Tech-Priest, Variant (5e Class)

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Tech-Priest[edit]

A Tech-Priest is typically responsible for maintaining all of the technology of advanced societies, In less advanced societies they are marked off as crazy or foolish for their Unorthodox methods. All the same they are the top in their field in ways that some mages even envy.

The tech priest's are very ritualistic in their practices of repair or construction it can be a complex ritual with candles or as ritual as changing the oil in a car when you've become accustomed to doing it.

The Tech-priests are technicians, scientists and engineers. Though their bodies often incorporate many inorganic components as bionic replacements, Tech-priests are fully human, unlike the cybernetic Servitors created by them.

Creating a Tech-Priest[edit]

Making your Tech-Priest’s Story

One thing you want to ask yourself: How was their social standing? Was he a part of an order of engineers that began self experimentation? Or was she a reclusive scientist shunned by society for their experimentation?

Also, where did you get your inspiration? Necessity or perhaps somewhere else? How do you feel about completely flesh based beings disgust, pity, or general indifference? How do you view magic? With curiosity or as cheap parlor tricks?

Quick Build

You can make a Tech-Priest quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Acolyte background.

Class Features

As a Tech-Priest you gain the following class features.

Hit Points

Hit Dice: 1d10 per Tech-Priest level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Tech-Priest level after 1st

Proficiencies

Armor: All armors
Weapons: Simple Weapons,martial weapons,firearms
Tools: Smith's Tools,Tinker's Tools
Saving Throws: Intelligence, Constitution
Skills: Three from Investigation, Intimidation, Perception, Persuasion, Stealth, Athletics, Insight, Medicine

Languages

You are able to speak, read, and write in common.

Equipment

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

  • (a) Greataxe and a ranged weapon or (b) two martial weapons
  • (a) padded armor or (b) scale mail or (c) chain mail
  • (a) priest's pack or (b) scholar's pack

Table: The Tech-Priest

Level Proficiency
Bonus
Tech-Points Features
1st +2 10 Augmetic Body, Power Reserves, Maintenance Ritual
2nd +2 12 Tech-Priest Archetype
3rd +2 14 Recovery Rank α
4th +2 16 Ability Score Improvement
5th +3 18 Upgrade Ritual
6th +3 20 Archetype feature
7th +3 22 Recovery Rank β
8th +3 24 Ability Score Improvement
9th +4 26 Servo-Skull Fabrication Ritual
10th +4 28 Archetype feature
11th +4 30 Recovery Rank γ
12th +4 32 Ability Score Improvement
13th +5 34 Servitor Fabrication Ritual
14th +5 36 Archetype feature
15th +5 38 Recovery Rank ζ
16th +5 40 Ability Score Improvement
17th +6 42 Superior Upgrade Ritual
18th +6 44 Archetype feature
19th +6 46 Ability Score Improvement
20th +6 48 Recovery Rank ω, Servo-Titan Fabrication Ritual

Augmetic Body[edit]

At 1st level,You start with 800 component cost worth of your augmetics.

Health potions must be administered by you. If administered by someone else, they must succeed on a DC 16 medicine check. If the check is failed, you instead take damage equal to the amount of healing you would have received.

Integrated Protection

Your body has built-in defensive layers, which can be enhanced with armor.

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.

Power Reserves[edit]

At 1st level, you gain Tech-Points that can be spent, starting with 10 at first level. Half your tech points are restored every short rest.

Maintenance Ritual[edit]

At 1st level, Tech Points can be used to repair and maintain your equipment. They can also create ammo for weapons. If you must repair something that you're not familiar with (dm's discretion) Roll 1d20 and add your int. Mod. The dm may add or remove modifiers based on how difficult or easy the task might be.

1d20 Result
1-5 The object breaks.
6-10 Nothing happens.
11-15 The object functions normally.
16-20 The object preforms better than normal for 24 hours.

Tech-Priest Archetype[edit]

At 2nd level Choose from War Priest, Heretek, or Magitek.

Recovery Rank α[edit]

At 3rd level, 400 cc worth of your broken equipment and augmetics can now be fixed. you must spend 2 hours to perform the ritual, and the equivalent value of cc in materials to repair them.

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.

