Mechromancer, Variant (5e Class)

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Mechromancer[edit]

2500 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. The warforged are a relatively new race being created by House Cannith during the Last War in 965 YK for the purposes of warfare. The Warforged are sentient constructs and have free will, which earned them the same rights as human citizens in each of their homelands in 996 YK under the Treaty of Thronehold. 20 years ago a strange massive airship made of a strange metal crashed in Cyre. The House Cannith tinkerers quickly tried to dismantle the alien construct to find out how it works and to reverse engineer the new ship. After 20 years of research hardly any progress has been made. New Warforged were attempted but went mad and self deconstructed. New artisans were founded to help discover ways to build the new warforged. The new artisans found a way to graft the new warforged to their own bodies. The grafts used a carbon-based matrix for muscle and the strange metal composite from the construct for skin. The Cannith artisans that used the grafts became known as the mechromancers.

Creating a Mechromancer[edit]

Quick Build

You can make a mechromancer quickly by following these suggestions: firstly Intelligence should be your highest ability score, followed by Constitution. Beyond that, Strength, or Dexterity can be chosen based upon whether you wish to focus less upon spell casting than mechanized weapons.

Class Features

As a Mechromancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Mechromancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Mechromancer level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: Tinker’s tools, Alchemist’s Tools, Smith’s Tools, Jeweler’s Tools, Vehicles
Saving Throws: Constitution, Intelligence
Skills: Choose 2 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) Longsword or (b) Halberd
  • (a) Shortsword or (b) Rapier
  • (a) 3 Daggers or (b) Longbow with 30 arrows

Table: The Mechromancer

Level Proficiency
Bonus
Features Maximum Power Load of Heart Graft Slots Unlocked Mechanist's Focus Spell Level
1st +2 Mechanical Grafting, Parts Salvage, Graft Actions, Mechanized Flesh 5 Face, Chest, Back, Left Shoulder, Right Shoulder N/A
2nd +2 Energy Storage 10 None N/A
3rd +2 Mechanist's Focus 15 Left Forearm, Right Forearm, Upper Arms, Mechanist’s Focus Gem, and Mechanist’s Focus Slot 1 N/A
4th +2 Ability Score Improvement 20 Thighs, Calves, Feet, and Mechanist’s Focus Slot 2 N/A
5th +3 Graft Casting 25 None 1
6th +3 Full-Conversion Grafting 30 None 1
7th +3 Improvised Construction 35 None 1
8th +3 Ability Score Improvement 40 Hands, Core, Pelvis, Misc. and Mechanist’s Focus Slot 3 1
9th +4 Multitasking 45 None 1
10th +4 Improved Salvage 50 None 1
11th +4 Modular Grafting 55 None 2
12th +4 Ability Score Improvement 60 Left Eye, Right Eye, Heart, Blood, Torso, and Mechanist’s Focus Slot 4 2
13th +5 Multicasting 65 None 2
14th +5 Alternative Power 70 None 2
15th +5 Modified Casting 75 None 2
16th +5 Ability Score Improvement 80 Brain and Mechanist’s Focus Slot 5 3
17th +6 Dismantling 85 None 3
18th +6 Superior Intellect 90 None 3
19th +6 Ability Score Improvement 95 Mechanist’s Focus Slot 6 3
20th +6 Short Circuit 100 None 3

Mechanical Grafting[edit]

Starting at 1st level, you can spend time during a long rest creating mechanical grafts in order to upgrade the originally organic parts of your body. You need some combination of tinker’s tools, alchemist’s tools, smith’s tools, and jeweler’s tools alongside various other materials to create these grafts. However, you don’t have the knowledge and skill needed to make all types of grafts at any time and thus must learn how to do so over time. The level at which you unlock various graft slots is shown in the Mechromancer table. Grafts are listed with the following statistics:

  • Type: (what depth of graft is used)
  • Slot: (what slot does this graft function on)
  • Difficulty: (what roll is needed to successfully create this part)
  • Tools: (what specific tools you may need to create this graft)
  • Load: (the power needed to support this graft)
  • Materials: (any required parts you need to construct this graft. Use some amount of creativity to figure out the specifics)
  • Upgrades: (any upgrades this graft might have. Upgrades can be done during a short rest through an Intelligence check using the correct materials. The DC of this check is 5 more than the DC to originally create the graft.)

Once, during a long rest, you may attempt to create a graft that you have unlocked, using the tools and materials listed under that graft. When creating a graft, the difficulty listing under it refers to the roll needed to successfully craft the graft. This check is an Intelligence check with the DC being reduced by half your Mechromancer level rounded down. If you have already attempted or succeeded to create the given graft 3 times, you are considered proficient in the process to create it. Rolling a natural 20 or a natural 1 does not affect the outcome. Upon a failure of this check, roll a percentile die, salvaging that percent of the materials based upon gp value (the player may choose which materials they saved at the DM's discretion). Some grafts have upgrades. The upgrade may be done during a short rest using the tools listed for the graft, and using additional materials listed and a crafting DC that is 5 more than the original DC of the graft. Like the original crafting check, failure in this check destroys a percentage of the materials used.

You start the game with up to 3 partial-conversion grafts of your choice within available slots with no Difficulty higher than 10, and a face graft, which acts as a fully enclosed helmet [1] which can be retracted into your skull.

Additionally, you are considered to be a construct, and thus spells, abilities, and attacks which specifically target humanoids won't affect you. But simultaneously, healing magic will have problems working on you. Whenever a healing spell/ability or healing potion is used on you, make a Constitution Saving Throw with a DC equal to the number of grafts you currently have installed. On a successful Saving Throw, the spell/ability or potion works as normal, on a failed save, it has no effect on you.

If you would create a graft for a slot that already has a graft in it, the new graft replaces and destroys the old one.

It is at the discretion of your DM to decide if the parts you wish to use satisfy the material components of a graft.

Parts Salvage[edit]

In the process of making grafts, you are always in need of parts and materials. Starting at 1st level, you have learned much of what it takes to salvage all manner of parts from mechanical constructs. When outside of combat, you can spend several minutes attempting to salvage parts from a willing or non-living construct or a trap. Roll a percentage die and add your mechromancer level and proficiency bonus to the roll. You take the percentage from the target's weight as salvaged materials. The specific parts obtained are at the discretion of your DM.

Mechanized Flesh[edit]

Starting at 1st level while not wearing armor your AC equals 10 + Dexterity Modifier + Constitution Modifier. Additionally, your heart is only able to effectively sustain power supply to all of your grafts up to a certain point. Your maximum power load of your grafts is 5 times your Mechromancer level.

Graft Actions[edit]

Starting at 1st level, you are able to take up to your Proficiency Bonus in additional actions per turn as long as they pertain to an attack made using a graft. Actions taken this way count as your bonus action. Any attacks made this way do not get to have your attack modifier (Strength for melee and Dexterity for ranged) added to the damage. Any attacks made this way must be performed using a free hand or extremity (e.g. an attack using a leg would require one leg to be grounded and actions using a forearm need a free hand). You can only use a given graft once per turn through a graft action.

