Mechanique de Arcane (5e Subclass)

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Rogue Subclass: Mechanic[edit]

The Mechanic is more interested in how things work than actually creating them. An expert at taking things apart and figuring out how they work, gives them a distinct advantage to interacting with them, even magical creations. Your fascination with man made items is often mistaken for obsession. Every successful Rogue Mechanic puts themselves at risk to become lost in their work one day. Literally.

Student[edit]

At 3rd level, you learn how to study objects to discover their functioning. You gain proficiency with the tinker's tool's. If you spend at least 1 minute observing or interacting with an object or construct, you gain advantage on Intelligence (Investigation) and Wisdom (Insight) checks, and on checks made with the thieve's tool's and with the tinker's tool's.

Tick Tock[edit]

At 3rd level, you learn how to communicate with, read or understand devices, clockwork items and creatures, constructs and mechanical items. Whether by handling it, speaking to it or deciphering it’s clicks and whirs, you just have the knack for comprehending motives, built in instructions or communications of any type when it pertains to items. You learn how to cast identify and speak with animals (affecting constructs instead of animals) as rituals.

In addition, you can cast speak with plants affecting objects instead of plants. Once you use this feature, you can't do it again until you complete a short or a long rest.

Intelligence is your spellcasting ability to cast these spells.

Programmer[edit]

At 9th level, the Mechanic can alter the purpose of less complex items or reprogram more complex items similar. As an action, you can activate or deactivate any mundane object that has an autonomous functioning (such as mechanical traps) you can see within 30 feet.

You also learn how to alter the functioning of a magic item within touch range. If the object requires an saving throw, you can choose the type of ability required for the check. You can also change the affected area, reshaping an radius effect to become a cone effect, doubling the range, or vice versa.

In addition, you can cast the geas spell, but only affecting constructs and intelligent items. Intelligence is your spellcasting ability to cast this spell. Once you cast this spell, you can't do it again until you complete a long rest.

Analyst[edit]

At 13th level, you can unlock, disarm, dismantle or deactivate devices, clockwork items and creatures, constructs, magical and mechanical items simply by touching it. As an action, you can force a construct within 5 feet to make a Constitution saving throw, at a disadvantage against a DC equal to 8 + your proficiency bonus + your Intelligence modifier, becoming stunned until the end of your next turn.

You can also use this feature on a magical object, generating the effects of dispel magic. Intelligence is your spellcasting ability for this spell.

In addition, you can perform any ability check related to the thieve's tool's without wielding the tool set.

Ghost in the Shell (Possess)[edit]

When you reach 17th level you become one with the things you’ve studied your entire life and you gain the ability to possess a construct or object within 5 feet. Your body becomes ethereal, and enters the target body.

The target must make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failure, you move inside the target. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.

Once you possess a construct's body, you control it. Your game statistics are replaced by the statistics of the target. If the target is an object, use the animated objects statistics on the animate objects spell. You retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.

While possessing a construct or object, you can use your action to leave the host appearing within 5 feet of it. If the host body is reduced to 0 hit points while you’re in it, you leave it instantly and all the exceeding damage is transferred to you.

The possession lasts until dispelled or until you leave the host. At the end of a long rest, the host can try to perform another Wisdom saving throw to end the possession.

You can use this feature once, being unable to use it again until you complete a long rest



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