Machinamancer (5e Class)

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Machinamancer[edit]

Clad in dust-covered robes after travelling a long road, a human kneels down and places her hands on the ground. Her eyes flash red for the briefest instant before she rushes into battle. Leaving a trail of dirt and wind in her wake, she strikes down a group of orcs before they can react.

A dwarf leaps onto an outcrop, his white cloak flailing in the wind. Wings sprout from his back as he summons the fury of the skies and rains death on his enemies: any who would stand in his way.

Surrounded by orcs, arms turn into blades of pure energy thrusting through their pale green flesh, sundering the meatsacks, before turning back and leaving no trace of what just happened.

Whether relying on advanced human elements or perhaps storing energy to project dominance over nature, the Machinamancers are the embodiment of technological progression. Nothing will halt their progress.

The Rise Of Technology:[edit]

2,500 years ago, the Mark of Making made its first appearances on the artisans and craftsmen of ancient Cyre. This soon led to the formulation of Clan Cannith and, through their natural inventiveness and the ability of their marks, they created their own jurisdictions within Cyre and central Khorvaire. After the construction and acceptance of the Warforged during the Last War in 965 YK, the artisans and scholars of the Halruaan began to look towards using the same technology on themselves. The results came slowly, needing new carbon-based materials for the interface between flesh and machine, yet the benefits were immediate. A fusion of flesh and technology, the Machinamancers were born.

Furthering Progression:

Almost by definition, the life of a Machinamancer is one of learning. Unless a lasting injury prevents the acquisition of knowledge, every Machinamancer travels the world seeking new environments and fresh ideas. Few people acquire the skills needed to become a Machinamancer and fewer still begin the conversion process, instead relying on the Warforged. However, those that do immediately find themselves immersed in a world that they could never leave. No, the call of knowledge is too alluring. Once the process has begun, a Machinamancer's thirst for knowledge can't be slaked with mere study and research. No one considers such things without intending to push the boundaries of what is possible. Rather, the vast majority of Machinamancers spend their days in active pursuit of new cultures leading them to the adventuring life.


Creating a Machinamancer[edit]

As you make your Machinamancer, spend some time thinking about what kind of knowledge you seek and what kind of life this would lead you to. What led you to alter your body? Were you seduced by power or were you interested in the possibilities? Did you do it willingly or were you forced into it? Perhaps you're simply eager to put your knowledge to the test in the face of danger.

Quick Build

You can make a Machinamancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity and Strength. Second, choose the Hermit background. Third, choose Arm Blade weapon graft and the Winglets graft.

Class Features

As a Machinamancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Machinamancer level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Machinamancer level after 1st

Proficiencies

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

Equipment

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

  • (a) Common Clothes or (b) Monastery Robes
  • Explorer's Pack
  • An artisan tool of choice
  • If you are using starting wealth, you have 5d4gp in funds.

Table: The Machinamancer

Level Proficiency
Bonus
Features
1st +2 Machinamancer Graft, Weapon Graft, Unarmoured Defence
2nd +2 Combat Augmentation
3rd +2 Machinamancer Study, Nano Reinforcement Graft
4th +2 Ability Score Improvement, Graft Ex Machina
5th +3 Extra Attack
6th +3 Machinamancer Graft
7th +3 Machinamancer Study
8th +3 Ability Score Improvement, Graft Ex Machina
9th +4 Machinamancer Graft
10th +4 Machinamancer Study
11th +4 Machinamancer Graft
12th +4 Ability Score Improvement, Graft Ex Machina
13th +5 Machinamancer Graft
14th +5 Machinamancer Study
15th +5 Machinamancer Graft
16th +5 Ability Score Improvement, Graft Ex Machina
17th +6 Machinamancer Graft
18th +6 Blink Drive Graft, Keen Graft
19th +6 Ability Score Improvement, Graft Ex Machina
20th +6 Unforeseen Consequences

Machinamancer Graft[edit]

Starting at 1st level, you can graft new carbon-based warforged parts onto your body. A maximum of 3 arm grafts, 1 back graft, 1 chest graft, 2 hand grafts, 1 head graft and 2 leg grafts (not including Graft Ex Machina) may be equipped. Once a graft is equipped, it cannot be unequipped. However, whenever you are allowed to take a new graft, you may also replace one existing graft with another graft for the same slot (i.e. replacing a right arm graft with a different right arm graft). You may choose another graft at levels 6, 9, 11, 13, 15 and 17.

