Mecha (5e Class)

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This is currently incomplete and I will keep working on it. It is currently a reskin of the druids and I do want to hear people's feedback on this idea as I keep building upon it.

The abilities and stuff will be added later (most likely tonight) when I have a chance to add them in.

Please send some feedback my way and I will keep tweaking this class


Holding an iron rod with a bright orb at the end, a human calls forth destructive energy and summons explosive bolts of lightning to smite the torch-bearing orcs who threaten to disassemble her friends.

Staying hidden in the trees, a dwarf summons a swarm of mechanical beasts to scout ahead for him.

Mechanical Men[edit]

The Mecha are spellcasters that have almost completely removed themselves from nature. They focus on tinkering and constructs.

Creating a Mecha[edit]

Think about why your character became enthralled with technology. What drives them to become more attuned to gears and steel?

Quick Build

You can make a Mecha quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Guild Artisan (Smiths or Tinkers) background. Third, choose a shortsword, a sling, and studded leather armor.

Class Features

As a Mecha you gain the following class features.

Hit Points

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


Armor: Light armor, medium armor, shields
Weapons: All simple weapons, scimitars, shortswords
Tools: Smith's tools or Tinker's tools
Saving Throws: Intelligence and Dexterity
Skills: Choose two from Arcana, Athletics, Insight, Investigation, Perception, and Religion


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

  • (a) A shield or (b) Any simple weapon
  • (a) A scimitar or (b) Any simple melee weapon
  • If you are using starting wealth, you have 4d4 x 10 gp


You cast mecha spells (which are mostly reworked druid spells with some slight additions and removals). Intelligence is your spellcasting ability for these spells, for setting the saving throw DC for a spell you cast and for attacking with a spell. The power of your spells comes from your understanding of technology and your study of machinery.


At 1st level, you know two Cantrips of your choice from the mecha (druid) spell list. You learn additional mecha (druid) Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the druid table.

Preparing and Casting Spells

The table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of Spells equal to your Intelligence modifier + your mecha level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level mecha, you have four 1st-level and two 2nd-level Spell Slots. With a Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Detect Magic, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Mecha Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use a Runic Symbol (such as a staff with runes engraved on it) as a spellcasting focus for your mecha Spells. in funds.

Table: The Mecha

Level Proficiency
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic(x), Spellcasting 2 2
2nd +2 Geared Form (Wild Shape), Mecha Wheel (Druid Circle) 2 3
3rd +2 2 4 2
4th +2 Ability Score Improvement, Geared Form Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Mecha Wheel Feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Ability Score Improvement, Geared Form Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Mecha Wheel Feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Mecha Wheel Feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Mechanical Body (Timeless Body), Geared Spells (Beast Spells) 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Of Machine and Man (Archdruid) 4 4 3 3 3 3 2 2 1 1

Geared Shape[edit]

Starting at 2nd level, you can use your action to magically assume the shape of a construct or mechanical version of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your mecha level determines the beasts/constructs you can transform into. At second level, you can turn into a beast or construct that has a CR of 1/4 or less and does not have a swimming or flying speed. At 4th level, the max CR is 1/2 and the only limitation is no flying speed. At 8th level the max CR is 1 and there are no other limitations.

You can stay in a geared beast shape for a number of hours equal to half your mecha level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

• Your game statistics are replaced by the statistics of the geared beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

• When you transform, you assume the geared beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in construct form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your geared beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Mecha Wheel[edit]

At 2nd level, you choose to identify with a wheel of mechans: the Wheel of the Earth or the Wheel of the Sun, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement 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. Mechanical Body Starting at 18th level, the mechanical magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. Gear Beast Spells Beginning at 18th level, you can cast many of your mecha (druid) spells in any shape you assume using Geared Shape. You can perform the somatic and verbal components of a mecha (druid) spell while in a gear beast shape, but you aren’t able to provide material components. Of Machine and Man At 20th level, you can use your Gear Beast Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Mecha Wheels[edit]

Though their organization is invisible to most outsiders, mechas are part of a society that spans the land, ignoring political borders. All mechas are nominally member of this druidic normal? society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in mechan gatherings. Mechas recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other I don’t. At a local scale, druids are organized into wheels that share certain perspectives on nature, balance, maybe replace nature and balance with constructs and nature??? and the way of the mecha.

Wheel of the Earth[edit]

The Wheel of the Earth is made up of mystics and sages tinkerers who safeguard ancient knowledge and rites through a vast runic tradition. These mechas meet within arcane wheels of steel or standing stones to whisper ancient secrets in Druidic again new language or no language or something I dunno. The circle’s wisest members preside as the chief tinkerers of communities that hold to the Old Faith gotta replace this with something and serve as advisors to the rulers of those folk. As a member of this wheel, your runic magic is influenced by the land where you were initiated into the wheel’s mysterious rites.

Bonus Cantrip[edit]

When you choose this wheel at 2nd level, you learn one additional mecha (druid) cantrip of your choice.

Mechanical Recovery[edit]

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your mecha level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Wheel Spells[edit]

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to wheel spells connected to the land where you became a mecha. Choose that part of the earth—arctic(???), coast (steam), desert, forest(???), grassland(iron), mountain, swamp(???), or Underdark—and consult the associated list of spells.

Once you gain access to a wheel spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mecha spell list, the spell is nonetheless a mecha spell for you.

Arctic (Grease)[edit]

Mecha Level Wheel Spells

3rd hold person, spike growth

5th sleet storm (grease rain), slow

7th freedom of movement, ice storm

9th commune with nature, cone of cold

Coast (Steam)[edit]

Mecha Level Wheel Spells

3rd mirror image, misty step

5th water breathing, water walk

7th control water, freedom of movement

9th conjure elemental, scrying


Mecha Level Wheel Spells

3rd blur, silence

5th create food and water, protection from energy

7th blight, hallucinatory terrain

9th nano plague (insect plague), wall of stone

Forest (??)[edit]

Mecha Level Wheel Spells

3rd stone armor(barkskin), spider climb

5th call lightning, plant growth

7th divination, freedom of movement

9th commune with nature, tree stride


Mecha Level Wheel Spells

3rd invisibility, pass without trace

5th daylight, haste

7th divination, freedom of movement

9th dream, insect plague

Mountain (stone)[edit]

Mecha Level Wheel Spells

3rd spider climb, spike growth

5th lightning bolt, meld into stone

7th stone shape, stoneskin

9th passwall, wall of stone


Mecha Level Wheel Spells

3rd darkness, Melf ’s acid arrow

5th water walk, stinking cloud

7th freedom of movement, locate creature

9th nano attack (insect plague), scrying


Mecha Level Wheel Spells

3rd spider climb, web

5th gaseous form, stinking cloud

7th greater invisibility, stone shape

9th cloudkill, nano attack (insect plague)


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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