Name Cost Weight Properties
Bolter Rounds 20 gp 2 lb A pack of 30 .75 calibre rocket-propelled cartridges.
Stubber Ammo-Belt 40 gp 10 lb A belt of 50 .50 cal heavy machine gun ammo.
Promethium Canister 30 gp 6 lb A canister of extremely flammable liquid fuel that burns so hot it can melt steel. Used for Flamers.
Power Cell 20 gp 2 lb A energy cell for a Lasgun, Chainsword or Chainaxe, good for 50 shots or 25 strikes. Can be Recharged for 2 Tech-Points during a Maintenance Ritual.
Plasma Fuel Cell 140 gp 2 lb A fuel cell for a plasma weapon. Extremely volatile. If compromised all creatures within 5 feet must make a DC 15 Dexterity saving throw or take 5d6 Fire damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tech-Priest class, you must meet these prerequisites: Intelligence 13, Constitution 13

Proficiencies. When you multiclass into the Tech-Priest class, you gain the following proficiencies: Investigation, Insight

5.00
(3 votes)


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