Graft Casting - Some grafts allow you to cast spells. Intelligence is your spellcasting ability for your spells. You use your Intelligence score 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 the attack action on your turn to make a main hand graft weapon attack, you can use any bonus actions to cast a graft spell.

Weapon Graft[edit]

Starting at 1st level, you can graft one weapon attachment to your arm. You have proficiency with this weapon.

Unarmored Defense[edit]

Starting at 1st level, while not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

In addition, a machinamancer cannot wear armor.

Combat Augmentation[edit]

At 2nd level, you create and attach a combat augmentation to your body. Choose one of the following options.

• Grafted Fighting - You gain +2 bonus to damage rolls you make with grafted arm weapons.

• Sensor Array - Your body emits fractal light giving enemies disadvantage on attack rolls against anyone else. After you deal damage to an enemy, that creature has disadvantage on attack rolls against creatures that aren't you. This effect lasts until the end of the creatures turn. This has no effect on creatures that do not rely on sight.

• Engagement Protocol - Your body is in a constant state of flux. All attacks made by you release parts of your augmentations. At the end of your turn, any entity damaged by you must make a Constitution saving throw, DC 8 + your Constitution modifier, or be poisoned until the end of your next turn.

Android Upgrade: Can choose an additional augmentation from the following.

• Phase Interlink (Android Only) - As a reaction, after taking damage but before it has been rolled, you can choose to dissipate the energy across your entire body. You suffer the damage as normal but become incapacitated until the end of your next turn and cannot take bonus actions. However, if you are still conscious on your next turn, you regain hit points equal to the damage suffered.

• Mechanical Stabilizer (Android Only) - The extra tensile strength needed to maintain android augmentations enables you to apply the impact of blows to enemies. Whenever you succeed with a melee arm graft weapon attack, the resultant impact of the blow is channeled into your opponent and you can add your Constitution modifier to the damage rolls.

Nano Reinforcement Graft[edit]

Starting at 3rd level, you gain temporary hit points equal to your Constitution modifier at the start of your turn. This does not count towards your graft limit.

Graft Ex Machina[edit]

As a machinamancer, you cannot increase an ability score in the normal way. Instead, you craft and attach an augment to your body. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you add one of the following grafts to your body instead of benefitting from the "ability score improvement" feature. Each graft can only be taken once. If you are an Android, you may choose the android augmentation.

• Nano-Fibres - Your Strength score increases by 1. You gain a +2 bonus to damage rolls that use Strength. Climbing no longer costs extra movement and standing up from being prone only uses 5 feet of movement.

• Ligament Upgrades - Your Dexterity score increases by 1. You gain a +2 bonus to attack rolls and a +5 bonus to initiative.

• Detoxifier - Your Constitution score increases by 1. You have advantage on saving throws against poison and disease. In addition, you gain 1 extra hit point per machinamancer level.

• Central Processor - Your Intelligence score increases by 1. The duration of blind, deaf, paralyzed and stun is halved for you and you have advantage on saving throws to end these conditions. Also, you cannot be surprised while conscious.

• Turing Program - Your Wisdom score increases by 1. You have advantage on checks made to detect the presence of secret doors or traps and on savings throws made to avoid or resist traps. In addition, you gain a +5 bonus to your passive Perception score and gain proficiency in 2 skills or tools of your choice.

• Facial Processing Unit - Your Charisma score increases by 1. You have advantage on saving throws to resist being charmed or frightened and gain proficiency in Deception, Persuasion, Performance and Intimidation.

• Warforged Augmentation - An ability score of your choice increases by 2.

• Android Augmentation (Android Only) - Increase two ability scores of your choice by 1 point or one score by 2. You reduce all damage by 1. At level 9, you reduce damage by 2 and at level 17 this increases to 3.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Keen Graft[edit]

Beginning at 18th level, your weapon attacks score a critical hit on a roll of 19 or 20. This does not count towards your graft limit.