Energy Storage[edit]

You have figured out how to store power for long term applications. Starting a 2nd level, you are passively able to store 5 times your Mechromancer level energy inside a gem within a stabilizing circuit. However, you do not yet have any particularly practical uses for such highly potent energy storage but you gain the ability to cast Destabilize. The value of the gem scales its storage capabilities:

  • 0-49gp: Up to 20 Energy
  • 50-99gp: Up to 40 Energy
  • 100-499gp: Up to 60 Energy
  • 500-999gp: Up to 80 Energy
  • 1000+: Up to 100 Energy

During a long rest, you may charge up to 10 times your mechromancer level energy into any combination of storage gems you have. A gem cannot be charged during the same long rest in which it was created. A gem can store up to twice its usual energy in a non-stable manner. For every hour it spends overcharged, you must roll a percentage die at a percent higher than the percent of usual power being overcharged. If the roll is failed, the gem will explode at its next discharge in an explosion of radius 5 plus 10 feet per 20 energy stored at that time. Any creature caught in the blast must make a DC 15 Constitution Saving Throw or take 1d6 force and lightning damage for every 20 energy stored at the time of the explosion and half on a successful save. The minimum damage is 1d6 split lightning and force damage.

Mechanist's Focus[edit]

Your experiments with energy storage have led you to create a staff through which you are able to channel energy for many uses. Starting at 3rd level, you can spend a long rest affixing a storage gem onto a staff with 6 slots for additional grafts which are unlocked based upon your Mechromancer level. The level at which you unlock these slots is shown in the Mechromancer table. With the improved control over any storage gems using your focus, you gain the ability to cast Discharge using your Mechanist's Focus.

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.

Graft Casting[edit]

You have discovered that you are able to create singular controlled effects using energy you have stored. Starting at 5th level, you learn how to encode evocation spells from the Mechromancer spell list into your Mechanist’s Focus or into grafts and can cast them using energy. You must spend time during a long rest researching a spell (you can both craft a graft and research a spell during a long rest simultaneously). The research (Intelligence check) DC and energy cost scales based upon spell level:

  • Cantrip: DC 12 minus half Mechromancer level rounded down, 1 energy
  • 1st-level: DC 17 minus half Mechromancer level rounded down, 5 energy
  • 2nd-level: DC 22 minus half Mechromancer level rounded down, 10 energy
  • 3rd-level: DC 27 minus half Mechromancer level rounded down, 20 energy
  • 4th-level and on: cannot be learned or cast

Spell Save DC = 8 + Proficiency Bonus + Intelligence modifier

Spell Attack Modifier = Proficiency Bonus + Intelligence modifier

When you cast a spell, ignore its material costs unless it is a Misc. spell. A spell doesn’t scale as it would with higher levels (cantrips are always cast as if you are 1st-level), and you cannot cast it using higher spell slots. Spells cast with your mechanist's focus use actions as they normally would and those cast from other grafts use graft actions. Spell casts that do not use your Mechanist's Focus cost 3 more energy if they are from grafts and cost 5 more energy if said grafts are on mechanical arms.

Full-Conversion Grafting[edit]

You have learned enough about how various parts of the body function such that you can totally convert a part of yourself into machine. Starting at 6th level, you now have the ability to create grafts which are total conversions of your flesh. Additionally, you can upgrade Partial-Conversion grafts to Full-Conversion grafts within a short rest or alongside other pursuits in a long rest, as long as you have the needed materials.

Improvised Construction[edit]

Your ability to craft grafts has allowed you some modicum of understanding how to build useful implements in a pinch. Starting at 7th level, you can use an 30 seconds to build a temporary implement using various materials and 10 energy. Such implements include:

  • A small explosive which can be thrown to deal 2d6 force damage and 2d6 fire damage to all creatures within a 15 foot square * up to 40 feet away unless said creatures succeed in a DC 15 dexterity saving throw in which case they take half damage.
  • A small repair pack which can be used to heal a construct 1d8 plus your Intelligence modifier or heal any other creature half that much.
  • A spring-loaded lance which has a single use, plus 8 to hit and finesse and deals 2d8 piercing damage on a hit.
  • Anything that is particularly reasonable to make within about 30 seconds.

If this feature is used in combat, it uses your action on any turns used. At DM discretion, you may break up the time needed to complete an implement across several nonconsecutive turns.

Additionally, you may add your Wisdom modifier to the Intelligence checks made to craft grafts.

Multitasking[edit]

Your experiences in building complicated machinery efficiently has given you the ability to multitask. Starting at 9th level, during a long rest wherein you are crafting a graft and/or researching a spell, you can make the given check at advantage or choose to pursue another graft and/or research another spell. In combat, you can take your Intelligence modifier (min. of 1) reactions (You do not gain these reactions in addition to the normal reaction).

Improved Salvage[edit]

You have spent enough time salvaging materials that you have learned several “tricks of the trade.” Starting at 10th level, you can roll percentage for salvaging materials twice and take the higher roll whenever you salvage materials and add twice your proficiency to the roll.

Modular Grafting[edit]

Your skills with producing grafts for yourself has reached the point that you can make grafts almost entirely interchangeable. Starting at 11th level, you can produce modular grafts, meaning that they can be swapped for another graft within combat as a bonus action. Additionally, during a short rest, you can spend 50 energy to regain hit points equal to the roll of 2 of your hit die (but not using your hit die).

If you would craft a graft for a slot which contains a modular graft, the modular graft is removed but not destroyed.

Multicasting[edit]

Your ability to quickly cast spells has reached a pinnacle. Starting at 13th level, you can expend additional energy to cast more than one spell during an action from a given source. You are able to cast up to your half your Intelligence modifier rounded up additional copies of a spell per action from a given source. The additional cost to cast each spell beyond the first scales with its level and the number of prior copies of that spell:

  • Cantrip: 5 energy (10 for the second copy, 15 for the third and so on)
  • 1st-level: 10 energy (20 for the second copy, 30 for the third and so on)
  • 2nd-level: 20 energy (40 for the second copy, 60 for the third and so on)
  • 3rd-level: 35 energy (70 for the second copy, 105 for the third and so on)

Spell cast from grafts cost 3 more energy to multicast and spells cast from mechanical arm grafts cost 5 more energy; this additional cost also scales as noted above.

Alternative Power[edit]

Having discovered that power is key to the more potent abilities you possess, you have discovered new ways to supply this necessity. Starting at 14th level, you are now able to produce cores capable of generating their own energy as well as grafts that generate energy.

Modified Casting[edit]

Your ability to cast spells has reached previously bounded heights. Starting at 15th level, your evocation spells can be molded to damage only those you wish them to. A number of creatures of your choice, up to your Intelligence modifier, which are caught within one of your spells instead take half damage on a failed save and no damage on a successful save.

Dismantling[edit]

Your salvaging skills have reached the degree that you are able to disassemble mechanical constructs within combat. Starting at 17th level, you gain the ability to take the dismantle action.

Dismantle: Attempt to systematically remove pieces from a mechanical construct quickly enough that it may be too fast for it to react. Make a spell attack against the target in melee range, it must pass a constitution and dexterity saving throw simultaneously or have up to twice your weight in parts removed from it. That construct has its maximum hit points reduced by 2 of its hit dice (this includes any modifiers on those hit dice). If this would cause the construct to fall to or below 0 hit points, it dies (e.g. a construct who has 3d8+6 (20) hit points, has taken 7 damage, and fails the saving throws would die as its maximum hit points would become 7). The useful parts you gather in this process are at the discretion of your DM.

