Mechromancer, 2nd Variant (5e Class)
Mechromancer
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 the skin. The Cannith artisans that used the grafts became known as the mechromancers.
Creating a Mechromancer
- 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: 1d8 per Mechromancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + 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) Common Clothes or (b) Monastery Robes
- (a) Longsword or (b) Halberd
- (a) Shortsword or (b) Rapier
- (a) 3 Daggers or (b) Longbow with 30 arrows
Level | Proficiency Bonus | Features | Graft Slots Unlocked |
---|---|---|---|
1st | +2 | Mechanical Grafting, Parts Salvage, Mechanized Flesh | Face, Chest, Back, Left Shoulder, Right Shoulder |
2nd | +2 | Nano Regeneration | None |
3rd | +2 | Fighting Style | Left Forearm, Right Forearm, and Upper Arms |
4th | +2 | Ability Score Improvement | Thighs, Calves, and Feet |
5th | +3 | Extra Attack | None |
6th | +3 | Full-Conversion Grafting | None |
7th | +3 | Improvised Construction | None |
8th | +3 | Ability Score Improvement | Hands, Pelvis, and Misc. |
9th | +4 | — | None |
10th | +4 | Improved Salvage, Extra Attack | None |
11th | +4 | Modular Grafting | None |
12th | +4 | Ability Score Improvement | Left Eye, Right Eye, Heart, Blood, and Torso |
13th | +5 | — | None |
14th | +5 | — | None |
15th | +5 | — | None |
16th | +5 | Ability Score Improvement | Brain |
17th | +6 | Dismantling | None |
18th | +6 | Superior Intellect | None |
19th | +6 | Ability Score Improvement | None |
20th | +6 | Short Circuit | None |
Mechanical Grafting
Starting at 1st level, you can spend time during a long rest creating mechanical grafts to upgrade the originally organic parts of your body. You need various 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:
- Slot: (what slot does this graft function on)
- 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 using the correct materials.)
you may attempt to create a graft that you have unlocked, using the materials listed under that graft. Some grafts have upgrades, The upgrade may be done during any 4 hour period, and using additional materials listed.
You start the game with 2 grafts with a level requirement no larger than your own.
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 the old one, While the old one is converted into parts equal to what it was created with.
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
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, and metal in general. 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.
Mechanised Flesh
Starting at 1st level while not wearing armor your AC equals 10 + Dexterity Modifier + Constitution Modifier.
Nano Regeneration
Starting at 2nd level you gain temporary hit points equal to your level plus your Constitution modifier at the end of every short or long rest
Fighting Style
At 3rd level and again at 7th, and 15th level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are not 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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
Brawling
When making an unarmed attack, you can add your constitution modifier to the damage roll.
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.
Extra Attack
Starting at level 5 a Mechromancer can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach the 10th level.
Improvised Construction
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 action to build a temporary implement using various materials. 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.
Improved Salvage
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
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.
If you would craft a graft for a slot which contains a modular graft, the modular graft is removed but not destroyed.
Dismantling
Your salvaging skills have reached the degree that you are able to disassemble mechanical constructs and metal in general within combat. Starting at 17th level, you gain the ability to take the dismantle action in combat. If you do this to an enemies weapon that is currently in use, they have to make a strength check, while you have to make an intelligence check if they succeed, they make an attack action with that weapon. If you succeed, the weapon is successfully turned into materials and collected by you.
Dismantle: Attempt to systematically remove pieces from a mechanical construct/weapon quickly enough that it may be too fast for it/the enemy 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 (not an enemy in which you dismantled there weapon) 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
At 18th level, your time spend studying the world around you has 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 Charisma rolls, and thus other appropriate modifiers apply.
The Omega
Starting at 20th level, you can utilize your mechanical body to do extraordinary things. Your Unarmored Defense is now 13+Dexterity or Strength Modifier+Constitution Modifier. In addition, the new caps of your intelligence and constitution is now 24.
Graft List
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.
Tactical UI
- Slot: Face
- Materials: 3 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.
Targeting UI
- Slot: Face
- Materials: 3 scrap metal
- Abilities: You modify your Face Graft to have additional functionality, giving you information about a target distance, wind strength, etc. This allows you to make ranged attacks at long range without disadvantage.
Chest
Chest grafts generally cover the front area of the rib cage and most prominently the pectorals
Armored Plating
- Slot: Chest
- Materials: 4 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 additional materials, upgrade to Full Conversion gaining +1 Constitution (up to 20).
Deflector Plating
- Slot: Chest
- Materials: 4 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.
Diffusion Absorbent Covering
- Slot: Chest
- Materials: 5 scrap metal
- 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 it does no damage.
- Upgrades: None.
Back
Back grafts cover precisely that - the back. There are two slots, one on each side.
Foundry Mortar
- Slot: Back
- Materials: 5 scrap 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 scrap metal to fire.
- Upgrades: Using additional materials, upgrade to Full-Conversion causing the mortar to be able to fire twice, targeting two non-overlapping areas.