Blink Drive Graft[edit]

Beginning at 18th level, you can cast blink without requiring a spell slot. You can use this ability twice between long rests. This does not count towards your graft limit.

Unforeseen Consequences[edit]

Starting at 20th level, you gain the ability to cause a feedback loop inside yourself as a bonus action or reaction. This results in a large explosion which acts as the spell fireball cast using a spell slot of 8th level, centered on you. You automatically fail the associated saving throw. Once you use this feature, you cannot use it again until you complete a long rest. This is replaced by Proton Cannon if you choose Techno Conversion: Sentient AI. This bypasses resistance and immunity.

Machinamancer Study[edit]

Techno Hominum: Android[edit]

Running around with grafts displayed can prove to be quite the problem when finding and interacting with new cultures. As such, some Machinamancers spend their time perfecting their grafts and developing ways to hide them from view. Termed Androids, these individuals make sure that each graft counts so as to avoid any unnecessary debacles.

Perfected Graft

At levels 3, 7, 10 and 14, gain the ability to upgrade an existing graft or to gain one (cannot take both) of the android only combat augmentations. Each graft can only be upgraded once. This adds over 40 new augmentations. Please see each augment for a description of the upgrade.

Techno Prosthesis: Cyborg[edit]

Why bother trying to hide progress? If others can't understand, it's their problem. Some Machinamancers spend their life trying to enhance their physical self as much as possible, even if it comes with difficulty finding new ways to improve. Termed Cyborgs, these individuals craft extra limbs to make sure they have as many grafts as possible to meet any situation that arises.

Cyborg Graft

At levels 3, 7, 10 and 14, gain the ability to add an additional graft. This may be used to take any of the unique Cyborg grafts. Please see the end of the graft section for the unique Cyborg grafts.

Techno Conversion: Sentient AI[edit]

Technology far surpasses anything that nature can throw at it. Perhaps our physical form has had its time. Flesh is weak. It is time for the Glorious Evolution!

Power Core

At level 3, you have begun the process of converting to a sentient machine. Your heart is replaced with a power core of your choosing and you gain the Graft Activation trait. A maximum of 3 energy may be stored at any point. Power Core energy generation is doubled at level 10.

• Mechanized Core - Generates 1 energy per round. Can store 3 power. Power load of 4 per machinamancer level.

• Magnetized Core - Generates 2 energy per round. Can store 3 power. Power load of 3 per machinamancer level.

• Entropic Core - Generates 3 energy per round. Can store 3 power. Power load of 2 per machinamancer level.

Energy is generated each round, with unused energy being stored, and is used for traits or level 0 machine effects. You need to finish a long rest to charge your Power load which is used to power level 1-3 machine effects or in the place of normal energy. If you critically save against a spell, roll a d20. If you roll an 11 or higher, add half the level of the spell to your Power Load total (can go above the maximum).

Power Utilisation

At level 3, you gain the ability to utilise power once per turn. This does not count as an action, bonus action or reaction but is instead completely separate. Power can be utilised to generate level 0 and 1 effects from the Sentient AI codex.

Overclock

At level 3, you can pick one trait to add to your codex. You can pick a further trait at level 10.

Expanded Core

At level 7, gain access to level 2 effects. At level 14, gain access to level 3 effects.

Proton Cannon

At level 20, the energy generated by the feedback loop is instead focused through your power core and expelled in a straight beam, acting as an 8th level lightning bolt starting at you. All other features remain the same and you fail the associated saving throw.

Grafts[edit]

Arm Grafts[edit]

(One Main Arm, one Off Arm and one weapon (e.g. can take 3 weapons)) Enhancement:

Adamantine Plate - +1 to AC and +1 to Constitution. Cannot increase an ability score above 20 unless your race allows you to go over 20.

Android Upgrade: Gain +1hp per Machinamancer level

Bulk Arm - +1 to Strength . Cannot increase an ability score above 20 unless your race allows you to go over 20.

Android Upgrade: Gain an additional +1 to Strength and +1 to damage rolls with melee weapons.

Lithe Arm - +1 to Dexterity. Cannot increase an ability score above 20 unless your race allows you to go over 20.

