Mechromancer 2K (5e Class)
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Mechromancers use a combination of technological know-how and arcane study to design and build a robot companion, which they summon like a familiar for short bursts, at least at first, to act as both shield and sword on the front line, as they use their arcane powers and handiness with guns to back them up and control combat.
The Mechromancer class was designed for a specific character. This class has not been extensively playtested and, as such, you should consult your DM before selecting this class. As always, your DM can homebrew any features they deem too strong. Thanks!
Credit for original version of this class goes to The creator of this post, but I have made quite a few edits that are mine.
A hulking mass of metal hovers across the battlefield. Bullets ping off its thick exterior, barely leaving scratches and dents, while rusty iron pipes and steel bats fail to even phase it. The figure rears its hands back and brings them together in an explosive clap, shoving those near it back, stunning some. A half elf, having placed himself expertly, expecting this turn of events, levels his rifle and lands a deadly headshot on one of his discombobulated enemies.
The gnome steps towards the earth elemental, casually raising a mechanical arm that glows with arcane symbols etched into the surface, unleashing her robotic companion of death and destruction from the pocket realm it is stored in. She didn't know that elementals could feel fear, but the look of sudden dread on the elemental's otherwise stony face as her battle partner rushes over the ground, its repulsors crackling with lightning, is unmistakable. She readies her shotgun for the coming fight.
Firing blindly into the fray, her bullets bouncing wildly off random surfaces, the halfling urges her battle-hardy companion in close to distract their opponent as she dives behind a pile of rubble. Risking a peek, the halfling finally sees a chink in the lumbering psycho orc's armor. Taking a steadying breath, she smiles as she lines up her hunting pistol's shot. She hasn't done much damage, as yet...but this one is gonna hurt.
Creating a Mechromancer
|invaderkeith's Deviantart page|
When selecting a Mechromancer, it's important to ask yourself several questions.
What were your origins?
How did you come to learn your craft?
Were you a privileged child, handed everything you needed to make your first robot, or a street rat that salvaged everything little by little, out of desperation to protect yourself?
Did you have formal schooling, or were you self-taught?
- Quick Build
You can make a Mechromancer quickly by following these suggestions. First, Dexterity or Intelligence should be your highest ability score, followed by the one you didn't choose first. Second, choose the Noble or the Urchin background.
As a Mechromancer you gain the following class features.
- Hit Points
Armor: Light, Medium
Weapons: Simple weapons and firearms
Tools: Tinker's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival,
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A pistol or (b) A shotgun or (c) A rifle
- (a) Leather Armor or (b) Light armor of choice
- A set of Tinker's tools
- (a) A dungeoneer's pack or (b) An explorer's pack
- A simple weapon
- If you are using starting wealth, you have 5d8gp in funds.
|Features||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Myelin, Fight for Your Life||--||—||—||—||—||—|
|4th||+2||Ability Score Improvement||2||3||—||—||—||—|
|5th||+3||Master Tinker (alt Extra Attack)||2||4||2||—||—||—|
|7th||+3||Mechromancer Archetype Feature||2||4||3||—||—||—|
|8th||+3||Ability Score Improvement||2||4||3||—||—||—|
|11th||+4||Mechromancer Archetype Feature||3||4||3||3||—||—|
|12th||+4||Ability Score Improvement||3||4||3||3||—||—|
|15th||+5||Mechromancer Archetype Feature||4||4||3||3||2||—|
|16th||+5||Ability Score Improvement||4||4||3||3||2||—|
|19th||+6||Ability Score Improvement||5||4||3||3||3||2|
|20th||+6||Sharing is Caring||5||4||3||3||3||2|
|Mechromancer Extras Table|
|Buck Up||More Pep||Anarchy Die||Discord|
Beginning at 1st level, after finishing a short or long rest, you gain a shield of temporary hit points equal to twice your Mechromancer level. This shield regenerates every short rest. This shield may also be regenerated through other means, depending on the choice of Mechromancer Archetype.