Superior Intellect[edit]

At 18th level, your time spend studying the world around you to learn the inner workings of spells have sharpened your mind to an extreme. When rolling against mind affecting conditions like charmed or frightened, and against illusions, if the spell or effect calls for a Wisdom or Charisma roll, instead of using your Wisdom or Charisma modifier, you can use your Intelligence modifier. These roll are still considered Wisdom or Charima rolls, and thus other appropriate modifiers apply. Additionally, your spell attack modifier and spell save DC get a +2 bonus.

Physical Amplifications[edit]

Starting at 20th level, you are now closer to machine than flesh, and can utilise your mechanical body to do extraordinary things. Your Unarmored Defence is now 12 + Strength or Dexterity modifier + Constitution modifier. In addition, your Strength and Dexterity scores increase by 2. Your maximum for both scores is also increased by 2. You also gain a +1 bonus to attack and damage rolls with graft weapons. You don’t need to eat or drink, and you are immune to disease. You don't need to sleep, and magic can't put you to sleep. Instead of sleeping, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Additionally, your jump distance, both vertical and horizontal, is doubled. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Graft List[edit]

All grafts are listed first by the slot they fit into and beyond that, the role they function in. The roles are either offensive, defensive, or utility if applicable.

Face[edit]

Tactical UI[edit]
  • Type: Partial-Conversion
  • Slot: Face
  • Difficulty: 15
  • Tools: tinker’s tools, alchemist’s tools, jeweler’s tools
  • Load: 5
  • Materials: circuitry, scrap metal
  • Abilities: You modify your Face Graft to have additional functionality, giving you tactical information within your field of view. This gives you advantage when making a melee attack against a target which is within 5 ft. of a non-incapacitated ally.
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion allowing your weapon attacks to score a critical hit on a roll of 19 or 20.
Targeting UI[edit]
  • Type: Partial-Conversion
  • Slot: Face
  • Difficulty: 15
  • Tools: tinker’s tools, alchemist’s tools, jeweler’s tools
  • Load: 5
  • Materials: circuitry, scrap metal
  • Abilities: You modify your Face Graft to have additional functionality, giving you information about a targets distance, wind strength, etc. This allows you to make ranged attacks at long range without disadvantage.
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion allowing your weapon attacks to score a critical hit on a roll of 19 or 20.

Chest[edit]

Chest grafts generally cover the front area of the rib cage and most prominently the pectorals

Defensive[edit]
Armored Plating[edit]
  • Type: Partial-Conversion
  • Slot: Chest
  • Difficulty: 10
  • Tools: smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +1 AC and -1 piercing, slashing and bludgeoning damage from non-magical sources (this stacks with the reduction from other Armored Platings).
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion gaining +1 Constitution (up to 20).
Deflector Plating[edit]
  • Type: Partial-Conversion
  • Slot: Chest
  • Difficulty: 10
  • Tools: smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +2 AC against ranged attacks
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion gaining +1 bonus HP per Mechromancer level.
Utility[edit]
Photovoltaic Covering[edit]
  • Type: Energy-Generating/Full-Conversion
  • Slot: Chest
  • Difficulty: 15
  • Tools: tinker’s tools, alchemist’s tools
  • Load: 5
  • Materials: circuitry, scrap metal, glass
  • Abilities: Generate 2 energy per minute whilst in direct sunlight or 1 energy per minute when in well lit areas.
  • Upgrades: None.
Diffusion Absorbent Covering[edit]
  • Type: Energy-Generating/Full-Conversion
  • Slot: Chest
  • Difficulty: 20
  • Tools: tinker’s tools, alchemist’s tools, jeweler’s tools
  • Load: 5
  • Materials: circuitry, scrap metal, glass
  • Abilities: When a magical or energy based attack is made on you, you may attempt to absorb it. You must succeed in a DC 10 plus the attack’s spell level Constitution Saving Throw. On a successful save, you absorb the attack and gain energy corresponding to its level.
  • Upgrades: None.

Back[edit]

Back grafts cover precisely that - the back. There are two slots, one on each side.

Offensive[edit]
Foundry Mortar[edit]
  • Type: Partial-Conversion
  • Slot: Back
  • Difficulty: 10
  • Tools: tinker’s tools, smith’s tools
  • Load: 10
  • Materials: heavy metal
  • Abilities: Can be used to fire globs of semi-molten metal scrap. Choose a 10 foot square up to 100 feet away and at least 20 feet away, creatures in that square make a DC 15 Dexterity Saving Throw or take 1d8 fire and bludgeoning damage. Costs 1 lb of scrap and 10 energy to fire.
  • Upgrades: Using alchemist’s tools and additional materials, upgrade to Full-Conversion causing the mortar to be able to fire twice, targeting two non-overlapping areas.
Quiver Foundry[edit]
  • Type: Partial-Conversion
  • Slot: Back
  • Difficulty: 10
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap, gears, circuitry
  • Abilities: Can be fed scrap to create and/or store up to 10 arrows, 15 bolts, 50 low caliber bullets, or 20 high caliber bullets. Generates ammo at a rate of 1 arrow per hour or 2 bolts per hour.
  • Upgrades: Using additional materials, upgrade to Full-Conversion and Modular increasing the creation rate of arrows and bolts by 1 per hour and allowing gunpowder to be fed in to create bullets at a rate of 10 low caliber bullets per hour or 4 high caliber bullets per hour.
Defensive[edit]
Armored Plating[edit]
  • Type: Partial-Conversion
  • Slot: Back
  • Difficulty: 10
  • Tools: smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +1 AC and -1 piercing, slashing and bludgeoning damage from non-magical sources (this stacks with the reduction from other Armored Platings).
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion gaining +1 Constitution (up to 20).
Deflector Plating[edit]
  • Type: Partial-Conversion
  • Slot: Back
  • Difficulty: 10
  • Tools: smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +2 AC against ranged attacks
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion gaining +1 bonus HP per Mechromancer level.
Phase Shields[edit]
  • Type: Full-Conversion
  • Slot: Back
  • Difficulty: 20
  • Tools: tinker’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, gems
  • Abilities: Generates a transparent shield of the color of the gem used to create the graft which consumes energy to block up to 2d6 damage when you are hit. Blocks damage up to the amount rolled and consumes that much energy. Requires an action to toggle on or off and consumes 1 energy per minute whilst active.
  • Upgrades: Using additional materials, upgrade the shield generator, causing it to automatically block the first 1d8 damage without consuming energy.
Utility[edit]
Jet Pack[edit]
  • Type: Full-Conversion
  • Slot: Both Back
  • Difficulty: 25
  • Tools: tinker’s tools, alchemist’s tools, smith’s tools
  • Load: 15
  • Materials: scrap metal, canisters
  • Abilities: Gain a flying speed of 25ft, uses 10 energy per 400lbs per minute
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Modular and increase flying speed by 15ft.
Plasma Wings[edit]
  • Type: Full-Conversion
  • Slot: Both Back
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, crystal, heavy metal
  • Abilities: Gain a flying speed of 30ft, uses 10 energy per minute but you can’t carry anything beyond your Mechanist’s Focus and your clothes.
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Modular and increase your flying speed by 20ft.
Chemistry Pack[edit]
  • Type: Partial-Conversion
  • Slot: Back
  • Difficulty: 10
  • Tools: tinker’s tools, alchemist’s tools
  • Load: 5
  • Materials: scrap metal, glass, gears
  • Abilities: Able to safely store up to 10 liters of chemicals and create small glass ampules of said chemicals.
  • Upgrades: Using jeweler’s tools and additional materials, upgrade to Full Conversion and Modular allowing the chemistry pack to safely perform chemical reactions passively.