Android Upgrade: Gain an additional +1 to Dexterity and +1 to to-hit rolls with melee weapons.

Grapple Gun - Allows you to hide a one-handed retractable grappling hook inside your arm. This hook can attach to any surface and holds 60 feet of metallic cable. As a bonus action once per round, you can shoot or reel the hook (bringing you to the hook if it's attached to a surface). You can attempt to grapple a creature using the hook. The target must make a Strength saving throw (DC = 10 + Strength modifier + your proficiency bonus) and can repeat this save at the beginning of each of their turns. The target is grappled on a failed save and takes 1d8 piercing damage. On a success, the target is not grappled and takes no damage. You can pull the target towards you as a free action. Requires and occupies one free-hand whilst grappling and cannot grapple creature more than one size larger than you with this graft.

Android Upgrade: The cable is now 120ft long and shooting/reeling can now be done in one bonus action as long as you are not within melee range of another hostile creature. Grappled damage is increased to 2d8.

Communications Link - Gain 10 reception discs and a receiver in your hand. Reception discs can be activated to transmit sound and images within a 60ft area around them, following normal rules for vision. Discs may be upgraded to include dark vision, extended audio range, true sight or any other DM approved features. The transmission can be played back from the receiver as long as it is within 120ft and can be projected onto any surface. Each disc can store a maximum of 10 minutes worth of footage before needing to be wiped.

Android Upgrade: Reception discs now have a range of 90ft and can now phase through solid objects.

Weapons:

Arm Blade - Allows you to hide a one-handed, retractable blade inside your arm. It deals 1d8 + Strength modifier slashing damage. No action is required to extend or retract the weapon.

Android Upgrade: Weapon now counts as +3 and magical.

Arm Butt - Allows you to hide a one-handed, retractable club inside your arm. It deals 1d8 + Strength modifier bludgeoning damage. No action is required to extend or retract the weapon. Android Upgrade: Weapon now counts as +3 and magical.

Arm Knife - Allows you to hide a one-handed, retractable knife inside your arm. It deals 1d4 + Strength modifier piercing damage. No action is required to extend or retract the weapon.

Android Upgrade: Weapon now counts as +3 and magical.

Arm Bow - Allows you to hide a retractable hand crossbow inside your arm. As an action, you can load a clip of 8 bolts into the arms bow. Deals 1d6 + Dexterity modifier damage. Extending and retracting the weapon requires a bonus action.

Android Upgrade: Weapon now counts as +3 and magical.

Net Launcher - Allows you to hide a retractable net launcher inside your arm. As an action, you can load a clip of 3 nets into the net launcher. Extending and retracting the weapon requires a bonus action.

Android Upgrade: Nets now require a DC 15 Strength check to break or 20 slashing damage to destroy.


Back Grafts[edit]

Enhancement:

Adamantine Plate - +1 to AC and +1 to Constitution. Cannot increase an ability score above 20 unless your race allows you to go over 20.

Android Upgrade: Gain +1hp per machinamancer level

Halo Momentum Disk - +5ft movement speed. As a reaction while falling, the disk may be activated to slow descent speed to 10 ft per round and remove falling damage.

Android Upgrade: Movement speed now increased to +10 ft and no longer requires a reaction to slow descent and remove falling damage. Can now store momentum during a charge. For each multiple of 30 ft taken to engage a creature, deal an extra 1d4 damage with your first attack against that creature.

Flanking Shield - Enemies do not have advantage against you as a result of the help action, being unseen, being flanked or other similar effects. +1 to Constitution. Cannot increase an ability score above 20 unless your race allows you to go over 20.

Android Upgrade: Gain an additional +1 to Constitution and can still take a reaction if surprised.

Winglets - Gain a fly speed of 30ft. Combination of physical materials and energy based projections. Must be activated as a bonus action before being able to use. Can be deactivated as a bonus action to prevent damage to the construct.

Android Upgrade: Fly speed now increased to 50ft.

Active Camouflage - Gain advantage on all Perception.

Android Upgrade: If you roll an 18 or higher, treated as if invisible and cannot be detected.


Chest Grafts[edit]

Enhancement:

Adamantine Plate - +1 to AC and +1 to Constitution. Cannot increase an ability score above 20 unless your race allows you to go over 20.