Fight for Your Life
When you are reduced to 0 hit points but not killed out right, you and D374 TP can make one melee or ranged attack. If this attack kills a creature, you are instead reduced to 1 hit point. Additionally, the shield of temporary hit points provided by the Myelin feature is also restored. You can't use this feature again until you finish a short or long rest.
You manipulate the energies of the Arcane to cast your spells.
- Cantrips. At 2nd level, you know two cantrips of your choice from the wizard or Artificer spell lists. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column on the Mechromancer table above. You also know your choice of Guidance, Message, Mage Hand, Thaumaturgy, Prestidigitation, or On/Off, as well as the Mending Cantrip, and may cast them without material components. These two cantrips do not count toward your total known cantrips. When cast on your D347-TP companion or a friendly construct, mending heals it by an amount of hp equal to 2d6 + your intelligence mod.
- Spell Slots. The Mechromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- Learning Spells of 1st level and Higher. You prepare the list of Mechromancer spells that are available for you to cast, choosing from the wizard or artificer spell list, as well as any technomagic spells, subject to your GM's approval, such as those that appear in Unearthed Arcana: Modern Magic. When you do so, choose a number of spells equal to your Intelligence modifier + half your Mechromancer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Mechromancer, 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 Mechromancer spells requires time spent in tinkering with your spellcasting devices: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability. Intelligence is your spellcasting ability for your spells, as Intelligence helps to focus the energies of the Arcane. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a 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
- Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your spells, and it can include a prosthetic limb. A Mechromancer focus does not count towards your number of attunement slots when used as a focus, even if it normally would.
As an Mechromancer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool to perform the spell effect. If you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.
The same principle applies when you prepare your spells. As an Mechromancer, you don't study a spellbook or pray to prepare your spells. Instead, you work with your tools and tinker's log and create the specialized items you'll use to produce your effects. If you replace cure wounds with shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy.
Such details don't limit you in any way or provide you with any benefit. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
Beginning at 2nd level, as a bonus action, you can activate your robotic combat companion, D37H-TP, lovingly known as Deathtrap. D37H-TP, when inactive, is stored in an extradimensional space that is linked to your current arcane focus, and returns to that space automatically when it drops to 0 hp, or you die. It remains there indefinitely when you die, unless you are returned to life, and make a new arcane focus, or recover the original. You can pull it out of that space to work on it, and it enters a low power, non-combat mode if you choose. In combat, D37H-TP remains active for up to 10 minutes, which increases to 8 hours at 10th level with Upshot Robot and indefinitely at level 18 with the ∞% Cooler feature. Its hit points are equal to half of yours, rounded down, and cannot be restored through normal means, such as a short or long rest. When D37H-TP's hit points reach 0, it deactivates and is pulled back into its extradimensional space, and stays that way until you use the mending cantrip on your arcane focus, which transfers the healing to it. Deactivation can also be triggered as a bonus action. Once deactivated, if the full time has elapsed, D37H-TP can only be reactivated after a short or long rest. If you deactivate it prematurely, you may reactivate it again for combat for the remainder of the minutes not used, rounded to the nearest minute, or until you deactivate it again. You must wait at least 1 minute between deactivating and reactivating D37H-TP.
Having created D37H-TP yourself, it obeys your commands without fault, and cannot be commanded by any you do not explicitly tell it to obey. See the D37H-TP statistics table for D37H-TP's base statistics. Add your proficiency bonus to its AC, attack rolls, and damage rolls for melee and ranged attacks. Additionally, it takes its turn on your initiative and will attack the nearest enemy with whom you are in combat. You can use a bonus action to direct it elsewhere, use a specific combat action, or to perform the Dash, Disengage, or Dodge action.