Shoulder[edit]

Shoulder grafts are by far the most diverse as the Mechromancer can place many different implements from armor to weapons to extra arms.

Offensive[edit]
Gatling Cannon[edit]
  • Type: Partial-Conversion
  • Slot: Shoulder
  • Difficulty: 15
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal, heavy metal
  • Abilities: Fires short bursts of 3 low caliber bullets the bursts have a range of 80/320 feet and deal 1d6 piercing damage on a hit.  You are considered proficient with this weapon.
  • Upgrades: Using additional materials, upgrade to Full Conversion and Modular allowing the gatling cannon to make 3 bursts when you attack with it, increasing the damage to 3d6 piercing.
Micro-Ballista[edit]
  • Type: Partial-Conversion
  • Slot: Shoulder
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal
  • Abilities: Fires singular high velocity arrows which have a range of 120/480 feet and deal 2d4 piercing damage on a hit. You are considered proficient with this weapon.
  • Upgrades: Using additional materials, upgrade to Full Conversion and Modular causing the ballista to have +1 to hit and deal 3d6 piercing damage instead.
Plasma Cannon[edit]
  • Type: Full-Conversion/Modular
  • Slot: Shoulder
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, crystal, heavy metal, circuitry
  • Abilities: Fires small orbs of plasma using 15 energy which deal 1d6 force + 1d6 lightning damage on hit. This has a range of 30/120 feet. You are considered proficient with this weapon.
  • Upgrades: Using additional materials, upgrade to reduce the energy cost by 5 and increase the damage dice to d10.

 

Defensive[edit]
Armored Plating[edit]
  • Type: Partial-Conversion
  • Slot: Shoulder
  • Difficulty: 10
  • Tools: smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +1 AC and -1 piercing, slashing and bludgeoning damage from non-magical sources (this stacks with the reduction from other Armored Platings).
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion gaining +1 Constitution (up to 20).
Deflector Plating[edit]
  • Type: Partial-Conversion
  • Slot: Shoulder
  • Difficulty: 15
  • Tools: smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +2 AC against ranged attacks.
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion gaining +1 bonus HP per Mechromancer level.
Phase Shields[edit]
  • Type: Full-Conversion
  • Slot: Shoulder
  • Difficulty: 20
  • Tools: tinker’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, gems

Abilities: Generates a transparent shield of the color of the gem used to create the graft which consumes energy to block up to 2d8 damage when you are hit.  Blocks damage up to the amount rolled and consumes that much energy. Requires an action to toggle on or off and consumes 1 energy per minute whilst active.

Upgrades: Using additional materials, upgrade the shield generator, causing it to automatically block the first 1d8 damage without consuming energy.

Utility[edit]
Mechanical Arm[edit]
  • Type: Full-Conversion
  • Slot: Shoulder
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal, gears, circuitry
  • Abilities: Functions as an additional arm which can be used during a bonus action or with multitasking.  Also provides slots for single hand and/or forearm grafts.  You can only encode cantrips into any grafts on mechanical arms.
  • Upgrades: None.

Forearm[edit]

Forearm grafts are rather special as they are often used to build in weapons and most notably spells.

Offensive[edit]
Spell Codex[edit]
  • Type: Partial-Conversion
  • Slot: Forearm
  • Difficulty: 15
  • Tools: tinker’s tools, jeweler’s tools
  • Load: 15
  • Materials: scrap metal, gems
  • Abilities: Can be encoded with 1 spell of up to 1st level. Unless placed on a mechanical arm, in which case only cantrips can be encoded.
  • Upgrades: Using additional materials, upgrade to Full Conversion, allowing an additional spell to be encoded and 2nd level spells can be encoded except on mechanical arms.
Arm Blade[edit]
  • Type: Partial-Conversion
  • Slot: Forearm
  • Difficulty: 15
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: A medium blade which can be retracted into the arm.  The blade deals 1d8 slashing damage and is considered a finesse weapon.  You are considered proficient with this weapon.
  • Upgrades: Using additional materials, upgrade to Full Conversion, changing the damage to 3d4 slashing damage.
Arm Whip[edit]
  • Type: Partial-Conversion
  • Slot: Forearm
  • Difficulty: 15
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: A long whip which can be retracted into the arm.  The blade deals 1d6 slashing damage and is considered a finesse weapon with a reach of 10ft.  You are considered proficient with this weapon.
  • Upgrades: Using additional materials, upgrade to Full Conversion, changing the damage to 2d4 slashing damage.
Phase Blade[edit]
  • Type: Partial-Conversion
  • Slot: Forearm
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, heavy metal, gems
  • Abilities: A medium blade made out of a plasma which can be emitted via toggle.  The blade deals 2d6 force damage and is considered a finesse weapon.  You are considered proficient with this weapon.
  • Upgrades: Using additional materials, upgrade to Full Conversion, changing the damage to 3d6 force damage.
Phase Whip[edit]
  • Type: Partial-Conversion
  • Slot: Forearm
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, heavy metal, gems
  • Abilities: A long whip made out of a plasma which can be emitted via toggle.  The blade deals 2d4 force damage and is considered a finesse weapon with a reach of 10ft.  You are considered proficient with this weapon.
  • Upgrades: Using additional materials, upgrade to Full Conversion, changing the damage to 3d4 force damage.
Arm Bow[edit]
  • Type: Partial-Conversion
  • Slot: Forearm
  • Difficulty: 15
  • Tools: tinker’s tools, smith’s tools
  • Load: 10
  • Materials: scrap metal, heavy metal
  • Abilities: A retractable bow mounted on the forearm.  This bow can be a hand crossbow, shortbow, heavy crossbow, or longbow.  Two handed bows must be aimed using an additional arm to steady the first and can only be mounted on non-mechanical arms.
  • Upgrades: Using additional materials, upgrade to Full Conversion, gaining a +2 to hit and adding an additional die to the damage.
Utility[edit]
Multitool Casing[edit]
  • Type: Full-Conversion
  • Slot: Forearm
  • Difficulty: 10
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal
  • Abilities: Reduce the energy cost of Improvised Construction by 2 and add your Proficiency Bonus to actions that would require small tools to complete (e.g. lock picking, repairing watches, etc.)
  • Upgrades: Using additional materials, upgrade to Full Conversion gaining 1 bonus HP per Mechromancer level.

Upper Arms[edit]

Upper arm grafts generally cover just the bicep and tricep areas and are all defensive in nature.