Quiver Foundry
- Slot: Back
- Materials: 5 scrap metal
- Abilities: Can be fed scrap to create and/or store up to 10 arrows, 15 bolts. 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.
Armored Plating
- Slot: Back
- Materials: 5 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 additional materials, upgrade to Full Conversion gaining +1 Constitution (up to 20).
Deflector Plating
- Slot: Back
- Materials: 5 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.
Jet Pack
- Slot: Both Back
- Materials: 6 scrap metal
- Abilities: Gain a flight speed of 30ft.
- Upgrades: Using additional materials, upgrade to Modular and increase flight speed by 15.
Metalic Wings
- Slot: Both Back
- Materials: 7 scrap metal
- Abilities: Gain a flight speed of 35ft.
- Upgrades: Using additional materials, upgrade to Modular and increase flight speed by 20.
Chemistry Pack
- Slot: Back
- Materials: 6 scrap metal
- Abilities: Able to safely store up to 10 liters of chemicals and create small glass ampules of said chemicals.
- Upgrades: Using additional materials, upgrade to Full Conversion and Modular allowing the chemistry pack to safely perform chemical reactions passively.
Shoulder
Shoulder grafts are by far the most diverse as the Mechromancer can place many different implements from armor to weapons to extra arms.
Gatling Cannon
- Slot: Shoulder
- Materials: 5 scrap metal
- Abilities: Fires short bursts of 3 arrows/bolts. The bursts have a range of 80 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
- Slot: Shoulder
- Materials: 4 scrap metal
- Abilities: Fires singular high-velocity arrows/bolts which have a range of 160 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.
Armored Plating
- Slot: Shoulder
- Materials: 4 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 additional materials, upgrade to Full Conversion gaining +1 Constitution (up to 20).
Deflector Plating
- Slot: Shoulder
- Materials: 4 scrap metal
- Abilities: +2 AC against ranged attacks.
- Upgrades: Using additional materials, upgrade to Full Conversion gaining +1 bonus HP per Mechromancer level.
Mechanical Arm
- Slot: Shoulder
- Materials: 5 scrap metal
- Abilities: Functions as an additional arm. Also provides slots for single hand and/or forearm grafts.
- Upgrades: None.
Forearm
Forearm grafts are rather special as they are often used to build in weapons and some ranged machines.
Arm Blade
- Slot: Forearm
- Materials: 3 scrap metal
- Abilities: A medium blade which can be retracted into the arm. The blade deals 1d8 slashing damage. You are considered proficient with this weapon.
- Upgrades: Using additional materials, upgrade to Full Conversion, changing the damage to 3d4 slashing damage.
Arm Whip
- Slot: Forearm
- Materials: 3 scrap 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.
Arm Bow
- Slot: Forearm
- Materials: 3 scrap metal
- Abilities: A retractable bow mounted on the forearm. This bow can be a hand crossbow, short bow, 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.
Multitool Casing
- Slot: Forearm
- Materials: 3 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
Upper arm grafts generally cover just the bicep and tricep areas and are all defensive in nature.
Armored Plating
- Slot: Upper Arms
- Materials: 2 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
- Slot: Upper Arms
- Materials: 2 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.
Thighs
Thigh grafts are usually rather bulky, often defensive in nature but also able to provide some utility.
Armored Plating
- Slot: Thighs
- Materials: 3 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 additional materials, upgrade to Full Conversion gaining +1 Constitution (up to 20).
Deflector Plating
- Slot: Thighs
- Materials: 3 scrap metal
- Abilities: +2 AC against ranged attacks.
- Upgrades: Using additional materials, upgrade to Full Conversion gaining +1 bonus HP per Mechromancer level.
Decelerators
- Slot: Thighs
- Materials: 4 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 30 feet.
Calves
Calf grafts are almost exclusively based around movement abilities.
Slicer Legs
- Slot: Calves
- Materials: 3 scrap metal
- Abilities: Can be used to kick, dealing 2d6 slashing damage.
- Upgrades: None.
Atlas Legs
- Slot: Calves
- Materials: 3 scrap metal
- Abilities: +1 Constitution (up to 20) and gain advantage against being knocked prone.
- Upgrades: None.
Strider Legs
- Slot: Calves
- Materials: scrap metal, heavy metal
- Abilities: +10 run speed and you have advantage on Dexterity Saving Throws.
- Upgrades: None.
Feet
Foot grafts usually work with Calf grafts to provide increased mobility.
Mechanized Feet
- Slot: Feet
- Materials: 2 scrap metal
- Abilities: +1 Dexterity (up to 20).
- Upgrades: None.
Toe-Balance Feet
- Slot: Feet
- Materials: 2 scrap metal
- Abilities: Gain 10 run speed.
- Upgrades: None.
Motorized Wheels
- Slot: Feet
- Materials: 3 scrap metal
- Abilities: Gain 15 run speed, but whilst moving you use two move actions to get up from being prone.