At 3rd level, the Mechromancer can choose one of the three widely varied Mechromancer Archetypes: Best Friends Forever, Little Big Trouble, and Ordered Chaos. But to expect that any two that choose the same path will utilize its tools the same is a mistake. Mechromancers are versatile, using D37H-TP's abilities to their maximum and even completely changing attack methods mid-combat.
Ability Score Increase
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. The Mechromancer also applies an ASI to their D37H-TP at those levels, following the same limitation cap. If your GM allows you to choose feats instead of ASIs, or in addition to ASIs, only you can choose to take a feat.
At level 5, you gain the ability to repair machines so long as you have the required technology level (your Mechromancer level must be equal to or higher than their CR, if they are creatures) and get them into full working order.
If this machine is a mech, and you successfully pass an Arcana check (DC determined by the GM), you will gain the knowledge of how to pilot it, though you will not be able to upgrade or make others.
When you repair a construct, you attempt to reprogram it. After you repair a construct, the construct must make a wisdom save. If it fails the save, it becomes friendly to you. If it fails the save by 5 or more, it will follow your orders to the best of its abilities, as long as those orders do not conflict with its programming. If it fails by 10 or more, it will follow any order, even ones that otherwise conflict with its programming. The construct has advantage on the save if it was hostile towards you prior to the repairs, or has an intelligence score higher than 12.
The repair cost is dependent on the machine in question.
Alternatively, if this ability would not fit well in the campaign setting, you may opt to take the "Extra Attack" feature, as follows.
Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn. D37H-TP does not benefit from this feature.
At 6th level, the movement speed for you and D37H-TP is increased permanently by 5 feet. Additionally, as a bonus action, you can magically trade places with D37H-TP, up to a distance of 60 feet, as long as you have your arcane focus.
At 9th level, choose one D37H-TP improvement from the Improvements Table at the end of the class description. Your D37H-TP gains this improvement. Each time you level up, you may choose to change out this improvement for another D37H-TP qualifies for. At level 13, you may choose an additional improvement to add to D37H-TP, allowing two simultaneous improvements. At level 17, you may choose a third, allowing three simultaneous improvements to be present.
By 10th level, you have tinkered with your D37H-TP enough that it can remain active for 8 hours or until you deactivate it. It also gains immunity to Psychic damage, resistance to Lightning damage, and advantage on saving throws and checks to see through illusions.
Beginning at 14th level, as a bonus action, you can direct D37H-TP to shoot an orb of energy with an AC of 15 at a target within 60 feet of him. The orb lasts until the end of your next turn. Attacking the orb will cause it to explode, Each within a 20-foot-radius sphere centered on that point must make a Dexterity saving throw or be dealt 12d6 lightning damage, or half as much damage on a successful one. You may choose up to 6 creatures who are unaffected. You may only have D37H-TP use this ability once per short rest.
By 18th level, you have mastered D347 TP's activation protocol, and reached nearly the pinnacle of its defensive tinkering. It now remains active until deactivated or its hit points reach 0. Additionally, D37H-TP becomes immune to lightning damage, and gains resistance to fire damage, and its damage immunities and resistances cannot be bypassed by any means.
Sharing is Caring
At 20th level, D37H-TP gains the same ability as granted by your Myelin feature and Fight for Your Life feature.
Mechromancers are versatile adventurers and can choose from three archetypes: Best Friends Forever, Little Big Trouble, and Ordered Chaos.
Best Friends Forever
Don't screw with a girl and her robot!
D37H-TP isn't just a science experiment to you. Your adventures have made you closer than ever; you fully rely on D37H-TP as you both jump directly into the heat of the battlefield, trusting that it will protect you.
- Made of Sterner Stuff
At 3rd level, D37H-TP gains resistance to slashing, bludgeoning, and piercing damage.
- Buck Up
At 7th level, D37H-TP gains the ability to heal you or your allies as an action. As a bonus action, you can direct D37H-TP to heal a creature it can see. The healing amount increases as you gain levels as a Mechromancer, as shown in the Buck Up column of the Mechromancer Extras table. Additionally, D37H-TP can fully refill the shield of temporary hit points granted by the Myelin feature. D37H-TP can only use this ability once per activation.