Android Upgrade: Gain +1hp per machinamancer level

Adaptive Lungs - Gain the ability to breathe water and +1 to Constitution. Cannot increase an ability score above 20 unless your race allows you to go over 20.

Android Upgrade: Gain an additional +1 to Constitution and gain a swimming speed equal to their base movement speed.

Energy Shield - As a reaction, when you are attacked you can increase your AC by 5 for 1 minute. You can use this ability once per long rest.

Android Upgrade: Can use this ability twice per long rest.

Nano Repair - Regain Hit Points equal to your half your Machinamancer level every hour.

Android Upgrade: Regain Hit Points equal to your Machinamancer level every hour.


Hand Grafts (One Main Hand and one Off-Hand)[edit]

Enhancement (Graft Spells):

Acid Ejector (Off Hand) - Gain the Acid Splash cantrip. This spell does not require the grafted hand to be empty. Can be used twice per long rest.

Android Upgrade: Can be used two more times per long rest.

Fire Plates (Off Hand) - Gain the Fire Bolt cantrip. This spell does not require the grafted hand to be empty. Can be used twice per long rest.

Android Upgrade: Can be used two more times per long rest.

Frost Cannon (Off Hand) - Gain the Ray Of Frost cantrip. This spell does not require the grafted hand to be empty. Can be used twice per long rest.

Android Upgrade: Can be used two more times per long rest.

Shock Gauntlet (Off Hand) - Gain the Shocking Grasp cantrip. This spell does not require the grafted hand to be empty. Can be used twice per long rest.

Android Upgrade: Can be used two more times per long rest.

Plasma Blaster (Off Hand) - Gain the Eldritch Blast cantrip. This spell does not require the grafted hand to be empty. Can be used twice per long rest.

Android Upgrade: Can be used two more times per long rest.

Rust Discharge (Off Hand) - Gain the Poison Spray cantrip. This spell does not require the grafted hand to be empty. Can be used twice per long rest.

Android Upgrade: Can be used two more times per long rest.

Weapons:

Fist Pounder (Main Hand) - Increase the damage of your unarmed strike to 1d6 bludgeoning damage. May make an additional unarmed strike when you attack and hit with an arm weapon.

Android Upgrade: Unarmed damage increased to 1d8.

Energy Claw (Main Hand) -When a ranged weapon attack hits you while activated, you can use your reaction to activate the energy claw and reduce the damage by 1d10 + your Constitution modifier. If you reduce the damage to 0, the missile disintegrates.

Android Upgrade: If the damage is reduced to zero, the projectile is reflected back at the attacker. This is treated as you making a ranged attack with proficiency.

Powerfist (Main Hand) - May sacrifice damage die on each successful attack to push a target. For each damage die sacrificed, push the target 10 ft backwards for a d4 or d6, 15ft for a d8 or a d10 or 20ft backwards for a d12 upwards. You may choose to have the Powerfist latch onto the target to move with them and continue attacking without using your movement speed.

Android Upgrade: If an enemy collides with a wall or hard surface after moving at least 15ft due to this, they take 1d8 damage.


Head Grafts[edit]

Enhancement:

Active Sensor Tracking - Once per long rest, when you take the Attack action on your turn, you may attack an additional time.

Android Upgrade: Can be used twice per long rest.

Adamantine Plate - +1 to AC and +1 to Constitution. Cannot increase an ability score above 20 unless your race allows you to go over 20.

Android Upgrade: Gain +1hp per Machinamancer level

Floodlight Circlet - Can project bright light in a 60ft cone and dim light for an additional 60ft.

Android Upgrade: Light can now pierce magical darkness and other similar effects with a range of 5ft.

Night Eye - Gain darkvision in a radius of 100ft.

Android Upgrade: Gain Blindsight in a radius of 100ft.

Advanced Targeting Systems - Gain a +2 attack bonus on all attacks with ranged weapons.

Android Upgrade: Gain an additional +2 attack bonus on all attacks with ranged weapons.

