Mechromancer Grafts

* Original
* Updated
* Revised
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The original Mechromancer class can be found at the following link. These grafts are copied from that version of the class. https://www.dandwiki.com/wiki/Mechromancer\_(5e\_Class)

####  Arms

Two arm grafts can be equipped one to the "on hand" and one to the "off-hand". Some Grafts have a prerequisite on needing an "on hand" or "off-hand", if no prerequisite is named than the graft can be equipped to any hand you choose.

####  Back

  Winglets  | *Enhancement* | Gain a fly speed of 10 feet.

####  Chest

  Regenerative Metal  | *Enhancement* | Heal your mechromancer level \* 2 worth of hit points at the end of every encounter.

####  Head

  Language Modulator  | *Enhancement* | Upon hearing a language spoken that you do not understand, make an intelligence save above 10, a pass allows you to fully speak the language.

####  Legs

  Gravity Anchor  | *Enhancement* | Gains advantage rolls on any knock back or falling saves.

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The variant Mechromancer class can be found at the following link. These grafts are copied from that version of the class. https://www.dandwiki.com/wiki/Mechromancer,\_Variant\_(5e\_Class)

####  Face

 Targeting UI
 Upgrade: becomes Full Conversion, allowing your weapon attacks to score a critical hit on a roll of 19 or 20.

#### Chest

Chest grafts generally cover the front area of the rib cage and most prominently the pectorals

 Deflector Plating
 Photovoltaic Covering
 Diffusion Absorbent Covering
 Cannot be upgraded.

####  Back

Back grafts cover precisely that - the back. There are two slots, one on each side.

####  Shoulder

Shoulder grafts are by far the most diverse as the Mechromancer can place many different implements from armor to weapons to extra arms.

####  Forearm

Forearm grafts are rather special as they are often used to build in weapons and most notably spells.

####  Upper Arms

Upper arm grafts generally cover just the bicep and tricep areas and are all defensive in nature.

 Deflector Plating
 Phase Shields
 Alchemical Vaccination
 Upgrade: becomes Full Conversion, allowing you to change the resistance type on a long rest.

####  Thighs

Thigh grafts are usually rather bulky, often defensive in nature but also able to provide some utility.

 Deflector Plating
 Phase Shields
 Decelerators
 upgrade to increase the safe zone for falling by 20 feet.

####  Calves

Calf grafts are almost exclusively based around movement abilities.

 Atlas Legs
 Strider Legs
 Cannot be upgraded.

####  Feet

Foot grafts usually work with Calf grafts to provide increased mobility.

 Toe-Balance Feet
 Motorized Wheels
 Cannot be upgraded.

####  Hands

Hand grafts are one of the more difficult ones to effectively create due to the sheer complexity of the human hand.

####  Core

Cores are generally found in the center of the chest and usually serve the same general purpose which is to store additional energy gems. However, higher level cores will have additional abilities.

####  Pelvis

Pelvis grafts are rather uninteresting, usually only streamlining the performance of the Mechromancer’s movement.

 Bearing Actuated Pelvis
 Cannot be upgraded.

####  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.

 Clear Lens Optics
 Full Scan Optics
 True Perception Optics
 Cannot be upgraded.

####  Heart

Outside of the brain itself, the heart is the most complicated biological construct within the body. A mechromancer wishing to replace their heart must ensure that nothing goes wrong else death is almost assured.

 Super Solenoid Heart
 Perfected Entropy Heart
 Cannot be upgraded.

####  Blood

Blood grafts are total replacements of the fluid in your veins. Most are rather difficult to create, but are mostly involving alchemy.

 Electrolytic Solution
 Nanite Solution
 As long as you are not dead, you can spend X times 100 Energy to activate this graft and regain X amount of hitpoints. This action is excluded from energy cost reductions for blood grafts.

####  Torso

Torso grafts are all final conversions of the torso structure.

 Streamline Chassis
 Conduit Chassis
 Cannot be upgraded.

####  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.

 Cannot be upgraded.

####  Mechanist’s Focus

The Mechanist’s Focus is perhaps the most important tool for the mechromancer and thus it is only fitting that the mechromancer spends time developing it to its utmost.

 Spline Blade
 Gatling Mount
 Energy Gem Storage
 Multitool Casing
 Upgrade: becomes Full Conversion and Modular.

####  Misc.

All miscellaneous grafts are ones which fill one or more non-specific slots, such as replacing internal organs or adding some extra extremities.

 Strider Tail
 Metabolic Prostheses
 Respiratory Prostheses
 Cannot be upgraded.

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####  Face

   *Prerequisite: 5th Level*  |  **Crafting:**  DC 15 (circuitry, scrap metal), tinker’s tools, alchemist’s tools, jeweler’s tools **Power Load:**  2You modify your Face Graft to have additional functionality, giving you information about a targets distance, wind strength, etc. This allows you to make ranged attacks at long range without disadvantage.  **Upgrade:**  Creating room for more circuits increases the system's power. Your ranged weapon attacks score a critical hit on a roll of 19 or 20.

####  Torso

   *Prerequisite: 7th Level*  |  **Crafting:**  DC 15 (scrap metal, gems), tinker’s tools, jeweler’s tools **Power Load:**  3Uses gemstones, precious metals, and channels carved into your metal plating to cast spells. Can be inscribed with up to three spells from the Mechromancer spell list which are 1st level or cantrips, with a range of Self or Touch. You may change which spells are inscribed upon completion of a long rest. To cast a 1st level spell, you must expend 1 energy.  **Upgrade:**  The array can hold up to five spells, and those spells can be 2nd level or lower. To cast a 2nd level spell, you must expend 2 energy.

####  Legs

   *Prerequisite: 3rd Level*  |  **Crafting:**  DC 15 (scrap metal, heavy metal), tinker’s tools, smith’s tools **Power Load:**  1Increase your walking speed by 10ft.  **Upgrade:**  Increase your walking speed by 15ft instead of 10 ft.

####  Arm

   *Prerequisite: 5th Level*  |  **Crafting:**  DC 15 (scrap metal, gems), tinker’s tools, jeweler’s tools **Power Load:**  3Uses gemstones, precious metals, and glass focusing lenses to cast spells. Can be inscribed with up to three cantrips from the Mechromancer spell list, with a range that is not Self or Touch. You may change which spells are inscribed upon completion of a long rest.  **Upgrade:**  The array can hold up to five spells, and those spells can be 1st level or cantrips. To cast a 1st level spell, you must expend 1 energy.