Defensive[edit]
Armored Plating[edit]
  • Type: Partial-Conversion
  • Slot: Upper Arms
  • Difficulty: 10
  • Tools: smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +1 AC and -1 piercing, slashing and bludgeoning damage from non-magical sources (this stacks with the reduction from other Armored Platings).
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion gaining +1 Constitution (up to 20).
Deflector Plating[edit]
  • Type: Partial-Conversion
  • Slot: Upper Arms
  • Difficulty: 15
  • Tools: smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +2 AC against ranged attacks.
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion gaining +1 bonus HP per Mechromancer level.
Phase Shields[edit]
  • Type: Full-Conversion
  • Slot: Upper Arms
  • Difficulty: 20
  • Tools: tinker’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, gems
  • Abilities: Generates a transparent shield of the color of the gem used to create the graft which consumes energy to block up to 2d6 damage when you are hit.  Blocks damage up to the amount rolled and consumes that much energy.  Requires an action to toggle on or off and consumes 1 energy per minute whilst active.
  • Upgrades: Using additional materials, upgrade the shield generator, causing it to automatically block the first 1d8 damage without consuming energy
Alchemical Vaccination[edit]
  • Type: Partial-Conversion
  • Slot: Upper Arms
  • Difficulty: 20
  • Tools: tinker's tools, alchemists tools
  • Load: 5
  • Materials: scrap metal, glass
  • Abilities: Choose fire, lightning, cold, poison, acid, or psychic damage when you create the graft. You have resistance to that damage type.
  • Upgrades: Using alchemist's tools and additional materials, upgrade to Full Conversion allowing you to change the resistance type on a long rest.

Thighs[edit]

Thigh grafts are usually rather bulky, often defensive in nature but also able to provide some utility.

Defensive[edit]
Armored Plating[edit]
  • Type: Partial-Conversion
  • Slot: Thighs
  • Difficulty: 10
  • Tools: smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +1 AC and -1 piercing, slashing and bludgeoning damage from non-magical sources (this stacks with the reduction from other Armored Platings).
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion gaining +1 Constitution (up to 20).
Deflector Plating[edit]
  • Type: Partial-Conversion
  • Slot: Thighs
  • Difficulty: 10
  • Tools: smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +2 AC against ranged attacks.
  • Upgrades: Using tinker’s tools and additional materials, upgrade to Full Conversion gaining +1 bonus HP per Mechromancer level.
Phase Shields[edit]
  • Type: Full-Conversion
  • Slot: Thighs
  • Difficulty: 20
  • Tools: tinker’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, gems
  • Abilities: Generates a transparent shield of the color of the gem used to create the graft which consumes energy to block up to 2d6 damage when you are hit.  Blocks damage up to the amount rolled and consumes that much energy.  Requires an action to toggle on or off and consumes 1 energy per minute whilst active.
  • Upgrades: Using additional materials, upgrade the shield generator, causing it to automatically block the first 1d8 damage without consuming energy.
Utility[edit]
Decelerators[edit]
  • Type: Full-Conversion
  • Slot: Thighs
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal
  • Abilities: You do not take falling damage for falling 50 feet or less if you land on your feet.  You take half falling damage in all other cases if you land on your feet.
  • Upgrades: Using additional materials, upgrade to increase the safe zone for falling by 20 feet.

Calves[edit]

Calf grafts are almost exclusively based around movement abilities.

Offensive[edit]
Slicer Legs[edit]
  • Type: Full-Conversion
  • Slot: Calves
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: Can be used to kick, dealing 2d6 slashing damage.
  • Upgrades: None.
Utility[edit]
Atlas Legs[edit]
  • Type: Full-Conversion
  • Slot: Calves
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: +1 Constitution (up to 20) and gain advantage against being knocked prone.
  • Upgrades: None.
Strider Legs[edit]
  • Type: Full-Conversion
  • Slot: Calves
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: Increase your walking speed by 10 ft, and you have advantage on Dexterity Saving Throws.
  • Upgrades: None.

Feet[edit]

Foot grafts usually work with Calf grafts to provide increased mobility.

Utility[edit]
Mechanized Feet[edit]
  • Type: Full-Conversion
  • Slot: Feet
  • Difficulty: 10
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: +1 Dexterity (up to 20).
  • Upgrades: None.
Toe-Balance Feet[edit]
  • Type: Full-Conversion
  • Slot: Feet
  • Difficulty: 10
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: Increase your walking speed by 10ft.
  • Upgrades: None.
Motorized Wheels[edit]
  • Type: Full-Conversion
  • Slot: Feet
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 5
  • Materials: scrap metal, heavy metal, gems
  • Abilities: Increase your walking speed by 25ft, but uses 5 energy per minute whilst moving and you use one and a half move actions to get up from being prone.
  • Upgrades: None.

Hands[edit]

Hand grafts are one of the more difficult ones to effectively create due to the sheer complexity of the human hand.

Offensive[edit]
Clawed Hand[edit]
  • Type: Full-Conversion
  • Slot: Hand
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: Changes unarmed strike damage to 1d4 slashing.
  • Upgrades: Using additional materials, can be upgraded to Modular.
Slicer Hand[edit]
  • Type: Full-Conversion
  • Slot: Hand
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: Changes unarmed strike damage to 2d4 slashing but you cannot hold delicate things in this hand.
  • Upgrades: Using additional materials, can be upgraded to Modular.
Pulser Gauntlet[edit]
  • Type: Full-Conversion
  • Slot: Hand
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 5
  • Materials: scrap metal, heavy metal, gems, lens
  • Abilities: Can use 10 energy to emit a short 5 feet pulse which deals 1d6 force damage and if the target is large, medium, or small it must make a DC 15 Dexterity Saving Throw or be knocked prone.  Tiny targets are knocked back 10 feet and fall prone.  Huge or larger targets aren’t affected.
  • Upgrades: Using additional materials, can be upgraded to Modular.
Tesla Gauntlet[edit]
  • Type: Full-Conversion
  • Slot: Hand
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal, heavy metal
  • Abilities: Changes unarmed strike to optionally consume 25 energy to deal 2d6 additional lightning damage and give Constructs the Stunned Condition until the end of your next turn, a given target can only be stunned once per long rest.
  • Upgrades: Using additional materials, can be upgraded to Modular.
Utility[edit]
Artisan Hands[edit]
  • Type: Full-Conversion
  • Slot: Both Hands
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: +2 Dexterity (up to 20) and you can add your proficiency bonus to actions requiring the use of these hands in combination with any tools you are proficient with.  Cannot be grafted onto mechanical arms.
  • Upgrades: Using additional materials, can be upgraded to Modular.
Manipulator Claws[edit]
  • Type: Full-Conversion
  • Slot: Hand
  • Difficulty: 15
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: Can function as hands for non fine detail functions. (Comes preinstalled on a Mechanical Arms.)
  • Upgrades: Using additional materials, can be upgraded to Modular.

Core[edit]

Cores are generally found in the center of the chest and usually serve the same general purpose which is to store additional energy gems.  However, higher level cores will have additional abilities.

