Mechanine (5e Class)

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By combining the holy powers of the gods with the blood, sweat, and tears of mechanics to create the first line of mechanine.

Creating a Mechanine[edit]

When creating an Mechanine character, think about your character’s background and drive for adventure. How did they come to build their first construct? What type of construct did they make and how does this reflect their ideals? What drove you character to leave the comforts of a city to instead to pursue a life of adventuring? Did you character have some greater goal or ideal they are pursuing? Do you wish to bring an age of innovation or be content working on your own solitary projects?

Quick Build

You can make a Mechanine quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the guild artisan background.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st


Armor: light armor, medium armor
Weapons: Simple Weapons, Optional Firearms
Tools: smith's tools or tinker's tools, one type of tool of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, History, Investigation, Insight, Perception, Sleight of Hand


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

  • (a) any two simple weapons or (b) shortsword
  • (a) a light crossbow and 20 bolts or (b) a pistol and 20 bullets
  • (a) leather armor or (b) chain shirt
  • controller and a dungeoneer’s pack
  • If you are using starting wealth, you have 5d4 X 10 GP in funds.

Table: The

Level Proficiency
Features Modules Known Modules Designed Cantrips Known Infusions known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Arcane Construct, Design Modules, Spellcasting - - 2 -
2nd +2 Litters, Magical Infusions 4 2 2 2
3rd +2 Mechanic Specialty 4 2 2 2 2
4th +2 Ability Score Improvement, Lifeline 4 2 2 2 3
5th +3 Mechanic Specialty Feature 4 2 2 3 3
6th +3 Tool Expertise 6 3 2 3 3
7th +3 - 6 3 2 3 4 2
8th +3 Ability Score Improvement 6 3 2 3 4 2
9th +4 Mechanine Branch Feature, Improved Lifeline 6 3 2 3 4 2
10th +4 Interchangeable Parts 8 4 3 4 4 3
11th +4 - 8 4 3 4 4 3
12th +4 Ability Score Improvement 8 4 3 4 4 3
13th +5 Mechanine Branch Feature 8 4 3 4 4 3 2
14th +5 Lean Manufacturing 10 5 3 5 4 3 2
15th +5 - 10 5 3 5 4 3 2
16th +5 Ability Score Improvement 10 5 3 5 4 3 3
17th +6 Mechanine Branch Feature 10 5 4 5 4 3 3
18th +6 Magical Override 12 6 4 6 4 3 3
19th +6 Ability Score Improvement 12 6 4 6 4 3 3 1
20th +6 Ultamite Engineer 12 6 4 6 4 3 3 1

Arcane Construct[edit]

Using your arcane knowledge and tinkering skills you have made yourself a faithful companion. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the Arcane shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. The Arcane Construct is also able to use any weapons that you have proficiency with. If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Arcane Construct returns to life after 1 minute with all its hit points restored.

Arcane Construct Medium construct, neutral

Armor Class 12 (natural armor)

Hit Points equal to Arcane Construct's Constitution modifier + your Intelligence modifier + five times your level in this class

Speed 30 ft.

STR 12 (+1) DEX 12 (+1) CON 14 (+2) INT 6 (−2) WIS 6 (-2) CHA 6 (−2)

Saving Throws Dex +3, Con +4

Skills Athletics +4, Perception +4

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses: passive Perception 12

Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses and the bonuses to hit and damage.

Actions (Require Your Bonus Action)

Rend. Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 1d4+strength modifier slashing damage.

Design Moduels[edit]

At 1st level, you gain the ability to design prototype modules for your Arcane Construct to modify them in specialized ways.

Modules Known

When you gain this feature, pick four Mechanine modules to learn. You learn additional modules of your choice when you reach certain levels in this class, as shown in the Modules Known column of the Mechanine table.

Whenever you gain a level in this class, you can replace one of the Mechanine modules you learned with a new one.


You have studied the workings of magic, how to channel it through your construct, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through your controller.

Control Bracer

You produce your Mechanine spell effects through your controller and are able to communicate with your Arcane Construct through it. You must have the controller on and have a free hand when you cast any spell with this Spellcasting feature.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Cleric spell list. At higher levels, you learn additional Cleric cantrips of your choice, as shown in the Cantrips Known column of the Mechanine table.

Preparing and Casting Spells

The Mechanine table shows how many spell slots you have to cast your Mechanine spells. To cast one of your Mechanine spells of 1st level or higher, 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 Mechanine spells that are available for you to cast, choosing from the Mechanine spell list. When you do so, choose a number of Cleric spells equal to your Intelligence modifier + your Mechanine level. The spells must be of a level for which you have spell slots. For example, if you are a 5th-level Mechanine, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 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 Mechanine spells requires time spent in tinkering with your controller: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Mechanine spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a Mechanine spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Mechanine 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

Ritual Casting

You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.


