Mechromancer Class/Original

Hit Points at 1st Level:10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per mechromancer level after 1st

####  Proficiencies

Armor:none

Weapons:Simple weapons, martial weapons

Tools:  Vehicles, plus one type of artisan's tools

Saving Throws: Constitution, Intelligence

Skills: Choose three 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) a longsword or (b) rapier
* (a) a shortsword or (b) halberd
* (a) three daggers or (b) a shortbow with 30 arrows

###  Unarmored Defense

Beginning at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.

###  Graft

At 1st level, you have the ability to graft warforged parts onto your body, permanently replacing organic limbs and tissues with mechanical prosthetics and mechanisms. Once you have completed such a graft, you are also able to reconfigure those mechanical parts to suit your needs.

Various grafts can be equipped into your graft slots, which are permanent and cannot be moved. Your body has a limited capacity for grafts: you can have up to 2 arm slots, 1 back slot, 1 chest slot, 2 head slot, and 2 leg slots. You start with one graft slot of your choosing, and you gain more graft slots as you level up, as shown in the Grafts column of the Mechromancer table. When you gain the Ability Score Increase feature from the Mechromancer or any other class, you can choose to add one graft slot instead.

You have a variety of grafts available to you, as shown at the bottom of this class description. Upon completion of a Long Rest, you may change what grafts are equipped in each slot. Base functionalities are Graft Casting, Enhancement, and Weapon.

 Casting Grafts.  Some grafts allow you to cast spells. Intelligence is your spellcasting ability for your 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 wizard spell you cast and when making an attack roll with one.

In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

 Synchronized Strike.  When you use your action to make a melee weapon attack with a light weapon, you can use a bonus action to use a Casting Graft, if it is equipped in your other arm. Similarly, when you use an action to use a Casting Graft, you can make a light weapon attack with your other arm as a bonus action.

### Nano Regeneration

Starting at 2nd level, whenever you roll a 17 or higher on a d20 you gain temporary hit points equal to your Constitution modifier. Note that this effect does not stack with itself or with any other effect that gives you temporary hit points.

###  Fighting Style

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 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.

###  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.

When you gain this feature, you can instead choose to gain an additional graft slot.

###  Extra Attack

Beginning at 5th level, you 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 11th level in this class.

###  Improved Criticals

Starting at 6th level, your weapon attacks score a critical hit on a roll of 19 or 20.

###  Know Your Enemy

Starting at 10th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Strength score
* Dexterity score
* Constitution score
* Armor Class
* Current hit points
* Total class levels (if any)

###  Advanced Criticals

Starting at 14th level, your weapon attacks score a critical hit on a roll of 18, 19, or 20.

###  Blink Drive

Beginning at 18th level, when you critically fail a roll, you may roll another d20. On a result of 17 or higher, you gain the effects of the Blink*3rd-level Transmutation*
**Casting Time:** 1 a
**Range:** Self
**Components:** V,S
**Duration:** 1 min (D)
50% chance every turn to travel to Ethereal Plane and return to an empty space within 10 ft next turn spell.

###  Unforeseen Consequences

When you reach 20th level, you gain the effects of the Blink*3rd-level Transmutation*
**Casting Time:** 1 a
**Range:** Self
**Components:** V,S
**Duration:** 1 min (D)
50% chance every turn to travel to Ethereal Plane and return to an empty space within 10 ft next turn spell at random, at the DM's discretion.

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