Mechromancer Class

Hit Points at 1st Level:6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per mechromancer level after 1st

####  Proficiencies

Armor:none

Weapons:Simple weapons

Tools:  Vehicles, Tinker's Tools, plus one of the following: Alchemist's Tools, Smith's Tools, Jeweller's Tools

Saving Throws: Constitution, Intelligence

Skills: Choose two from Acrobatics, Arcana, Athletics, History, Intimidation, Investigation, Medicine, and Perception.

####  Equipment

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

* a set of Tinker's Tools
* (a) a shortsword or (b) rapier
* (a) three daggers or (b) a shortbow with 30 arrows

###  Grafts

Starting at 1st level, you can create arcano-mechanical grafts which upgrade or replace the originally organic parts of your body. You have many options for grafts, which are listed in the Mechromancer Grafts page.

 Graft Slots.  To equip a graft, you must first modify your body to create a Graft Slot that can accept the graft. This is a delicate process, and your body requires time to accept and adjust to the changes each time you do so.

You start the game with 2 graft slots of your choice installed. Your maximum number of graft slots is based on your Mechromancer level, as shown in the Mechromancer table. Once you install a graft slot, you cannot uninstall or change it - these mechanical modifications are permanent. Below is a list of the slots you can install:

* Face
* 2x Torso
* 2x Arm (Left)
* 2x Arm (Right)
* Legs

When your maximum increases due to gaining a level, you may choose to add a graft slot to your body over the course of a Long Rest. This requires a supply of materials equal to XXX times your Mechromancer level, but does not require a roll to succeed. Upon completion of the long rest, you gain a point of exhaustion which cannot be removed until you complete your next long rest, as your body adjusts to its new state.

 Crafting a Graft.  You need some combination of tinker’s, alchemist’s, smith’s, and jeweler’s tools alongside various other materials to create a graft. You may attempt to create a graft once during a Long Rest, using the tools and materials listed under that graft. Roll an Intelligence check - the DC equals the crafting DC listed in the graft's description, minus half your Mechromancer level (rounded down). On a success, the graft is created and equipped to one of your graft slots. On a failure, you may roll a percentile die to salvage a percentage of your resources equal to that roll (at the DM's discretion).

Note that you cannot multitask when using a long rest in this way: you can either craft a graft, upgrade a graft, or create a graft slot.

 Gathering Materials.  You can spend 10 minutes attempting to salvage parts from a non-living construct, trap, machinery, or other appropriate source (at the DM's discretion). 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.

* Circuitry
* Scrap Metal
* Glass
* Heavy Metal
* Gemstones or Crystals

 Equipping Grafts and Power Load.  When you successfully craft a graft, you may equip it to any matching slot, so long as the total Power Load of all your equipped grafts does not exceed your maximum Power Load. Your maximum is determined by your mechromancer level, as shown in the Mechromancer table.

Equipping a graft destroys any graft that was previously occupying that slot, unless that graft is Modular (see Modular Grafting, the 11th level feature). Your DM may allow you to recover some of the materials from the destroyed graft, at their discretion.

 Weapon Grafts.  Some grafts function as built-in melee or ranged weapons. You are considered proficient with any graft weapons. Many mechromancer features require you to use graft weapons to gain their benefits. These weapons are considered to weigh 0 lbs, can be retracted into your body, and cannot be sold or removed. Unless otherwise stated, a graft weapon follows the normal rules for melee or ranged weapon attacks. See each graft's description for more details.

 Graft Casting.  Some grafts allow you to cast spells. Intelligence is your spellcasting ability for these spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mechromancer spell you cast and when making an attack roll with one.

* Graft Casting DC = 8 + your proficiency bonus + your Intelligence modifier
* Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

###  Living Metal

Beginning at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + half the number of grafts you have equipped (rounded up). You can use a shield and still gain this benefit.

You gain the "Construct" creature type, in addition to your base creature type. This change in your physiology can conflict with healing and medicine meant for fully organic beings: when you receive healing from a spell, ability, potion, or medicinal item that is not specifically stated to work for constructs and humanoids alike, roll a d10. If the result is equal or higher than the number of graft slots you have, the effect works normally. Otherwise, you only receive half the healing you expect (rounded down, but can never be less than 1).