Language Modulator - Upon hearing a language that you do not understand, succeeding on an Intelligence saving throw (DC15) allows you to fully speak the language until you're next short or long rest. Upon seeing a script that you do not understand, succeeding an Intelligence saving throw (DC20) allows you to fully read and write in the script until the next short or long rest. Only one saving throw per language/script can be made per long rest.

Android Upgrade: If your roll, after modifiers, is 20 or higher, permanently learn the language or script.


Leg Grafts[edit]

Enhancement:

Adamantine Plate - +1 to AC and +1 to Constitution. Cannot increase an ability score above 20 unless your race allows you to go over 20.

Android Upgrade: Gain +1hp per Machinamancer level

Assisted Fighting Program - +1 to Dexterity and +1 damage to all graft weapon attacks. Cannot increase an ability score above 20 unless your race allows you to go over 20.

Android Upgrade: Gain an additional +1 to Dexterity and +1 damage to all graft weapon attacks.

Jet Pulsers (attaches to both legs so can only be grafted once) - Gain +15ft to movement speed. Gain +15ft to jump distance, both vertical and horizontal. Must be activated to benefit from the increased speed. Activation/deactivation requires a bonus action. Cannot be activated/deactivated in a round where you have been engaged in melee. Whilst activated, you are unable to use the disengage action. Ranged attacks you make have disadvantage whilst active due to the intense speed.

Android Upgrade: Gain an additional +10ft to movement speed and jump distance. Activation/deactivation is now a free action and can activate/deactivate having been in melee once per long rest.

Gravity Anchor - Gain advantage on rolls for any saving throw related to knock back or falling from movements or effects.

Android Upgrade: Once per long rest, can completely resist a knockback or movement effect. This must be declared before the saving throw.

Special:

Displacement Pads (Uses both leg slots) - Gain a climbing speed equal to your movement speed. Climbing does not require additional movement. Gain the ability to walk on water or move across light, thin or narrow surfaces that would not normally bear your weight. Finishing your movement on such surfaces still imposes the normal conditions and a DC15 dexterity check is needed to avoid normal consequences. Difficult terrain does not take twice as much movement to move through.

Android Upgrade: Can now finish movement on such surfaces without the normal consequences (e.g. finish a turn standing on water).


Cyborg Grafts

Eye (limited to one)

Clear Lens Optics - Add your proficiency bonus (on top of any already existing proficiency bonuses) to any perception checks utilizing your eyes.

Full Scan-Optics - Gain advantage on Perception checks if you are able to stand still for 30 seconds.

True Perception - Add your proficiency bonus to your passive Perception.


Heart (limited to one)

Perfected Entropic Heart - +1 to Strength, Constitution or Dexterity (your choice) and gain three entropy charges. Entropy charges may be used to do one of the following additional actions on each turn: escape a grapple, dash, disengage, dodge. Entropy charges are restored on a long rest.

Metabolic Converter - Halves the need for food and drink and gain +1 to rolls that affect your metabolism (e.g. poison effects or paralysis).


Blood (limited to one)

Chimaeric Blood - Gain the ability to perfectly blend into your environment. Gain the ability to cast invisibility twice per long rest.

Burning Blood - When hit by a melee attack, you can use your reaction to burn your attacker for 2 damage.


Brain

The Artificial Brain - +2 to Intelligence and gain the ability to analyse a foe in combat. For each round spent fighting the same combatant, your analysis enables you to better fight the target. After the first round, gain +1 on any to-hit rolls. This increases to +2 after the second round. After three rounds fighting the same target, this becomes +2 to to-hit rolls and +3 to damage rolls.


Tail

Strider Tail - Gain advantage on checks involving balance and gain the ability to use your bonus action to do one extra attack per round on a target behind you. You cannot have attacked or attack that target again this round. You are proficient with the tail, add your Dexterity modifier on to your to-hit roll and it deals 1d8 + Dexterity modifier damage.


Torso (limited to one)

Foundry Bombard - If a target has been caught by surprise and you are not yet in combat, you may fire a flaming ball of iron from your chest as a free action. This has a 60ft range and explodes with a 15ft radius. All creatures caught in the blast need to make a DC 15 Dexterity saving throw. On a fail, they take 1d6 fire and 1d6 bludgeoning damage, with half as much on a successful save. This feature may be used twice per long rest.