Utility[edit]
Laser Diode Core[edit]
  • Type: Full-Conversion
  • Slot: Core
  • Difficulty: 15
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 5
  • Materials: scrap metal, heavy metal, gems
  • Abilities: Supplies 2 slots for energy gems. Can emit a strong laser in a 15 foot straight line in front of you which consumes 40 energy to make a spell attack which deals 1d6 force and lightning damage.
  • Upgrades: Using additional materials, can be upgraded to Modular.
Steam Engine Core[edit]
  • Type: Energy-Generating/Full-Conversion
  • Slot: Core
  • Difficulty: 15
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 5
  • Materials: scrap metal, heavy metal, gems
  • Abilities: Supplies 2 slots for energy gems.  Can be fed fuel and water to generate 10 energy per minute in combat or 50 energy per hour.
  • Upgrades: Using additional materials, can be upgraded to Modular.
Combustion Core[edit]
  • Type: Energy-Generating/Full-Conversion
  • Slot: Core
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, heavy metal, gems
  • Abilities: Supplies 4 slots for energy gems.  Can be fed fuel to generate 15 energy per minute in combat or 70 energy per hour.
  • Upgrades: Using additional materials, can be upgraded to Modular.
Turbo-Charged Jet Core[edit]
  • Type: Energy-Generating/Full-Conversion
  • Slot: Core
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, heavy metal, gems
  • Abilities: Supplies 6 slots for energy gems.  Can be fed fuel to generate 25 energy per minute in combat or 150 energy per hour.
  • Upgrades: Using additional materials, can be upgraded to Modular and can build in a nitro booster which doubles energy generation in combat for 5 minutes but then disables it for 10 minutes.
Super Solenoid Core[edit]
  • Type: Energy-Generating/Full-Conversion
  • Slot: Core
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, heavy metal, gems
  • Abilities: Supplies 8 slots for energy gems. Generates 30 energy per minute in combat or 180 energy per hour.
  • Upgrades: Using additional materials, can be upgraded to Modular and you are able to use the spells core burst and self-destructive chest beam with a tolerance of 300 energy.
Entropy Reactor Core[edit]
  • Type: Energy-Generating/Modular/Full-Conversion
  • Slot: Core
  • Difficulty: 30
  • Tools: tinker’s tools, alchemist’s tools, smith’s tools, jeweler’s tools
  • Load: 20
  • Materials: high quality gem, and high value metals
  • Abilities: Supplies 10 slots for energy gems.  Generates 40 energy per minute in combat or 200 energy per hour.  You are able to use the spells core burst and self-destructive chest beam with a tolerance of 600 energy.
  • Upgrades: Using additional materials, can be upgraded to allow an overdrive function which doubles energy generation for 5 minutes.

Pelvis[edit]

Pelvis grafts are rather uninteresting, usually only streamlining the performance of the Mechromancer’s movement.

Utility[edit]
Actuated Socket Pelvis[edit]
  • Type: Full-Conversion
  • Slot: Pelvis
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal
  • Abilities: +1 Dexterity (up to 20).
  • Upgrades: None.
Bearing Actuated Pelvis[edit]
  • Type: Full-Conversion
  • Slot: Pelvis
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal
  • Abilities: Increase your walking speed by 10ft.
  • Upgrades: None.

Eye[edit]

Eye grafts are far and above among the most difficult grafts to create.  Simply the process of artificially creating an eye that can see as well if not better than a human eye is difficult beyond compare.

Utility[edit]
Night Vision Optics[edit]
  • Type: Full-Conversion/Modular
  • Slot: Eye
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 5
  • Materials: wiring, glass, scrap metal
  • Abilities: You gain Darkvision up to 60ft. If you already had Darkvision, extend its range by 30ft.
  • Upgrades: None.
Clear Lens Optics[edit]
  • Type: Full-Conversion/Modular
  • Slot: Eye
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 0
  • Materials: wiring, glass, scrap metal
  • Abilities: You can add an additional half of your Proficiency Bonus rounded down to Perception checks utilizing your eyes.
  • Upgrades: None.
Full Scan Optics[edit]
  • Type: Full-Conversion/Modular
  • Slot: Eye
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 5
  • Materials: wiring, glass, scrap metal
  • Abilities: You have advantage on Perception checks utilizing your eyes so long as you are able to stand still for at least 3 minutes.
  • Upgrades: None.
True Perception Optics[edit]
  • Type: Full-Conversion/Modular
  • Slot: Eye
  • Difficulty: 30
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 5
  • Materials: wiring, glass, scrap metal
  • Abilities: You can add an additional half of your Proficiency Bonus rounded down to Perception checks utilizing your eyes, and you have advantage on those checks so long as you are able to remain standing still for 1 minute.
  • Upgrades: None.

Heart[edit]

Outside of the brain itself, the heart is the most complicated biological construct within the body.  A mechromancer wishing to replace their heart must ensure that nothing goes wrong else death is almost assured.

Utility[edit]
Mechanized Heart[edit]
  • Type: Energy-Generating/Full-Conversion
  • Slot: Heart
  • Difficulty: 25
  • Tools: tinker’s tools, alchemist’s tools,  smith’s tools, jeweler’s tools
  • Load: 0
  • Materials: wiring, glass, scrap metal, circuitry
  • Abilities: Increase the maximum power load of your heart by 20 and generate 1 energy at the start of your turn in combat. This energy is lost when combat ends.
  • Upgrades: None.
Super Solenoid Heart[edit]
  • Type: Energy-Generating/Full-Conversion
  • Slot: Heart
  • Difficulty: 30
  • Tools: tinker’s tools, alchemist’s tools,  smith’s tools, jeweler’s tools
  • Load: 0
  • Materials: wiring, glass, scrap metal, circuitry
  • Abilities: +1 Constitution (up to 20) and increase the maximum power load of your heart by 35 and generate 2 energy at the start of your turn in combat. This energy is lost when combat ends.
  • Upgrades: None.
Perfected Entropy Heart[edit]
  • Type: Energy-Generating/Full-Conversion
  • Slot: Heart
  • Difficulty: 35
  • Tools: tinker’s tools, alchemist’s tools,  smith’s tools, jeweler’s tools
  • Load: 0
  • Materials: wiring, glass, scrap metal, circuitry
  • Abilities: +2 Constitution (up to 20) and increase the maximum power load of your heart by 50 and generate 3 energy at the start of your turn in combat. This energy is lost when combat ends.
  • Upgrades: None.

Blood[edit]

Blood grafts are total replacements of the fluid in your veins.  Most are rather difficult to create, but are mostly involving alchemy.

Utility[edit]
Black Oil[edit]
  • Type: Full-Conversion
  • Slot: Blood
  • Difficulty: 20
  • Tools: alchemist’s tools
  • Load: 0
  • Materials: chemicals
  • Abilities: Reduce the energy cost of all actions by 1.
  • Upgrades: None.
Electrolytic Solution[edit]
  • Type: Full-Conversion
  • Slot: Blood
  • Difficulty: 25
  • Tools: alchemist’s tools
  • Load: 0
  • Materials: chemicals
  • Abilities: Reduce the energy cost of all actions by 2.
  • Upgrades: None.
Nanite Solution[edit]
  • Type: Full-Conversion
  • Slot: Blood
  • Difficulty: 30
  • Tools: alchemist’s tools
  • Load: 5
  • Materials: minute circuitry, chemicals
  • Abilities: Reduce the energy cost of all actions by 3.
  • Upgrades: As long as you are not dead, you can spend X times 100 Energy to activate this graft and regain X amount of hitpoints. This action is excluded from energy cost reductions for blood grafts.