###  Energy Reserves

Beginning at 2nd level, you have learned to use the arcano-mechanical power inside your body to lend you extra strength at critical moments. You have a pool of Energy dice, d6s, which your other abilities and grafts can to power or augment their effects. You may also spend them in the following ways:

* **Overcharge.**  When you make a Strength- or Dexterity-based ability check, before you roll, you may choose to spend 1 Energy and roll it, adding the result to your check.
* **Empower.**  As a bonus action, you may spend 1 Energy and roll it to empower your graft weapons. Add the result to the next damage roll you make with any graft weapon attack within 1 minute.
* **Absorb Impact.**  When you take fall damage while you are not incapacitated, you can use your reaction to spend 1 Energy and roll it, reducing the fall damage you take by the result.
* **Reinforce Shields.**  As a bonus action on your turn, you may spend 1 Energy and roll it. You gain a number of temporary hit points equal to the result. Note that this effect does not stack with itself or any other effect that grants temporary hit points.

The number of dice in your Energy pool equals your Constitution modifier + your proficiency bonus. Your expended Energy recharges when you complete a long rest.

Your Energy die changes when you reach certain levels in this class. The die becomes a d8 at 13th level, and a d10 at 17th level.

###  Synchronized Strike

Also at 2nd level, you have begun to acclimatize to your graft weapons. When you use your action to make a weapon or spell attack using a graft, you can use a bonus action to make a weapon attack with a different graft in the same turn. Note that grafts such as Rotary Cannon that do not make attack rolls cannot be used with this feature.

###  Technical Specialization

Beginning at 3rd level, you can choose different upgrades that are broader modifications to your body than typical grafts. This class feature grants you choices at 3rd, 6th, 9th, 13th, and 17th levels, which are detailed at the end of the class description. Once you have made your choice of perk at one of these levels, you cannot change it.

###  Ability Score Improvement

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.

###  Purposeful Design

At 5th level, you must decide how you want to utilize your resources in combat. You gain one of the following features of your choice.

* **Scout Drone.** You've constructed a detachable scout drone. You learn the Find Familiar*1st-level Conjuration*
**Casting Time:** 1 h
**Range:** 10 ft
**Components:** V,S,M†
**Duration:** Instantaneous (Ritual)
Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see book (10gp cons.) spell, and can cast it by expending 2 energy. Your familiar can use the statistics of any of the default beast options, with the following exceptions: it is a tiny construct, its walking speed is 20 and its fly speed is 30, it has Darkvision 30 ft, and its only action is a Spike Launcher attack, which uses your Spell Attack Modifier to hit and does 1d4 + [your Intelligence modifier] piercing damage. When you are using its senses, you can also speak through it as if you were in that location. When you dismiss it, your scout drone returns to you and attaches itself to you before deactivating. It is automatically dismissed in this manner after 2 hours. If your scout drone is slain or otherwise unable to return to you within 24 hours, it must be repaired or reconstructed using up to XXX materials, at the DM's discretion.
* **Enhanced Processors.** You can attack twice, instead of once, whenever you take the Attack action on your turn, so long as both attacks are made with graft weapons.

###  Full-Conversion Grafting

When you reach 7th level, you have learned enough about how various parts of the body function such that you can totally convert a part of yourself into machine. New graft options are available to you.

You can use these techniques to upgrade your existing grafts, which enhances their effects (see their descriptions). To upgrade a graft, you must gather the same materials and use the same tools as if you were creating the graft initially. Upgrades are done over a long rest in the same way as crafting grafts, but the DC for the upgrade is 5 higher than the graft's crafting DC. Failure on the check does not destroy the original graft, but may waste some of your resources; roll as normal for salvaging resources from your attempt.

Note that you cannot upgrade a graft during the same long rest that you are adding a graft slot or crafting a graft. If you replace an upgraded graft with a new graft, it is destroyed, and you may roll to recover resources as with other grafts.

###  Energy Flow Control

At 10th level, you have learned to improve the pathways which channel your power to your grafts. Your Energy pool increases by 2. Additionally, any time you spend one Energy die and roll it, you may choose to spend and roll two Energy dice instead.

###  Modular Grafting

Starting at 11th level, you have learned enough finesse in your craft that you can easily reconfigure your grafts. You can further upgrade your grafts to be Modular, which allows you to replace or remove them from your graft slots without destroying them. You can swap out a modular graft with another modular graft in the same slot over the course of a short rest.

To modularize a graft, you follow the same process as when upgrading a graft. The graft must be upgraded to full-conversion before it can be Modular. Note that you cannot modularize a graft during the same long rest that you are adding a graft slot, crafting a graft, or upgrading a graft.

