Servomancer (5e Class)
Servomancer
Small Helpers
Servomancer's have the ability to create powerful little machines called Servos, using these tiny machines they are able to accomplish great feats. The strongest of the Servomancer's have been rumoured to move mountains, part seas, and slay dragons with their Servos.
Creating a Servomancer
- Quick Build
You can make a Servomancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Guild Artisan background. Third, choose Tinker's Tools as proficiency, and take Tinker's Tools. You may also want a woodcarvers tools, as there are some wood-based Servos.
Class Features
As a Servomancer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Servomancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Servomancer level after 1st
- Proficiencies
Armor: Scale mail and Plate
Weapons: none
Tools: Smith tools, Tinker's Tools
Saving Throws: Intelligence and Dexterity
Skills: You may choose one of the three skills to gain Proficiency in: Arcana, Perception, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) or (b) Tinker's Tools
- (a) Smith tools or (b) {{{item2b}}}
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Servo Ability Score Increase |
2nd | +2 | Servo Improvement |
3rd | +2 | Servo Improvement |
4th | +2 | Ability Score Improvement, Servo Improvement |
5th | +3 | Servo Improvement |
6th | +3 | Servomancer Supreme |
7th | +3 | Servomancer Supreme Improvement |
8th | +3 | Ability Score Improvement, Servomancer Supreme Improvement |
9th | +4 | Servomancer Supreme Improvement |
10th | +4 | Servomancer Supreme Improvement |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Servo
At level 1, given 2 hours, a half pound of scrap metal, and 1 gp, you can create, or repair a servo that follows your commands until it is destroyed. As you grow in experience, you are able to more quickly create, and repair the servos. You receive improvements to servo construction at levels 2, 3, 4, and 5.
By pouring magical energy into the scrap metal, you create a movable, sentient machine called a servo. This servo has a base hp of 15, and has a melee attack of 1d4 + your Intelligence modifier. If a servo drops to 0 hp, it becomes scrap metal, which you are able to recollect. The servo has a telepathic bond with the creator. It can see up to 300ft for the castor, and is able to broadcast images to three willing creatures.
At the 2nd Level, the it takes only one hour to create, or repair a servo, and you can control up to two servos at a time.
At the 3rd level, you choose an element, you may change the element once every short rest:
- Earth: Servo has tremor sense, which you can use instead of the broadcast of 300ft,
- Water: Servo has an underwater mode, that grants it the ability to swim and not rust, can dive up to 200 feet.
- Wind gains a propeller, allows the servo to fly 100 ft in the air,
At the 4th level, creating a servo only takes 30 minutes, and repairing a servo only takes 10 miutes. You can control up to four servos.
At the 5th level, creating a servo only takes 10 minutes, and repairing a servo only takes one action. You can control up to five servos.
Ability Score Increase
When you reach 2nd Level, you may increase one of your ability scores by 2, or two by 1, or you may choose be be able to cast an extra Servo per spell. Repeat at level 4, 8, and 10. You can only increase each stat to a maximum of 20
Servomancer Supreme
At the 6th level, and again at the 7th, 8th, 9th, and 10th levels, you can control another servo, to a total of 13 servos. The maximum level for a servomancer is 10. As well as each level in this grants the servomancer +2 to perception checks for each active servo under the servomancers control.
Multiclassing
Prerequisites. To qualify for multiclassing into the servomancer class, you must meet these prerequisites: 17 Intelligence, and 15 Dexterity
Proficiencies. When you multiclass into the servomancer class, you gain the following proficiencies: Tinkering Tools
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