From 2nd level onwards, you have some devices that go around helping you and your allies. are the following:

  • Friend Shield - Adds +1 to the AC of whoever is closest to him.
  • Helping hand - Helps you complete a task. Whenever combat begins, you have advantage on the first attack you make.
  • Reloader – Reloads weapons for the nearest ally. (DC 10 dexterity check)
  • Grappler – Fights the enemy closest to the ground. (DC 15 strength check to break free)
  • Scout - Moves quickly in front of the group to transmit what he sees through signals and beeps, as an action that you can see through the drone's camera and hear through the microphone.
  • Researcher - Makes investigation checks to find hidden items and loot (investigation is the same as yours)
  • Tazer - As a bonus action, you can order it to stick electrical spikes into an enemy within range. Melee weapon attack + (your Prof bonus) to hit, Reach 5 ft., one target, Hit 2 + prof bonus (1d4 + prof) electrical damage, stun DC 12 until the end of your next turn
  • Arcane Buddy - You can cast any spell through your drone's location as if it were your own
  • Bomber - Can self-destruct, dealing 6d4 fire damage to all creatures within 5 feet of it, the drone is destroyed and cannot be recovered until you take a long rest
  • Camper - This drone extends and spreads, creating a small camp in the blink of an eye, the camp contains a small stove, basic cooking utensils and a small shelter capable of protecting 2 medium creatures from rain, sun and wind, although not of extreme temperatures. If 2 camper drones are used to make camp, the camp will become more complex, gaining a larger stove and a larger shelter that can accommodate 3, with 4 drones the camp will gain a sunlit dome that spans a circle with a radius of three meters. , this dome can protect against cold winds and storms, has an AC of 16 and 40 hit points and cannot be seen from the outside, the interior gets a better cooktop, a heating element and an extra shelter, as well as basic toiletries

A Helper can play 2 roles at the same time (i.e. Helping Hand, Shield Friend)

Your drones have 30 feet of flying movement speed per turn, have an AC of 12 + prof mod, and have a number of hit points equal to 3 + your prof bonus x your Mechanic level

During a short rest, you can reassemble one to change roles. There may be several of the same style deployed at the same time.

Magical Infusions[edit]

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

When you gain this feature, pick four Mechanine infusions [1] to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Mechanine table.

Whenever you gain a level in this class, you can replace one of the Mechanine infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your Mechanine infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Mechanine table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Mechanic Specialty[edit]

Starting at the third level you can choose your Mechanic Specialty from the following Nano Mechanist, Holy Technomancer, and Judgment Crusader.


At 4th level, your Constructs will come to your aid if you fall during combat. If all your devices are active and next to you, you have advantage on your death saving throws.

Ability Score Improvement[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.

Tool Expertise[edit]

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Improved Lifeline[edit]

At 9th level, if all your devices are active and next to a downed ally, they also have advantage on death saving throws; the constructs will always help you first.

Interchangeable Parts[edit]

At 10th level, you have so much familiarity with your designs that you can modify a module in the field, as an action you can switch out a number of modules equal to your Intelligence modifier (minimum of once) with any other modules that you know.

Lean Manufacturing[edit]

At 14th level, you’ve refined your design process to eliminate waste to maximize efficiency, you can use an action to concentrate on correcting flaws, giving you an extra bonus action for up to 1 minute or until concentration is broken.

You must finish a long rest before you can do so again.

Magical Override[edit]

When you reach 18th level, you gain a deeper understanding of the mechanics behind magic and are able to slightly twist these pieces out of alignment, When you see a creature casting a spell within 30 feet of you, you can use your reaction to try to magically distort it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell redirect in a random direction. If both you and your Arcane Construct use your reaction, you increase your spell save DC by 2 and gain the ability to choose a new target.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. You must finish a short or long rest before you can do so again.

Ultimate Engineer[edit]

At 20th level you can combine all active constructs into a singular construct, this construct takes the shape and stats of any beast CR 8 or lower. While combined the construct is immune to psychic and poison damage, immune to the poisoned condition, and has resistance to bludgeoning, piercing, and slashing damage. This combined form last until you use your action to disassemble them or they are reduced to 0 hit points at which point all constructs are considered destroyed.

Mechanine Subclasses[edit]

Nano Mechanist[edit]

Your focus isn't on creating the largest loudest monster in the battlefield you're more interested in controlling the smaller things and destroying the stuff that really matters.


When you adopt this specialization at 3rd level, to develop these new techniques you’ve learned to use a variety of different tools, you gain proficiency with 2 tools of your choice. These tools you dont need to have on hand to use as your nano-machines will make the tools for you.