###  Emergency Protocols

By 14th level, you have learned to configure your grafts with secondary functions, for emergency use in the heat of combat. When you complete a long rest, choose a graft you have equipped, and a different "emergency" graft for the same slot (which you must have crafted and unequipped). You can activate the emergency graft as a free action on your turn, or as a reaction upon being hit by an attack you can see, or as a reaction upon being forced to make a saving throw against an effect you can see. When you do this, you gain the benefits of the emergency graft instead of your equipped graft until the end of your next turn.

Once you have used this ability, you cannot use it again until you finish a long rest.

###  Superior Intellect

At 18th level, your mind is difficult for external forces to influence, due to your hybrid nature. When you must make a Wisdom or Charisma saving throw against the charmed or frightened conditions, illusion magic, spell effects, or any effects that targets or affects your mind, you may choose to make an Intelligence saving throw instead.

###  Self-Sustaining Core

At 20th level, you have fully integrated your systems and your organic body, and have become a pinnacle of efficient design. Your Energy pool increases by 6. Additionally, each time you roll one or more Energy dice, you may roll twice and take the higher total result.

## **TECHNICAL SPECIALIZATION**

Instead of choosing a subclass, a Mechromancer gains certain perks at specific levels of their class. These perks represent your training or overall modifications to your body, rather than specific alterations to a limb or other area. This class feature grants you choices at 3rd, 6th, 9th, 13th, and 17th levels. Once you have made your choice of perk at one of these levels, you cannot change it.

####  3rd Level: Fighting Style.

 You gain one of the following fighting styles of your choice. Note that these bonuses only apply to graft weapons.

* **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons.
* **Defense.** Adds a +1 AC bonus to the unarmored defenses granted by Living Metal.
* **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.

####  6th Level: Mechanized Defenses.

 You gain one of the following defensive systems of your choice.

* **Armored Plating.** Adds a +2 AC bonus to the unarmored defenses granted by Living Metal. Your armor fortifies your internals as well, granting a +2 to your max HP.
* **Deflector Shields.** When you are hit by an attack you can see, you can use your reaction and spend 1 Energy to activate your deflectors, gaining a bonus to your AC against the triggering attack, which equals 2 + the Energy roll. The base +2 AC bonus lasts till the start of your next turn.
* **Blink Drive.** When you are hit by an attack or forced to make a Dexterity save against a harmful effect, you may choose to activate this system. Roll a d20 - on a result of 11 or higher, you momentarily phase into the Ethereal plane and back again, allowing you to completely avoid the attack or effect. You may use this system twice, regaining all uses after completing a long rest.

####  9th Level: Thigh Grafts.

 You gain one of the following perks of your choice.

* **Decelerators.** Any fall damage you take is reduced by your Constitution modifier.
* **Spring-Loaded Braces.** Your walking speed increases by 10 feet.
* **Gyroscopes.** You have advantage on saving throws against being knocked Prone, and standing up from being Prone only costs 5 feet of movement.

####  13th Level: Specialization Kit.

 You gain one of the following perks of your choice.

* **Explorer's Kit.** You can measure distance perfectly based on line of sight for up to 5 miles, you always know which direction is North, and you may use Intelligence instead of Wisdom for your Perception checks. Additionally, your Energy pool is reduced by 1, but you only need to eat and drink once a week.
* **Black Ops Kit.** You gain advantage on Stealth checks as long as you are unmoving and not making any noise louder than breathing. Additionally, you may choose to stay awake and alert throughout a long rest. When you do this, you gain all the benefits of a long rest, but start the following day with 2 Energy less than your maximum.
* **Soldier's Kit.** You may use Intelligence or Constitution instead of Strength or Dexterity when attempting or contesting a grapple check. Additionally, when you use energy to grant yourself temporary hit points, those are instead regular hit points for you.

####  17th Level: Torso-Chassis Conversion.

 You gain one of the following perks of your choice.

* **Solar Power Array.** Your Constitution score increases by 1, and when you take a short rest, you now regain 2 Energy instead of 1.
* **Quad-Socket Overhaul.** You have four arms instead of two now, each with one graft slot. You have advantage on checks and saves made to climb, your climbing speed equals your base walking speed, and you can climb upside down on horizontal surfaces. Your Dexterity score increases by 1.
* **Discharge Capacitors.** When you hit a creature with a melee graft weapon attack, you can spend 2 Energy to force them to make a saving throw against your Graft Casting DC or be Stunned until the end of your next turn.

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