Torso[edit]

Torso grafts are all final conversions of the torso structure.

Defensive[edit]
Armored Chassis[edit]
  • Type: Full-Conversion
  • Slot: Torso
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal, heavy metal
  • Abilities: +1 AC; +1 bonus HP per Mechromancer level.
  • Upgrades: None.
Utility[edit]
Streamline Chassis[edit]
  • Type: Full-Conversion
  • Slot: Torso
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal, heavy metal
  • Abilities: Reduce the energy cost of movement based grafts by 3.
  • Upgrades: None.
Conduit Chassis[edit]
  • Type: Full-Conversion
  • Slot: Torso
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools, jeweler’s tools
  • Load: 5
  • Materials: scrap metal, heavy metal
  • Abilities: Provides 5 slots for energy storage gems.
  • Upgrades: None.

Brain[edit]

The brain is by and large the most complicated and in depth undertaking a mechanist will ever face.  The brain is often the final part that a mechanist constructs and often represents the mechanist’s given up the holds of mortality and flesh.

Utility[edit]
The Artificial Brain[edit]
  • Type: Full-Conversion
  • Slot: Brain
  • Difficulty: 40
  • Tools: tinker’s tools, alchemist’s tools,  smith’s tools, jeweler’s tools
  • Load: 0
  • Materials: high quality gems, high quality metal, circuitry, minute circuitry, wiring
  • Abilities: +2 Intelligence and increases your maximum Intelligence to 22. You also gain absolute memory, everything you have seen or heard since application of the artificial brain is recording in stunning detail.
  • Upgrades: None.

Mechanist’s Focus[edit]

The Mechanist’s Focus is perhaps the most important tool for the mechromancer and thus it is only fitting that the mechromancer spends time developing it to its utmost.

Offensive[edit]
Spell Codex[edit]
  • Type: Partial-Conversion
  • Slot: Mechanist’s Focus
  • Difficulty: 10
  • Tools: tinker’s tools, jeweler’s tools
  • Load: 0
  • Materials: scrap metal, gems
  • Abilities: Can be encoded with up to twice your Intelligence modifier spells of a level based upon your character level.
  • Upgrades: Using additional materials, upgrade to Full Conversion and Modular.
Spline Blade[edit]
  • Type: Partial-Conversion
  • Slot: Mechanist’s Focus
  • Difficulty: 10
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal, heavy metal
  • Abilities: Can be used to attack foes dealing 1d10 slashing damage.
  • Upgrades: Using additional materials, upgrade to Full Conversion and Modular and changing damage to 2d10 slashing.
Gatling Mount[edit]
  • Type: Partial-Conversion
  • Slot: Mechanist’s Focus
  • Difficulty: 10
  • Tools: tinker’s tools, smith’s tools
  • Load: 15
  • Materials: scrap metal, heavy metal
  • Abilities: Fires small bursts of 6 low-caliber bullets up to 40/160 feet which deal 2d4 piercing damage on a hit.
  • Upgrades: Using additional materials, upgrade to Full Conversion and Modular, changing the damage to 2d8 piercing.
Utility[edit]
Energy Gem Storage[edit]
  • Type: Partial-Conversion
  • Slot: Mechanist’s Focus
  • Difficulty: 10
  • Tools: tinker’s tools, jeweler’s tools
  • Load: 10
  • Materials: scrap metal, gems
  • Abilities: Affix a stabilized energy storage gem to the staff
  • Upgrades: Using additional materials, upgrade to Full Conversion and Modular, allowing up to 2 gems to be stored.
Multitool Casing[edit]
  • Type: Partial-Conversion
  • Slot: Mechanist’s Focus
  • Difficulty: 10
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: Reduce the energy cost of Improvised Construction by 2 and add 1 to the roll for either research or graft crafting.
  • Upgrades: Using additional materials, upgrade to Full Conversion and Modular.

Misc.[edit]

All miscellaneous grafts are ones which fill one or more non-specific slots, such as replacing internal organs or adding some extra extremities.

Offensive[edit]
Slicer Tail[edit]
  • Type: Full-Conversion
  • Slot: Misc. (Tail)
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: A large tail which can be used to attack, dealing 1d8 slashing damage on a hit.
  • Upgrades: None.
Utility[edit]
Strider Tail[edit]
  • Type: Full-Conversion
  • Slot: Misc. (Tail)
  • Difficulty: 20
  • Tools: tinker’s tools, smith’s tools
  • Load: 0
  • Materials: scrap metal
  • Abilities: +1 Dexterity (up to 20) and Increase your walking speed by 5ft if you already have a walking speed of at least 40ft.
  • Upgrades: None.
Metabolic Prostheses[edit]
  • Type: Full-Conversion
  • Slot: Misc. (Internal Organs)
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal, gems
  • Abilities: Replaces the need for both food and drink with a need of a constant supply of 5 energy per hour.
  • Upgrades: None.
Respiratory Prostheses[edit]
  • Type: Full-Conversion
  • Slot: Misc. (Internal Organs)
  • Difficulty: 25
  • Tools: tinker’s tools, smith’s tools
  • Load: 5
  • Materials: scrap metal, gems
  • Abilities: Replaces the need to breath specifically air, allowing water breathing as well as air.
  • Upgrades: None.

Mechromancer Spell List[edit]

The following are evocations spells which can be encoded onto your Mechanist’s Focus or a graft.

Cantrips[edit]

Air Slash[edit]

1 action

120 feet

S

Instantaneous

You form a shard of air and launch it at incredible speeds at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 slashing damage.

Arcane Bolt[edit]

1 action

30 feet

S

Instantaneous

You launch a bolt of magical energy that follows its target before exploding on them. Choose a creature within range. It takes 1d4 force damage.

Conduct[edit]

1 action

5 feet

S

Instantaneous

You channel lightning through your hand to smite a creature or object within range. Make a melee spell attack against the target. On a hit, the target takes 2d6 lightning damage.

Frostbite[edit]

1 action

60 feet

S

Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Heat Beam[edit]

1 action

100 feet

S

Instantaneous

You concentrate your firepower on a single straight beam and shoot toward an enemy within range. Choose a target within range. It must make a Dexterity saving throw or take 1d10 fire damage.

Power Strike[edit]

1 action

60 feet

M (a weapon)

Instantaneous

Project a beam of force from your melee weapon to attack from a distance. As part of the action used to cast this spell, you must make a melee attack roll with a weapon. The attack roll can be made against any creature within the range of this spell, ignoring the weapon's normal reach. On a hit, the attack inflicts force damage equal to the amount of damage the weapon attack would otherwise inflict.

Ray of Frost[edit]

1 action

60 feet

S

Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

1st Level[edit]

Burning Hands[edit]

1 action

Self (15-foot cone)

S

Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

Chromatic Orb[edit]

1 action

90 feet

S

Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

Ice Wave[edit]

1 action

Self (15-foot cone)

S

Instantaneous

After you touch the ground, a thin sheet of ice rapidly extends forth in a 15-foot cone, then ruptures, causing spikes of ice to launch skyward. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much on a successful one.