Nano Mechanist

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the machanine Spells table. These spells count as mechanine spells for you, but they don’t count against the number of mechanine spells you prepare.

Mechanine Level Mechanine Spells
3rd Faerie Fire, Cause Fear
5th Web, Mirror Image
9th Slow, Hypnotic Pattern
13th Greater Invisibility, Polymorph
17th Synaptic Static, Cloudkill
Nano-Machine Cloud

Starting at 3rd level you have access to a cloud of nano-machines, these machines take the basic shape of whatever object you wish, this object is obviously made of metal and cannot be made into anything bigger than 5ft is any given dimension.

Arcane Construct (Hive)

Small swarm of tiny construct, neutral

Armor Class 12 (natural armor)

Hit Points equal to the Arcane Construct's Constitution modifier + your Intelligence modifier + three times your level in this class

Speed 35 ft.

STR 8 (-1) DEX 16 (+3) CON 10 (+0) INT 10 (0) WIS 10 (0) CHA 8 (−1)

Saving Throws Str +1, Dex +5, Con +2

Skills Acrobatics +4, Perception +4, Stealth +4

Damage Resistance Bludgeoning, piercing, slashing

Damage Immunities poison

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses: passive Perception 14

Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses above, and the bonuses to hit and damage.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct.

Small FrameThe swarm cannot use weapons and each individual can only carry 25 lbs

Actions (Require Your Bonus Action)

Swarming Rend. Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 2d4+ half its Dexterity modifier slashing damage.

Skirmisher Protocol Beginning at 3rd level, you and your Arcane Construct form are able to work together to harass enemies. When an ally makes an attack against a creature, your Arcane Construct can use it’s reaction to grant advantage on that attack.

Screening Support At 5th level, you have installed a series of support mechanisms in your Arcane Construct, as an attack action your Arcane Construct can consume one of your level 1 spell slots to create one of these effects:

  • Smoke Cover: Your Arcane Construct produces a 10-foot-radius sphere of smoke. The sphere spreads around corners, and its area is heavily obscured, It lasts for 3 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
  • Flashbang: Your Arcane Construct produces a loud sound and a bright flash. Creatures within 5ft of your Arcane Construct must make a Constitution saving throw dc12, on a fail the creature is blinded and deafened for 1 round.

This feature has a 1 hour cooldown after being used.

When you consume a spell slot of 2nd level or higher, the smoke screen expands its radius by 10ft and lasts for 1 more round. The flashbang will increase its dc by 2 and increase the effect time by 1 round, for each slot level above 1st.

Precise Operations At 13th level, you have refined the design and function of your Arcane Construct, your construct gains all of your tool proficines and is able to assist in skill checks regarding tools. Also when your Arcane Construct assists you in a skill check regarding tools it takes you half the normal time.

Adaptive Coordination At 17th level, you have designed a flexible formula that allows you to adapt to changing situations, whenever a creature within sight either gains advantage or disadvantage, you or your Arcane Construct gain advantage against that creature.

Holy Technomancer[edit]

A Mechanine who specializes in the holy arts creates mechanic drones out of the fallen unlike undead these are treated with high regard in the fashion that the soldiers that fell in battle are allowed to serve once again. of course if the soul is unwilling it will not allow its body to reanimate.

Speach beyond the grave

starting at 3rd level you can reanimate a creature who has recently died, this reanimated body in filled with machines and electrical gadgets that allow it to move again making them look more like a cyborg than a zombie, however, if the soul of the creature is unwilling the body will be unable to move. A creature who is willing will reanimate with the original personality it had in life and base-level sentience, this creature will have a positive regard for you and will protect you and your friends. The reanimated creature has zombie stats with the exception that they are considered constructs not undead.

You can raise 2 corpses at 3rd level this is raised to 3 at 5th level, 4 at 9th level, 5 at 13th level, and 6 at 17th level.

Enhanced Corpses

Starting at the 5th level you can now install modules into the corpses you raise. you gain 2 additional modules that must be used in the corpses, in addition, any corpse you resurrect can now wield martial weapons and shields.

Cyborg Enhancements

Starting at 9th level any corpse you reanimate and any corpse that is currently animated become whights and you can increase their stats by 2 points to a maximum of 20. You also gain 2 additional modules that must be used on the corpses.

Undeath beyond

Starting at 13th level all your corpses have advantage on saves against poisons and illness and cannot have their HP maximum reduced. You also increase their Maximum HP my 2X your Mechanine level.

Ultamte Brigade

Starting at 17th level you can now fully utilize your corpses to their maximum they now count as wraith or ghost whatever you prefere. You also have 2 more modules that must be used on your corpses.

Mechanine Modules[edit]

Composite Armor

Increases armor class by 2 The bonus increases to +3 when you reach 10th level in this class.