Omnissiah’s Blessing[edit]

At 5th level, you gain the ability to temporarily upgrade a weapons damage. As an action spend 5 tech points you can bless you or one of your allies’ weapons, adding your Intelligence modifier to its damage for a period of 1 hour. This can only be applied to a weapon once until the blessing expires. The amount of times you can perform this is 1 + your proficiency bonus, regained at the end of every Long Rest. On a crit fail the weapon breaks.

Augmentation Rank β[edit]

At 7th level, You can handle 400 more cc worth of augmentations. You must spend 2 hours performing the ritual, and the equivalent value of cc in materials to affix them.

Servo-Skull Fabrication Ritual[edit]

At 6th level, you know the ritual to make Servo-Skulls. It requires the skull from a recently killed creature with an intelligence of 10 or above. The ritual reserves 10 tech points until the construct is destroyed and takes 4 hours to complete. It is a small construct with a fly (hover) speed of 40ft an ac of 15 and (4d4+10) hitpoints, they have resistance to slashing and piercing. It understands common but only relay messages. They benefit from vox box if vox box is used it can relay information. They may be instructed as a bonus action to take the help action, use object, or disengage and move and will continue to take that action until completion or instructed otherwise. You may have 1 active at a time or two if no other constructs are active.

Recovery Rank γ[edit]

At 11th level, 400 more cc worth of augmetics can now be affixed. You must spend 2 hours performing the ritual, and the equivalent value of cc in materials to attach them.

Servitor Fabrication Ritual[edit]

At 13th level, you know the ritual to make Servitors. It requires a living humanoid with an intelligence of 10 or above. The ritual reserves 20 tech points until the construct is destroyed and takes 8 hours to complete. They are a medium humanoid with (4d8+15) hit points,Immunity to frightened and charmed conditions, and a move speed of 30 feet. As a bonus action instructed by the tech priest or allowed individuals to move take the help, attack, dash, or use item actions they will follow the command until instructed otherwise or completion. They use your proficiency for attack and damage rolls. They know common and benefit from vox box. You only may have one at a time.

Recovery Rank ζ[edit]

At 15th level, 600 more cc worth of augmetics can now be affixed. You must spend 2 hours performing the ritual, and the equivalent value of cc in materials to attach them.

Superior Omnissiah’s Blessing[edit]

At 17th level, expending 20 Tech Points and 40 minutes, you can permenantly upgrade a weapon’s hit and damage, giving it a bonus equal to halfyour current proficiency bonus rounded down.
However, on a crit fail with this weapon, it loses its upgraded properties.

Recovery Rank ω[edit]

At level 20, A final 1,000 cc worth of augmetics can now be fixed. You must spend 2 hours performing the ritual, and the equivalent value of cc in materials to perfect them.

Mastercraft ritual[edit]

At level 20, you can mastercraft a weapon. This gives it the omnissiah’s blessing trait permanently. This takes 2 weeks of labor, 5,000 cc worth of materials, and 40 tech points.

Tech-Priest Archetypes[edit]

War Priest[edit]

In your spare time as a Tech-Priest, you have studied the art of war. You are able to wield the warrior within your Machine Spirit, and fight alongside your newfound companions.

Fighting Style

At 2nd level, pick a fighting style

Gunnery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Multi-Weapon Fighting
When you engage in two-weapon melee fighting, you can add your ability modifier to the damage of any attacks made after the first.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Close Quarters Shooter
You are trained in making ranged attack at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
Corridor Fighter
You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Overdrive

At level 10, once per Long Rest, you can go into a powered-up state, adding 2d8 to all damage you do. Additionally, you can add Tech-Points directly to your attack and damage rolls. You can spend ten Tech-Points and 10 hit points to add 1d6 to a damage roll. This overdrive state ends after 1 minute.

Intelligent Defense

At level 14, you can add your Intelligence modifier to your AC.

Bionic Commando

At level 18, when you go to take the attack action, as a bonus action, you can perform an attack with each limb capable of doing so up to half your proficiency rounded down.

Heretek[edit]

You have decided to delve into what this world has to offer. Learning the ways and technologies of the people, you embrace your inner Heretek for your own survival.

Necessary Adaptation

At level 2, you become proficient with two tools, languages, or one skill of your choice.

