Tech-Priest (5e Class)

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Tech-Priest[edit]

Creating a Tech-Priest[edit]


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
Weapons: bolt pistols, bolters, plasma pistols, plasma guns, lasguns, flamers, heavy stubbers, chainswords, chainaxes
Tools: Smith's Tools, Mechanic's Tools, Engineer's Tools, Tinker's Tools
Saving Throws: Intelligence, Constitution
Skills: Three from Investigation, Intimidation, Perception, Persuasion, Stealth, Athletics, Insight, Medicine, Material

Equipment

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

  • Augmetic: Manipulator mechadendrite
  • Tech-Priest's Robes
  • Tech-Priest's Satchel

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 have 3600 virtual gp to outfit your body with augmetics and equipment. However, most of your augmentics and equipment are damaged due to the event that brought you here. 400 gp's worth of your augmetics and equipment is functional.

health potions must be administered by you or someone who makes a DC 22 medicine check. if not, you take damage instead and one of your augmetics break

Power Reserves[edit]

at 1st level, Tech-points to be spent, 10 at first level half your tech points are restored every short rest

Maintenance Ritual[edit]

at 1st level cost of 4 tech points, takes about 20 minutes, Repairs and maintains your equipment. can create ammo for your weapons as long as you have the gp worth of materials required
refer to table below for equipment that is not yours

Number Result
1 The object explodes.
2 Nothing happens.
3 The object functions for a a single time.
4 Half of the object's charges, power, or fuel is restored, but it behaves erratically for a period of 48 hours.
5 All of the object's charges, power, or fuel is restored, but it behaves erratically for a period of 48 hours.
6 Half of the object's charges, power, or fuel is restored, but it behaves erratically for a period of 24 hours.
7 All of the object's charges, power, or fuel is restored, but it behaves erratically for a period of 24 hours.
8 Half of the object's charges, power, or fuel is restored, and it works fine.
9 All of the object's charges, power, or fuel is restored, and it works fine.
10 All the object's charges, power, or fuel is restored, and it works better than it used to for a period of 24 hours.

Tech-Priest Archetype[edit]

At 2nd level Choose from war priest, heretek, magitek

Recovery Rank α[edit]

At 3rd level 800 gp worth of your equipment and augmetics can now be made functional. you must spend a 2 hour ritual and the equivalent value in gp 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.

Upgrade Ritual[edit]

at 5th level, spending 6 tech points you can work on a weapon for 20 minutes adding your int modifier to its damage for a period of 24 hours, maintenance ritual renews this period

Recovery Rank β[edit]

At 7th level, 1200 gp worth of your equipment and augmetics can now be made functional. you must spend a 2 hour ritual and the equivalent value in gp in materials to repair them


Servo-Skull Fabrication Ritual[edit]

At 9th level, you know a ritual to make servo-skulls. it requires a head from a recently-alive intelligent creature. The ritual takes 10 tech points, 120 gp of materials, and 4 hours

Recovery Rank γ[edit]

At 11th level, 1600 gp worth of your equipment and augmetics can now be made functional. you must spend a 2 hour ritual and the equivalent value in gp in materials to repair them

Servitor Fabrication Ritual[edit]

At 13th level, you know a ritual to make servitors, it requires a living intelligent humanoid. The ritual takes 16 tech points, 200 gp of materials, and 8 hours

Recovery Rank ζ[edit]

At 15th level, 2200 gp worth of your equipment and augmetics can now be made functional. you must spend a 2 hour ritual and the equivalent value in gp in materials to repair them

Superior Upgrade Ritual[edit]

At 17th level, expending 20 Tech Points and 40 minutes, you can permenantly upgrade a weapon giving it your proficiency bonus to hit and damage. can combine with basic Upgrade Ritual.
on a crit fail with this weapon, it loses its upgraded properties

Recovery Rank ω[edit]

At level 20, All 3600 gp worth of your equipment and augmetics can now be made functional. you must spend a 2 hour ritual and the equivalent value in gp in materials to repair them

Servo-Titan Fabrication Ritual[edit]

At level 20, you can craft a servo-titan, a powerful piloted mech. This takes 3 weeks of labor, 3600 gp worth of materials, and 40 tech points.

Tech-Priest Archetypes[edit]

War Priest[edit]

<!-For subclasses introduce this class option here->

Fighting Style[edit]

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.
Voidsman
As long as you are not wearing heavy armor or using a shield, you have a climbing speed equal to your normal speed, you suffer no penalties to your movement in reduced-gravity conditions, and you gain a +1 bonus to AC.
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[edit]

at level 6 you get to attack twice

Overdrive[edit]

at level 10, once per 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. Alternatively, you can spend a single Tech-Point and point of HP to add 1d6 to a damage roll. This overdrive state ends after 1 minute.

Intelligent Defense[edit]

at level 14, you can add your int mod to your AC

Bionic Commando[edit]

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.