- Potent as a Pony
By 11th level, D37H-TP has been in enough battles to remember how to take a hit. It gains additional hit points equal to twice your Mechromancer level.
Beginning at 15th level, as a bonus action, you can direct D37H-TP to taunt a creature that is not focused on it within 30 feet. The creature must make a Wisdom saving throw, using your spell save DC. On a failed save, that creature must adjust its focus to D37H-TP, and is under the effect of the Compelled Duel spell with D37H-TP for one minute, though the effect does not end if a creature friendly to you attacks the target or casts a harmful spell on the target.
Little Big Trouble
I can't believe you only got third place in the science fair.
The elements are at your command. Whether through you or D37H-TP, creatures that stand against you will find themselves subject to the most heinous of elemental pain.
- More Pep
Beginning at 3rd level, as an action on your turn, you can infuse your weapons with one of the following elements: lightning, fire, or acid. This effect lasts for one minute, or until an action is used to change the element type. Once per turn when you attack with these elements, you may attempt to inflict the creature with the respective status effect. The creature must make a Constitution saving throw. On a fail, the creature suffers damage immediately and at the end of each of its turns. That creature can make a successful Constitution saving throw during its turn to end the effect. The damage inflicted by the More Pep feature increases as you gain levels as a Mechromancer, as shown in the More Pep column the Mechromancer Extras table. A creature can't suffer from two effects of the same type.
- Evil Enchanter
Beginning at 7th level, when you kill a creature, the next creature that has to roll a save against More Pep automatically fails, and you may roll twice the number of dice for More Pep damage.
- Make It Sparkle
Beginning at 11th level, as an action on your tum, you can infuse D37H-TP wit one of the following elements: lightning, fire, or acid. D37H-TP also gains the More Pep feature.
- Interspersed Outburst
Beginning at 15th level, you have a chance to inflict creatures with the slag status effect. Slagged enemies become vulnerable to the following elements: lightning, fire, and acid. When you hit a creature with a odd numbered attack roll, the creature must make a Dexterity saving throw On a fail, the creature is slagged until the end of your next turn.
If I hit ya, you're gonna feel it!
Ordered Chaos is arguably the most difficult of the archetypes to master. But when you do, everyone will notice. Not only will you be dropping foes left and right, but you'll also manage to stay on top of the fight with careful use of Discord. You may choose to activate any Ordered Chaos abilities through your D37H-TP, as if you were using them, yourself.
Beginning at 3rd level, you may choose to make an attack at disadvantage, granting you an anarchy die, which is a 1d4, up to the number shown on the Mechromancer Extras Table. Once per turn, if you hit with an attack, you may roll any number of anarchy die and add this number to the damage roll Doing so does not expend the die. Killing a creature in this way will fully restore the shield granted by the Myelin feature, and reset your uses per turn. You can store a number of anarchy die that increases as you gain levels as a Mechromancer, as shown in the Anarchy Die column of the Mechromancer Extras table. Anarchy die are only used to cast Ordered Chaos abilities and do not fade over time. If you are knocked unconscious, you lose half your anarchy die rounded up for each turn you make a death saving throw.
- Close Enough
Beginning at 7th level, once per turn, when you roll to attack, you can consume a stack of anarchy to reroll any result below a 5. You must take the second roll.
Beginning at 11th level, as a bonus action, you can use the ability Consume Anarchy Die to grant you advantage on your next attack. The number of anarchy die consumed is equal to half your Mechromancer level rounded up. Additionally, you regenerate a dice of health based on the Discord column of the Mechromancer Extras table.