Unorthodox Resourcefulness

At level 9, you can integrate a light weapon weighing no more than 5lbs. to a servo skull. It uses your proficiency mod. for its attack and damage rolls.

Forbidden Knowledge

At level 10, you no longer require organic materials to create constructs, and they gain +1 ac.

Axiom Verge

At level 14, ritual time is quartered, and the Maintenance Ritual allows you to reroll a 1.

Paradigm Shift

At level 18, your constructs now benefit from your ability modifiers and skill proficiencies.

Magitek[edit]

You have become interested in the unknown phenomena known to this world as arcane magic. Through this curiosity, you have decided to delve into the studies of the arcane for the sake of your studies.

Arcane Training

At level 2, you gain proficiency in the arcana skill.

Spellcasting

At level 6 you gain the ability of spellcasting. You are classed as a thirdcaster, you are able to use spells from the wizard list, and Intelligence is your spellcasting modifier your spell slots can be found at the end of the class description.

Magitek Artillery

At level 10, certain mechadendrites can cast spells, using tech points instead of spell slots. The amount of points used is 2 x the spell’s level.

Null-Magic Field

At level 14, you are able to project a toggleable 20-ft cone of antimagic originating from your front as an attack action. The effect lasts 1 + your int. Mod rounds and is always facing where you're facing this can be done 3 times per Long or short rest.

Runetouched Construct

At level 18, you can carve runes into servitors and servoskulls to enhance their ability and allow them to cast spells of half your highest spell slot rounded down. The amount of times they can cast this carved spell is 1 + your Intelligence modifier. You pick the spell when ascribing the rune and the slot is locked to you until the construct is dead. The construct regains half expended uses on long rest.

Augmetics & Equipment[edit]

Augmetics[edit]

Augmetics Rules

There are seven locations that augmetics can be placed at your body: Head, Brain, Body, Internal, Legs, Right Arm, and Left Arm.

There are three major types of augmetics: Minor, Major, and Radical.
A maximum number of six Minor augmetics can be placed at a single location.
A maximum number of three Major augmetics can be placed at a single location.
Only one Radical augmetic can be placed at a site, and it prevents any other augmetics of any type being placed there.

You cannot have more than one of the same augmetic at a site, with the exception of mechadendrites. IE, no stacking Calculus Logi Upgrades for a ridiculous gain to intelligence.