Magic Missile[edit]

1 action

120 feet

S

Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Thunderous Smite[edit]

1 bonus action

Self

V

Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Thunderwave[edit]

1 action

Self (15 foot cube)

S

Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 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.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

2nd Level[edit]

Air Bubble[edit]

1 actions

30 feet

S

1 hour

An object or creature in range is surrounded with a 2-foot-diameter sphere of clean, pure air for the duration, which suppresses water or unclean air. When cast on a creature, the air bubble surrounds the target's head or face. As the air is always clean, it is scentless even in the presence of overwhelming odor. The sphere stays with the target, though a creature can choose to avoid the air bubble if it wishes.

This effect enables a creature to breathe when it otherwise could not, such as while underwater. The target is effectively immune to any damage that relies on smell, inhalation, odors, or gaseous contact with the face. A fragile object surrounded by this sphere of air is similarly protected from smoke or water.

Flame Blade[edit]

1 bonus action

Self

S

Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Sapphire Hail[edit]

1 action

Self (60-foot cone)

S

1 round

Rain down bolts of blue energy, devastating your enemies. As past of casting this spell, you toss an orb of blue energy into the air. The orb shoots into the sky and duplicates, raining down blue bolts of energy everywhere within range. Any creature other than you in this area within the range of the spell takes 4d6 radiant damage, or half as much on a successful Dexterity saving throw. A target can ignore the damage from this spell if it can ignore the damage from magic missile, such as by casting shield. This spell inflicts no damage to a creature benefiting from mage armor.

Scorching Ray[edit]

1 action

120 feet

S

Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Shatter[edit]

1 action

60 feet

S

Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Vector Laser[edit]

1 action

60 feet

S

Instantaneous

Draw a line with a powerful laser 20 feet long with both endpoints within 60 feet. Creatures within those spaces make a Dexterity Saving Throw or take simultaneously 2d6 fire and 2d6 lightning damage on a failed save or half as much on a successful save.

This laser can be used to cut through most materials at a rate of a square foot cross sectional area per minute.

3rd Level[edit]

Arcane Explosion[edit]

1 action

150 feet

S

Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of arcane energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target takes 3d6 force damage and 3d6 thunder damage and is pushed 10 feet away from center of spell. On a successful save, the target takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet away from you by the spell’s effect.

Drill Beam[edit]

1 action

Self (60-foot line)

S

Instantaneous

A beam of pure energy forming a line that is 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in that line must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much damage on a successful one.

Fireball[edit]

1 action

150 feet

S

Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Frostball[edit]

1 action

150 feet

S

Instantaneous

A small ball of blue and white energy leave the point of your finger and upon impact explode, giving a large sharp sound and covering the area with a snow-like surface Each creature on a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one. Failing on not, each creature that tries to move for the first time on that area until the end of your next turn must make a Dexterity saving throw or slip on the ice coating and get knocked prone

Lightning Bolt[edit]

1 action

Self (100-foot line)

S

Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.

Misc.[edit]

Core Burst[edit]

1 reaction

10 feet

Energy (50)

Instantaneous

When you are targetted for a physical attack that you can see, you can release a short but potent burst of energy. The attacker makes a Dexterity Saving Throw. On a successful save, the attacker can choose to either follow through with the attack or dodge the Core Burst. On a failed save or if the attacker follows through, it must make a Constitution Saving Throw. On a failed save, the attacker simultaneously takes 1d8 fire + 1d8 lightning +1d8 force damage and half on a successful save.

Destabilize[edit]

1 action

40 feet

S,M (an energy storage gem with energy stored within it, which is consumed)

Instantaneous

You disable much of the stabilizing features of a storage gem so that it can be “safely” thrown. Make a ranged spell attack. On a hit, the gem explodes in a small scale dealing 1d6 force damage for every 5 energy stored within the gem, rounded down to nearest multiple of 5.

Discharge[edit]

1 action

5 feet

Energy (at least 5)

S,M (an energy storage gem with energy stored within it)

Instantaneous

You release a controlled electrical burst from a storage gem and channel the power through your mechanist's focus. Make a melee spell attack. On a hit, deals lightning damage in a combination of dice of your choice. The cost of a die is the same as its maximum roll (e.g. a d6 costs 6 energy) and each die beyond the first costs 1 additional energy, progressively (e.g. casting fireball would normally cost 20 energy and it can deal 8d6 in a 20 foot sphere. It would cost 76 energy to do 8d6 with discharge due to the 6 needed for each die and 1, 2, 3, and so one for the additional dice).

Self-Destructive Chest Beam[edit]

1 action and 1 bonus action

5 feet per 10 Energy consumed

S,M (applicable core which is consumed if the energy tolerance is exceeded), Energy (40 or more)

Instantaneous

Channel a vast quantity of energy into a singular cylindrical beam emitted from the chest which travels at half the speed of light. The length of the beam is 5 feet per 10 energy consumed up to 250 feet beyond which, the width of the beam increases by 10 feet for every 50 additional energy. This beam burns a hole clear through most nonmagical materials up to a foot thick per 5 energy consumed within the cylinder. For every 40 energy consumed, roll a d6 and tally the result, subtracting from the pool as damage is dealt.

Perform the following in order until the pool is empty:

1) Check each line of the beam and note the first creature(s) which are met by the beam

2) For each of those creatures, if that creature's space is entirely within the beam, it must make a Constitution saving throw with a DC of 5 plus 1 for every 40 energy consumed to cast this spell. That creature may add 10 to its roll for every size is it above medium and 5 for each of its immunities to fire, force, and lightning damage. If the creature is fully immune to all of these types of damage, it soaks a fraction of the damage remaining based upon how much of the beam it blocks (this is just the number of lines the creature occupies divided by the number of lines total which remain unblocked) that creature is treated as if it has already taken damage. If the creature fails this save, it is instantly vaporized. A creature only needs to make this save once.

3) Repeat 1) and 2) until each line contains a creature which wasn't vaporized.

4) Each creature currently affected by the beam which has not taken damage from it makes another Constitution saving throw against your spell save DC then takes up to a fraction of the damage remaining based upon how much of the beam it blocks (e.g. a large creature entirely within the beam making this save when the beam is 15 feet wide would only take up to 2/3 of the damage). This damage is halved on a successful save. A creature only needs to make this save once and only takes damage once. A creature always takes an equal amount of fire, force, and lightning damage and only as much is needed to kill it, if possible (e.g. if the pool contains 10 points, and the only creature affected has 6 hit points but is immune to fire damage, 3 points are deducted from the pool to kill the creature). Creatures that die this way are vaporized.

5) Repeat until either there are no more points in the pool or there are no more lines which do not contain a creature which has already taken damage.

When a creature is vaporized by this spell every nonmagical object it is carrying is also vaporized.

If the energy that is consumed exceeds the energy tolerance of the core, said core is destroyed, otherwise roll a percentage die and add your Proficiency bonus, Intelligence modifier, and Constitution modifier to the roll. If the total roll is less than the percentage of the core’s energy tolerance used for this spell, the core is destroyed. In the event of the core being destroyed, the Mechromancer is staggered, losing half its movement speed and being unable to take actions outside of moving for 1d4+2 turns.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mechromancer class, you must meet these prerequisites: 15 or more Intelligence and 13 or more Constitution

Proficiencies. When you multiclass into the Mechromancer class, you gain the following proficiencies: Tinker’s tools, Alchemist’s Tools, Smith’s Tools, and Jeweler’s Tools



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