Heretek[edit]

<!-Introduce this subclass here->

Necessary Adaptation[edit]

at level 2 you become proficient with the weapons of this world

Unorthodox Resourcefulness[edit]

at level 6 you can integrate yourself with samples of this world's technology to increase your effectiveness

Forbidden Knowledge[edit]

at level 10 you no longer require organic materials to make constructs

Axiom Verge[edit]

at level 14 ritual time is quartered, maintenance allows you to reroll a 1

Paradigm Shift[edit]

at level 18 Your constructs are now capable of higher-level tasks

Magitek[edit]

<!-Introduce this subclass here->

Arcane Training[edit]

at level 2 you get proficiency in arcana

Spellcasting[edit]

at level 6, spells from wizard list, int is spellcasting mod

Magitek Artillery[edit]

at level 10, certain mechadendrites can cast spells, using tech points instead of spell slots

Null-Magic Field[edit]

at level 14, project a toggleable 20-ft cone of antimagic from a modified mechadendrite

Runetouched Construct[edit]

at level 18, can carve runes into servitors and servoskulls to enhance their ability


Magitek Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Gene-Priest[edit]

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 location.
A maximum number of two Major augmetics can be placed at a location, with the exception of Body and Internal, which accept three.
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. If an augmetic is "damaged", the positive effects are nonexistent, leaving you only with the negative effects.

Augmetic Cost Weight Augmetic Type: Description Positive Effects Negative Effects
Hemispheric Replacement 200 gp 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 to 6 or lower and you have disadvantage on charisma and insight checks.
Pain Ward 140 gp 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. After being sent to 0 Hit points, you can take one additional turn before you fall unconscious. When your Hit points are less than a quarter of your maximum HP, you begin to hallucinate.
Mind Impulse Unit 160 gp N/A Major (Brain) This implant allows you to plug directly into a machine to control it. You can add your proficiency bonus to actions made whilst controlling an electronic machine capable of interfacing with the MIU. None.
Modum Executant 300 gp 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 gp 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 gp 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 gp 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 gp N/A Minor (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 gp N/A Minor (Brain) A small computer is implanted into your brain that aids in data processing. +1 to Intelligence. None
Cranial Armor 80 gp 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 or being knocked unconscious if it is caused by physical trauma to your head. None.
Baleful Eye 140 gp 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 gp 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 gp 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 digital machines with it. You also gain advantage on intimidation checks due to scary robot voice. If damaged, your speech is garbled and cannot be understood.
Augar Array 100 gp N/A Major (Head) These implanted devices offer sensory systems that go beyond normal human senses, such as infrared, electromagnetic, and ultrasonic sensory suites. You can see heat, electromagnetic waves, and solid surfaces capable of reflecting sound up to 60 feet from you. None.
Hermetic Infusion 120 gp 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 disease. Additionally, you can expend hit die to heal yourself for half value (rounding up) at-will. You cannot use human blood or receive transfusions. Medicine checks to stabilize you are made with disadvantage.
Vitae Supplacement 180 gp 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. None
Gastral Bionics 140 gp 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. Does not protect against unsavory flavors, textures, spikes, spines, or splinters. If damaged, you must consume twice as much food for the same effect.
Bionic Respiratory System 100 gp 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. If damaged, your number of available Tech-Points are halved.
Temperature Modulation System 100 gp 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 gp 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 gp N/A Minor (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. None
Subskin Armor 100 gp 5 lb Major (Body) Beneath your skin in certain key areas metal plates have been placed, offering you additional protection. You gain a +1 Bonus to AC. None
Bionic Exoplating 180 gp 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 gp 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.
Electro-Siphon 180 gp 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 gp 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. None
Synthmuscle 120 gp 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 gp 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. You can wield one heavy or two-handed weapon in one hand without penalty. Heavy weapons are treated as light. You have advantage on 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. None.
Bionic Arm 120 gp 2 lb Major (Arm) Your arm has been replaced with a superior mechanized version, giving it increased strength and dexterity. You can wield one heavy or two-handed weapon in one hand without penalty. Heavy weapons are treated as light. You gain an extra 1d4 to unarmed damage and +1 to Strength and Dexterity scores. If this augmetic is damaged, attacks you make with this arm are made with disadvantage.
Servo-Claw 80 gp 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 gp 8 lb Major (Arm) Your hand and forearm has been replaced with a massive drill capable of shattering bedrock. Unarmed damage now does 2d10+str. modifier piercing damage. You can no longer use this arm to hold or interact with any objects in a conventional sense.
Gun Mount 80 gp 5 + weight of gun lb Major (Arm) A weapon has been integrated into your lower arm, permanently replacing your hand and forearm. It comes with an automated reloading system. You have a gun of your choice integrated into one of your arms. Pick one from the equipment table for half the cost. This weapon can be reloaded as a bonus action. You can no longer use this arm to hold or interact with any objects in a conventional sense. You can replace the installed weapon, but it requires an hour of work.
Retracting Blade 40 gp 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. None.
Bionic Legs 100 gp 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. If damaged reduces movement to 15.
Tread Motoplex 160 gp 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. Cannot climb stairs or ladders. If damaged reduces movement to 5.
Walker Motoplex 160 gp 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, and difficult terrain is treated as normal terrain for you. Cannot climb ladders. If damaged reduces movement to 10.
Expansion Rig 300 gp 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. If damaged, the augmetics attached to it are also rendered nonfunctional.
Utility Mechadendrite 50 gp 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, Engineer's Tools, Mechanic'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 gp 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 force fire damage. It can operate for 20 minutes of cutting, or fire 40 shots before it must be refueled. 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 gp 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 gp 8 lb Minor (Body) This flexible mechanical limb is designed to provide medical and surgical assistance in the field. Counts as medical tools. Gives you +2 and advantage to all on-the-spot 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 gp 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 gp 10 lb Minor (Body) This solid, shoulder-mounted mechadendrite is designed to be fitted with a basic firearm. 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 firearm. 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 gp 10 lb Major (Body) This extremely sturdy, shoulder-mounted mechadendrite is designed to be fitted with a heavy firearm. As a bonus action, you may aim and shoot the firearm attached to this limb. It takes a 20 minute work ritual to replace the firearm. 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 gp 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. As with all mechadendrites, with every two you have, you lose the ability to wear your next highest level of armor without serious modifications.