Augmetic Cost Weight Augmetic Type: Description Positive Effects Negative Effects
Hemispheric Replacement 200 cc N/A Major (Brain) Also known as the "Rite of Pure Thought," the emotional and creative right side of your brain has been replaced with a computer directly connected to the logical, left side of your brain, freeing you of any irrationality or illogic and also most of what makes you human. You are immune to the frightened condition, and gain advantage on all intelligence-related checks. Your charisma is reduced by 2 and you have disadvantage on charisma and insight checks.
Pain Ward 140 cc N/A Major (Brain) This implant redirects incapacitating levels of pain to other regions of the brain, causing the sufferer to experience it as colors, hallucinations, or tastes. As a reaction you may delay damage from one source until the end of your next turn unless the damage would have killed them outright this can be used three times before requiring a short rest. When your Hit points are less than a quarter of your maximum HP, you begin to hallucinate causing disadvantage on perception and investigation checks also having their movement speed halved.
Mind Impulse Unit 160 cc N/A Major (Brain) This implant allows you to plug directly into a machine to control it. You can as an an action assume direct control over one of your constructs seeing through its eyes. While controlling your construct your body will be blind and unable to move or take actions and if your body is harmed or handled roughly you will be booted out of your construct and it will remain idle.
Modum Executant 300 cc N/A Major (Brain) This invasive neural implant allows you to have direct control over your subconscious processes. When called to make a Wisdom or Charisma saving throw, you can instead chose to make an Intelligence saving throw. None.
Empathic Amplifier 60 cc N/A Minor (Brain) The right side of your brain has been augmented with a device that amplifies your emotional receptivity. You have advantage on insight checks. You take a -1 penalty to your intelligence score.
Locator Matrix 60 cc N/A Minor (Brain) A small computer implanted in the base of your skull feeds you navigational information. You are always aware of the direction of north, your present location, relative velocity, time of day and altitude. None
Memorance Implant 60 cc N/A Minor (Brain) An implant that records and plays back data from your senses. You can recall and play back anything you've experienced perfectly. None
Cerebral Implant 220 cc N/A Major (Brain) This implant augments the capability of the brain in general. +2 to Intelligence. +1 to Wisdom and Charisma. Increases maximum natural score cap for Intelligence to 22. None.
Calculus Logi Upgrade 120 cc N/A Minor (Brain) A small computer is implanted into your brain that aids in data processing. +1 to Intelligence. None
Cranial Armor 80 cc N/A Major (Head) Most of your skull has been replaced with layers of plasteel and gel padding to better prevent brain injuries. You are immune to the stunned condition and resistance to psychic damage. None.
Baleful Eye 140 cc N/A Major (Head) Your eye has been outfitted with a tiny laser weapon. Hidden weapon. Does 1d8+4 fire damage with a range of 25/50 ft. You are proficient with this weapon. Costs 1 Tech Point to use. Immediately after firing this weapon, you have disadvantage on attack, vision-based Perception or Investigation rolls made on your next turn.
Cybernetic Senses 120 cc N/A Major (Head) Your basic audio and visual sensory organs have been replaced with superior cybernetic versions. You are immune to being blinded or deafened and gain advantage on perception checks involving sight or sound. none
Vox-Box 10 cc N/A Minor (Head) This implant replaces your normal speech organs with a voice synthesier and short-range radio communications device. Although you already knew binary, you can now speak directly to machines with it. You also gain advantage on intimidation checks.
Augar Array 100 cc N/A Major (Head) These implanted devices offer sensory systems that go beyond human. You can use a bonus action to activate dark vision out to 60ft you see as if you're in bright light. if you are subjected to bright light while this effect is active you are blinded for one round.
Hermetic Infusion 120 cc N/A Major (Internal) Your blood and blood-processing organs have been replaced with a far more efficient biomechanical serum, black in color. Your skin has grayed and your tissues appear to have withered, but your organics could not be in better health. You are resistant to poison and immune to disease. Additionally, you can expend hit die to heal yourself for half value (rounding up) at-will. Medicine checks to stabilize you are made with disadvantage.
Vitae Supplacement 180 cc N/A Major (Internal) Your body has been outfitted with an emergency life support system that attempts to provide stabilization to failing organic systems when it senses catastrophic injury. When a single instance of something damaging you would bring you below 1 HP, you are instead brought to 1 HP. This occurs a maximum of once every long rest. You also have advantage on death saving throws. Your speed is halved until the end of your next turn after this effecthas been tiggered.