Quiver Bombard - If a target has been caught by surprise and you are not yet in combat, you may unload a quiver of arrows from your chest as a free action. This has a 60ft range. The target needs to make a DC 15 Dexterity saving throw. On a fail, they are hit by 5 arrows, each dealing 1d4 damage, with half as much on a successful save. This feature may be used twice per long rest.

Phase Shield - When you are hit by an attack or spell, you may use your reaction to generate a phase shield at the point of impact, reducing the damage by 2 points. This may be used six times per long rest.


Augmentations

Mechanical Arm (limited to two) - Gain an extra arm that can have arm or hand augmentations. Starts with one free graft. Can be used as a normal hand (e.g. to hold readied spells) but, due to the processing power required, cannot function in combat to give extra off-hand attacks.

Servo Upgrade (can be taken twice) - Whenever you take a long rest, you may spend 5 gold pieces to craft a Servo Core. At any one time, you can have a maximum of three Servo Cores (six if taken twice). Each Servo Core is attached to your body by a trail of energy, which can move around your body allowing them to move at will. They have 10hp and, whenever you take the attack action, can be used to unleash a spark against a creature of your choice. They receive your proficiency bonus + your dexterity modifier to attack rolls and deal 1d2 lightning damage on a successful hit. They can be targeted separately to you or as part of an AoE attack. If targeted separately, they have your defence scores. If targeted as part of an AoE attack, they will succeed or fail the associated saving throw depending on whether you succeed or fail. They cannot take any actions if you are unable to control them (e.g. you are paralysed) and are immune to conditions unless suffered by you (e.g. can't be poisoned but attacks made by them will be disadvantaged if you are poisoned).

Sentient AI Traits and Codex[edit]

Traits

Mechanized Pulsar Module - Gain an additional 10ft movement speed but use 3 energy per round whilst active. Automatically fail against any effect which knocks you prone.

Magnetised Computations - Take an additional bonus action this turn at a cost of 5 energy. Lose your reaction this turn. Cannot be used if a reaction has already been taken this turn.

Overload - Whenever an attack or effect could deal damage, you may choose to overload the effect. This must be declared before the attack roll or saving throw is made. You may use 1 to 6 energy to deal half that amount rounded up extra points of damage.

Codex

Level 0 (These do not use up your utilisation action)

Full Conversion - Whenever you hit with a machine effect, you may choose to spend 3 energy. If you do, you deal an extra 1d4 damage. If the effect is AoE, this deals 1d2 damage against all targets.

Dual Effect - You may generate two effects with one utilisation action. The cost of the second effect is the normal cost + 5 energy.

Level 1 (10 energy)

Conduct - Deal 1d6 lightning damage to a target within 5ft.

Air Slash - Make the precise calculations necessary to pressurise air as you attack with an arm weapon. The range is increased to 30ft, if not more.

Level 2 (20 energy)

Ground Pound - As you launch a mechanical fist into the ground, a wave of thunderous force sweeps out from you. Each creature in a 10-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

Energy Blade - You coat your arm weapon with electricity. This costs 1 energy per turn per turn to maintain (e.g. costs 3 energy on the third turn). Each successful hit with the arm weapon deals an extra 1d6 electricity damage.

Level 3 (30 energy)

Vector Blast - On a successful hit with a melee arm weapon, you may cause an overload reaction to force the weapon deeper. The attack deals an extra 4d6 bludgeoning damage.

Reactor Overload - Causes an explosion of electrical energy centred on you. All creatures in a 10ft radius of you must make a Dexterity saving throw. On a failed save, the target takes 2d6 force damage and 1d6 lightning damage and is pushed back 10ft. On a successful save, the target takes half damage and isn't pushed.

Core Burst - When you are hit with an attack, but before the damage is rolled, you may activate a core burst. The attacker can choose to follow through with the attack or dodge the core burst. If the attacker follows through, they must make a Constitution saving throw. On a fail, they take 1d8+1 fire, 1d8+1 lightning and 1d8+1 force damage. On a successful save, the target takes half damage.

Multiclassing[edit]

Due to the nature of Machinamancer augmentations, they are unable to multiclass.


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