Equipment[edit]

Weapons[edit]

Name Cost Weight Properties
Bolt Pistol 60 gp 5 lb Ammunition (range 50/150), heavy, reload (6 shots)

Fires .75 calibre rocket-propelled bullets that pierce a target then explode, dealing 3d8 piercing damage.
This item comes with Bolter Rounds.

Bolter 140 gp 15 lb Two-handed, heavy, Ammunition (range 80/240), reload (30 shots), short burst (2)

What the bolt pistol was downscaled from. Fires single shot or semi-auto. A single shot does 3d8, while a semi-auto short burst fires 3 rounds for 4d8.
This item comes with Bolter Rounds.

Plasma Pistol 220 gp 5 lb Ammunition (range 50/150), heavy, reload (20 shots)

Rare Emperium technology. This pistol fires bursts of magnetically-contained plasma, dealing 6d6 fire force damage.
This item comes with a Plasma Fuel Cell.

Plasma Gun 340 gp Weight 15 lb Two-handed, heavy, Ammunition (range 80/240), reload (12 shots)

Rare Emperium technology. This gun fires massive bursts of magnetically-contained plasma, dealing 9d6 fire force damage.
This item comes with a Plasma Fuel Cell.

Flamer 120 gp 10 lb Two-handed, heavy, Ammunition, reload (6 shots)

A self-contained flamethrower that shoots a 40-foot stream of burning Promethium. Any creature within the line of fire must make a DC 18 Dexterity saving throw or be set on fire, taking 2d10 fire damage upon ignition and 2d6 fire damage each turn after. They may attempt repeat the saving throw as an action at the beginning of each of their turns to put out the fire.
This item comes with a Promethium Canister.

Lasgun 20 gp 5 lb Two-handed, Ammunition (range 100/200), reload (125 discharges)

A rifle that fires a beam of energy. Deals 3d6 piercing fire damage.
This item comes with a Lasgun Power Pack.

Heavy Stubber 180 gp 14 lb Two-handed, Heavy, Ammunition (range 140/280), reload (50 shots)

Heavy machine gun with single shot and automatic modes. A single shot does 1d8 piercing, while a full-auto burst of 10 rounds does 10d8 with a DC 15 Dexterity saving throw to take half damage.
This item comes with a Heavy Stubber Ammo-Pack.

Chainsword 50 gp 4 lb Ammunitition, reload (30 strikes)

Weaponized chainsaw, featuring a belt of diamond-hard teeth. Like other motorised weapons, it requires an power cell to function. Deals 4d6 slashing.
This item comes with a Power Cell.

Chainaxe 80 gp 8 lb Versatile (4d8), Ammunition, reload (25 strikes)

Weaponized chainsaw in axe form. Like other motorized weapons, it requires an power cell to function. Deals 2d12 slashing.
This item comes with a Power Cell.

Other[edit]

Name Cost Weight Properties
Bolter Rounds 10 gp 2 lb A pack of 20 .75 calibre rocket-propelled bullets.
Heavy Stubber Ammo-Pack 40 gp 10 lb A box of 50 .50 cal heavy machine gun ammo.
Promethium Canister 20 gp 6 lb A canister of extremely flammable liquid fuel that burns so hot it can melt steel. Used for Flamers.
Lasgun Power Pack 10 gp 3 lb A power pack for a lasgun, good for 125 shots. Rechargeable.
Power Cell 20 gp 2 lb A energy cell for a chainsword or chainaxe, good for 25 to 30 strikes. Rechargeable.
Plasma Fuel Cell 140 gp 2 lb A fuel cell for a plasma weapon. Extremely volatile. If compromised all creatures within 5 feet must make a DC 13 Dexterity saving throw or take 5d6 fire force damage.

Tech Rituals[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tech-Priest class, you must meet these prerequisites: Being a loyal servant in the eyes of the Omnissiah.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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