Gastral Bionics 140 cc N/A Major (Internal) Your digestive system have been replaced with a mechanized version, allowing you to digest nearly anything, so long as there are nutrients to be found. Immunity to ingested poisons. 2 lbs of any organic matter counts as a ration and restores 1d4 Tech Points, Tech Points may only be gained 1 plus halved your proficiency bonus rounded down times. Does not protect against unsavory flavors, textures, spikes, spines, or splinters.
Bionic Respiratory System 100 cc N/A Major (Internal) Your lungs have been enhanced with a superior cybernetic system that increases the efficiency in which oxygen is processed. Advantage on resistance to airborne toxins. Can hold breath for twice as long. none
Temperature Modulation System 100 cc N/A Minor (Internal) A system of pipes and tubes has been installed all throughout your body to regulate the temperature of your organic and mechanical components. Resistance to cold environments and hot temperatures. None.
Backup Power Cell 120 cc 5 lb Minor (Internal) This implanted power cell uses body heat and movement to recharge, offering a source of power in a time of emergency. Grants 12 extra Tech Points, which return after a long rest. None
Autosanguine 100 cc N/A Major (Internal) Your body has been fitted with ancient technology that flows through your blood, assisting healing and soothing the inflammation caused by your other implants. Your amount of hit dice are doubled. Magical healing for you is halved and the DC to administer a potion to you is increased to 18.
Subskin Armor 100 cc 5 lb Major (Body) Beneath your skin in certain key areas metal plates have been placed, offering you additional protection. You gain a +2 Bonus to AC. None
Bionic Exoplating 180 cc 50 lb Major (Body) Your skin has been replaced with a layer of cold, unfeeling metal. Incompatible with Subskin Armor. Your base AC is 10 + your constitution modifier + your dex modifier. You take a -2 penalty to Dexterity and can no longer feel the touch of another living creature.
Fireproof Resin 180 cc 1 lb Major (Body) A fire-retardant resin has been applied to your body's outermost layer. You nullify any fire damage that deals less than half of your maximum HP. None.
Luminen Capacitors 160 cc 12 lb Major (Body) A enhanced capacitor that can hold electric charges and redistribute them accordingly You can now use as a bonus action to cast the shocking grasp cantrip with your intelligence as your casting modifier None.
Luminen Shield 60 cc 2 lb Minor (Body) Specialized circuits which allow for the increased conductivity You can now use as a bonus action and 10 techpoints to cast Ottoluke's resilient sphere and for 1 tech cast shield with your intelligence as your casting modifier the only thing you can do on your turn is focus on these spells or lose concentration
Luminen Flare 70 cc 0.5 lb Minor (Body) Electro conductors integrated into skin sleeves allow for extreme control of electricity You can now use as a bonus action and 10 tech points to cast Magic missile with your intelligence as your casting modifier. It can only be cast this way equal half your proficiency bonus rounded up. You may upcast the spell by spending 10 tech points per level. None.
Electro-Siphon 180 cc 10 lb Major (Body) Several conductive coils have been placed at key points on your body capable of absorbing and utilizing electric shocks. You nullify any lightning damage that deals less than half of your maximum HP, converting it into 1d4 Tech Points. None.
Backbone Bracing 120 cc 5 lb Major (Body) Some or all of your bones have been wrapped with a lattice of plasteel to strengthen them and prevent damage, which have been installed alongside a hydraulic spinal support system. You have resistance to bludgeoning damage, your carry weight is doubled, and you gain advantage on athletics checks involving heavy lifting. You lose 10 speed and have disadvantage in acrobatics.
Synthmuscle 120 cc 5 lb Major (Body) Strands of specially formulated vat-grown muscle have been woven into your existing muscle groups. You gain +2 to your Strength score, and your ability score cap for Strength increases to 22. You take a -1 penalty to your Dexterity score.
Weapon Bracing 180 cc 8 lb Major (Arm) A complex system of cables, hydraulics, and locking systems have been installed up your arm to your shoulder to assist in firing heavy weapons. When you wield one heavy or two-handed ranged weapon You have +1 to ranged weapon attack rolls made using this arm. When calculating ranged weapon damage, you can reroll a 1 or a 2 on the damage die. You must take the final roll. It takes your action to switch weapons.
Bionic Arm 120 cc 2 lb Major (Arm) Your arm has been replaced with a superior mechanized version, giving it increased strength. Weapons without the two handed or heavy trait are considered light for you and you gain an extra 1d4 to unarmed damage. (Lances count as two handed for these purposes.)
Servo-Claw 80 cc 5 lb Major (Arm) Your hand and forearm has been replaced with a massive hydraulic claw capable of rending steel. Unarmed damage now does 2d6 + str. modifier bludgeoning or slashing damage. You gain advantage on Strength checks involving grabbing or crushing with this arm. Weapon attacks, actions using held items, or conventional interactions with objects made with this arm are made with disadvantage.
Servo-Drill 100 cc 8 lb Major (Arm) Your hand and forearm has been replaced with a massive drill capable of shattering bedrock. Unarmed damage now does 1d12+str. modifier piercing damage and double the result against stone You can no longer use this arm to hold or interact with any objects in a conventional sense.