Pneumatic Joints

Increases strength score by 2 and it counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Fine-Tuned Calibration

Increases Dexterity score by 2, gains proficiency in sleight of hand

Reinforced Frame

Increases Constitution score by 2, increases hit points by 2d6

Integrated Tools

During a long rest you can integrate up to 4 tools into your body, when using these tools you can add its Intelligence modifier to any ability checks it makes with the integrated tool. Whenever you take another long rest you can change out any number of your integrated tools.

Aim Assistance

,Increases attack bonus by +1 The bonus increases to +2 when you reach 10th level in this class.

Militant Database

Grants proficiency with shields and two martial weapons of your choice

Profession Database

Grants proficiency in two skills of your choice

Hydraulic Jack

Increases speed by 10ft and when you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.

Stepping Motors

Doubles your jumping speed and gains a climbing speed equal to your walking speed


You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Linked Lenses

Can only be used on an Arcane Construct

As an action, you can see through your construct’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the construct has. During this time, you are deaf and blind with regard to your own senses.

Rudimentary Intelligence

Prerequisite: 6th-level mechanine'

Can only be used on an Arcane Construct

Increases your construct’s Intelligence, Wisdom and Charisma score by 4, allows for your construct to act independently(under DM control), in which it will do it’s best to follow your orders, but can act contrary in order to protect you or if it goes against your alignment.


Prerequisite: 6th-level mechanine

You gain blindsight for 20ft and you are aware of the location of any hidden or invisible creature within this radius.

Overwatch Sensors

Prerequisite: 6th-level mechanine

Grants expertise in perception and can’t be surprised while you are conscious

Wing Coupling

Prerequisite: 6th-level mechanine, Hive Branch

Can only be used on an Arcane Construct

Attaches a set of mechanical wings to each Hive construct, giving them a fly speed equal to its walking speed+10ft


Prerequisite: 6th-level mechanine

Increases Intelligence score by 2, you can understand all written languages and are able to recall any information you have read.

Repair Servos

Prerequisite: 6th-level mechanine

You can use a bonus action to restore 1d12 + Constitution modifier hit points

Once you use this feature, you must finish a short or long rest before you can use it again

Linguistic Converter

Prerequisite: 6th-level mechanine

Increases Charisma score by 2, you can understand all spoken languages and are able to recall any information you have heard.

Grappling Hook

Prerequisite: 6th-level mechanine

As an attack action you can fire a grappling hook at an enemy, and on a hit can drag them up to 15ft towards you. The grappling hook can also be used to assist with climbing walls or large obstacles

Positioning Device

Prerequisite: 6th-level mechanine

You are unable to become lost through non-magical means, always know which direction is north, and have a precise knowledge of the time.

Tear Gas

Prerequisite: 10th-level mechanine, Hive Branch

Can only be used on an Arcane Construct

Modifies the smoke formula to make it more effective at suppressing targets, any creature in the smoke at the start of its turn must make a Constitution saving throw DC 12 against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. When you consume a spell slot of 2nd level or higher, the save DC increases by 2, for each level above 1st.

Reflex Trigger

Prerequisite: 10th-level mechanine

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a long rest.

Remote Viewing

Prerequisite: 10th-level mechanine

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell).

Once you use this ability, you can’t use it again until you finish a short or long rest.

Protective Coating

Prerequisite: 10th-level mechanine

You gain resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Liquid Cooling

Prerequisite: 10th-level mechanine

Can only be used on an Arcane Construct

Reduces the cooldown of the 5th level feature to 30 minutes, also you don’t suffer the effects of extreme heat.

Stealth Cloaking

Prerequisite: 14th-level mechanine

Grants the ability to turn invisible for up to 5 minutes, this effect ends when you attack or cast a spell. This ability has a 1 hour cooldown

Wireless Network

Prerequisite: 14th-level mechanine

You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Magnetic Arm

Prerequisite: 14th-level mechanine

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

Vital Targeting

Prerequisite: 14th-level mechanine

Your weapon attacks score a critical hit on a roll of 19 or 20

Analytical Engine

Prerequisite: 14th-level mechanine

You can proficiency in insight and investigation. As a bonus action you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: • Intelligence score • Wisdom score • Charisma score • Armor Class • Current hit points • Class levels (if any) At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.


Prerequisite: 14th-level mechanine

For 2 rounds your speed is doubled, gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. After the effect ends you are incapacitated for a round. Once you use this feature, you can't use it again until you finish a long rest.

Machine Learning

Prerequisite: 14th-level mechanine

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals 8 + your Intelligence modifier. On a failed save, you negate the spell's effect against you, and you can replicate the spell if it is at least 1st level and is at most 5th level. You have this spell until you cast it or you steal another spell.

Once you use this feature, you can't use it again until you finish a long rest.

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