- The Nth Degree
Beginning at 15th level, you have a chance that each of your ranged attacks that hit your target will ricochet to another creature that is within range. When you make an attack with disadvantage, if the higher roll is above a 16, you may have that attack ricochet. The target of the ricochet can be the same creature, another creature within 5 feet if using a melee weapon, or another creature within 30 feet if using a ranged weapon. The damage of this second attack is the same as the first.
|D37H-TP Improvements Table|
Prerequisite: 13th level Mechromancer
You develop an arcane link with your D37H-TPs sensors. As an action, you can don or doff a special
Utilizing an array of magical sensors of your own design, you enable D37H-TP to detect threats
Prerequisite: 17th level Mechromancer
By upgrading D37H-TP to be more nimble at high speeds, D37H-TP gains the ability to attack while dashing.
Through a series of enhancements, magical and mechanical, you create
D37H-TP is upgraded with a flame weapon. As an action, it can send out a blast of fire.
Prerequisite: 13th level Mechromancer
You upgrade the chassis of D37H-TP to create a larger, more powerful frame.
Prerequisite: Large size
|Hair Trigger Springs|
Prerequisite: 13th level Mechromancer
Prerequisite: 17th level Mechromancer
D37H-TP is upgraded with an energy discharge weapon. As an action,
You attach a mechanism to D37H-TP capable of creating a 20-foot-radius
You improve upon the foundation of your mechanical servant's build.
|Upgraded Sensor Array|
Prerequisite: 13th level Mechromancer, Arcane Sensors upgrade
D37H-TP Statistics Block
|Base Armor Class||13 (Natural Armor)|
|Hit Points||Creator Dependent (see D37H-TP entry in main class description)|
|Speed||0 feet, Fly 30 feet (Hover)|
|Ability||------ Strength --- Dexterity --- Constitution --- Intelligence --- Wisdom --- Charisma------|
|Scores||------- 14 (+2) ----- 14 (+2) ------- 12 (+1) ---------- 6 (-2) --------- 4 (-3) -------- 1 (-5) --------|
|Condition Immunities||Blinded, Charmed, Deafened, Diseased, Exhaustion,|
Frightened, Paralyzed, Petrified, or Poisoned
|Senses||Blindsight 60 (Blind beyond this radius), Passive perception 6|
|Languages||Can understand any language of its creator, but cannot speak|
|D37H-TP is incapacitated while in the area of an|
antimagic field. If targeted by dispel magic, D37H-TP
must succeed on a Constitution saving throw against
the caster's spell save DC or be deactivated.
|Hover||D37H-TP hovers over the ground and does not take movement penalties when|
traveling over difficult terrain. It also negates the first 10 feet of fall damage.
|Spotlight||As a bonus action, D37H-TP can activate a spotlight (as a bullseye lantern) that|
shines a bright light for 30 feet, and dim light for another 30 feet.
|Robot Rampage||D37H-TP has a number of melee attacks equal to half its|
creator's proficiency bonus, rounded down.
|Claw||Melee Weapon Attack|
+2 to hit (str), reach 5 ft, One target
On hit (Xd6+2 (str)) Slashing damage
(X is equal to its creator's proficiency bonus)
|Booming Clap||(Recharge 6)|
D37H-TP causes an explosion in front
of it. All creatures within 10 feet must
make a Dexterity saving throw, DC
equal to its creator's spell DC or take
(2X)d8 thunder damage (X is equal to its creator's
proficiency bonus) and be pushed 10 feet away.
On a successful save, the creature takes half
as much damage and isn't pushed.
|The Stare||(Recharge 5-6)|
Ranged Weapon Attack
+2 to hit (dex), reach 30 ft, one target
On hit (2Xd6) Fire damage
(X is equal to its creator's proficiency bonus)
|------------------------------||Please note that these statistics do not include any bonuses|
that are detailed in the rest of the class description.
Prerequisites. To qualify for multiclassing into the Mechromancer class, you must meet these prerequisites: Dex 13 and Int 13.
Proficiencies. When you multiclass into the Mechromancer class, you gain the following proficiencies: Firearms and Tinker's Tools.