Retracting Blade 40 cc 1 lb Major (Arm) Mounted inside your forearm is a long blade which can spring out to surprise a foe. Bonus action to extend. 1-handed blade. Light and finesse. Deals 1d8 slashing damage. You are proficient in this weapon this weapon is hidden when not extended. None.
Bionic Legs 100 cc 5 lb Major (Legs) Your legs have been replaced with superior metal versions, allowing you to run faster and stronger. +5 to movement, advantage on athletics checks involving horizontal movement. none
Tread Motoplex 160 cc 40 lb Radical (Legs) Your legs and lower body have been replaced with a set of motorized tracks. You gain +5 to movement, advantage on strength saving throws to avoid being moved, and you are immune to the prone condition. you climb stairs and ladders at half speed.
Walker Motoplex 160 cc 20 lb Radical (Legs) Your legs and lower body have been replaced with a set of four to six robotic limbs, offering increased mobility. You gain +5 to movement, You ignore difficult terrain and have a climbing speed equal to your movement. If knocked prone you must spend your whole movement to get up.
Expansion Rig 300 cc 30 lb Major (Body) Your body has been outfitted with a series of structural support elements, designed to supplant the addition of augmetics. You gain space for two additional Major (Body) augmetics for the slot that this one takes up, and an additional Major (Internal) augmetic slot. You take -3 to your Dexterity score.
Utility Mechadendrite 50 cc 8 lb Minor (Body) This limb connects to the base of your spine and houses a variety of tools and attachments used to assist a techpriest in his duties. Acts as +1 Smith's Tools and Tinker's Tools. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Plasma Cutter Mechadendrite 100 cc 8 lb Minor (Body) Plasma cutters are heavy industrial tools that can cut a meter long streak in 20 cm thick adamantine plating in under a minute. As an action, you can use this tool to cut through a material. Alternatively, it can be used as a weapon with a range of 10/20 ft dealing 5d6 fire damage. It can operate for 20 minutes of cutting, or fire 5 shots before the next long rest. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Optical Mechadendrite 80 cc 8 lb Minor (Body) This highly flexible mechanical limb comes outfitted with all manner of cameras and sensor suites. Gives you +2 to and advantage on Investigation checks when inspecting something. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Medicae Mechadendrite 80 cc 8 lb Minor (Body) This flexible mechanical limb is designed to provide medical and surgical assistance in the field. Gives you +2 and advantage to all Medicine checks. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Manipulator Mechadendrite 50 cc 8 lb Minor (Body) The most common form of mechadendrite, this artificial limb is used for lifting and operating heavy pieces of machinery. Gives advantage on Strength checks for lifting objects and for climbing vertically. Deals 1d4 + str. mod unarmed damage. Gives an extra free action in combat. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Ballistic Mechadendrite 80 cc 10 lb Minor (Body) This solid, shoulder-mounted mechadendrite is designed to be fitted with a ranged weapon. As a bonus action, you may aim and shoot the firearm attached to this limb. It takes a 10 minute work ritual to replace the weapon. This mount cannot accept weapons with the Two-Handed property. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Advanced Ballistic Mechandendrite 120 cc 10 lb Major (Body) This extremely sturdy, shoulder-mounted mechadendrite is able to hold a heavy or two handed ranged weapon. As a bonus action, you may aim and shoot the weapon attached to this limb. It takes a 20 minute work ritual to replace the weapon. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Drill Mechadendrite 80 cc 8 lb Minor (Body) This artificial limb is fitted with a large drill on the end used for mining through tough rock. Deals 2d6+str. mod piercing damage, double the result if it's against stone. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.
Ferric Lure 50 cc 1 lb Minor (Body) magnetic induction coils installed into your cerebellum allowing for minor control of magnetic fields You can now use as a bonus action to attract or repel a metal object up to 30ft within 30ft of you, the weight of the object is up to 100x your intelligence modifier lbs None.
Ferric Summons 100 cc 2 lb Minor (Body) Increases in the power draw of the coils allow for stronger and more powerful control You can now use telekinesis on any metal object that weighs 50x your int. Mod. within 120ft of you and you can stick to metal surfaces without issue None.
Atalus jump-pack 400 cc 22 lb Radical (Body) A mastercrafted jetpack with ornate adamantium wings which can soar through the skies with such beauty As an action you can engage your jump pack and gain a fly speed of 60ft you must take an action to land or as a bonus action a hasty landing and take half fall damage. Your fly speed cannot be boosted by any means.
Spellcasting
Magitek Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tech-priest class, you must meet these prerequisites: 13 con., 13 int.

Proficiencies. When you multiclass into the Tech-priest class, you gain the following proficiencies: Smiths tools, Tinker's tools.

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