- Upgrades: None.
Hands
Hand grafts are one of the more difficult ones to effectively create due to the sheer complexity of the human hand.
Clawed Hand
- Slot: Hand
- Materials: 2 scrap metal
- Abilities: unarmed strikes do an additional 1d4 slashing.
- Upgrades: Using additional materials, can be upgraded to Modular.
Slicer Hand
- Slot: Hand
- Materials: 3 scrap metal
- Abilities: unarmed strikes do an additional 2d4 slashing. but you cannot hold delicate things in this hand.
- Upgrades: Using additional materials, can be upgraded to Modular.
Pulser Gauntlet
- Slot: Hand
- Materials: 4 scrap metal
- Abilities: Can 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, Diminutive, or Fine targets are knocked back 10 feet and fall prone. Huge or larger targets aren’t affected. However, whenever this is used, you are knocked back 5ft and are prone no matter what.
- Upgrades: Using additional materials, can be upgraded to Modular.
Tesla Gauntlet
- Slot: Hand
- Materials: 4 scrap metal
- Abilities: Changes unarmed strike to optionally deal 2d6 additional lightning damage and stun mechanical foes for one turn, a given target can only be stunned once per long rest. Hoever you are knocked back 5ft no matter what.
- Upgrades: Using additional materials, can be upgraded to Modular.
Artisan Hands
- Slot: Hands
- Materials: 3 scrap 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.
Pelvis
Pelvis grafts are rather uninteresting, usually only streamlining the performance of the Mechromancer’s movement.
Actuated Socket Pelvis
- Slot: Pelvis
- Materials: 3 scrap metal
- Abilities: +1 Dexterity (up to 20).
- Upgrades: None.
Bearing Actuated Pelvis
- Slot: Pelvis
- Materials: 3 scrap metal
- Abilities: Gain 10 run speed.
- Upgrades: None.
Eye
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.
Night Vision Optics
- Slot: Eye
- Materials: 2 scrap metal
- Abilities: You gain Darkvision up to 60ft. If you already had Darkvision, extend its range by 30ft.
- Upgrades: None.
Clear Lens Optics
- Slot: Eye
- Materials: 2 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
- Slot: Eye
- Materials: 2 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
- Slot: Eye
- Materials: 3 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
Outside of the brain itself, the heart is the most complicated biological construct within the body.
Mechanized Heart
- Slot: Heart
- Materials: 1 scrap metal
- Abilities: +1 constitution.
- Upgrades: None.
Super Solenoid Heart
- Slot: Heart
- Materials: 2 scrap metal
- Abilities: +1 Constitution, once per day you may choose to resist the effects of exsaustion.
- Upgrades: None.
Blood
Blood grafts are total replacements of the fluid in your veins. Most are rather difficult to create.
Black Oil
- Slot: Blood
- Materials: 1 scrap metal
- Abilities: You are immune to poisons and diseases that effect the blood.
- Upgrades: None.
Electrolytic Solution
- Slot: Blood
- Materials: 1 scrap metal
- Abilities: +5ft to movement.
- Upgrades: None.
Nanite Solution
- Slot: Blood
- Materials: 2 scrap metal
- Abilities: regain 25 hitpoints as a reaction twice per day as a reaction.
- Upgrades: None.
Armored Chassis
- Slot: Torso
- Materials: 5 scrap metal
- Abilities: +1 AC and +1 bonus HP per Mechromancer level.
- Upgrades: None.
Streamline Chassis
- Slot: Torso
- Materials: 5 scrap metal
- Abilities: +10ft to movement.
- Upgrades: None.
Conduit Chassis
- Slot: Torso
- Materials: scrap metal, heavy metal
- Abilities: You have immunity to one type of non-physical damage. You may change this type of damage each day.
- Upgrades: None.
Brain
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.
The Artificial Brain
- Slot: Brain
- Materials: 3 scrap metal
- 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.
Misc.
All miscellaneous grafts are ones that fill one or more non-specific slots, such as replacing internal organs or adding some extra extremities.
Slicer Tail
- Slot: Misc. (Tail)
- Materials: 4 scrap metal
- Abilities: A large tail which can be used to attack, dealing a 1d8 slashing damage on a hit (if you allready have a tail, this is added to the damage it did before).
- Upgrades: None.
Strider Tail
- Slot: Misc. (Tail)
- Materials: 4 scrap metal
- Abilities: +1 Dexterity and increases your run speed by 5 if you already have a run speed of at least 40.
- Upgrades: None.
Metabolic Prostheses
- Slot: Misc. (Internal Organs)
- Materials: 6 scrap metal
- Abilities: Replaces the need for both food and drink.
- Upgrades: None.
Respiratory Prostheses
- Slot: Misc. (Lungs)
- Materials: 6 scrap metal
- Abilities: Replaces the need to breath specifically air, allowing water breathing as well as air.
- Upgrades: None.
Custom Grafts
Custom grafts may be created as long as you have the DM's full permission.
Multiclassing
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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