Glide: As long as you are conscious you have resistance against bludgeoning damage caused by falling.
Ambushing Instincts: You are proficient in the Stealth skill. In addition, you can take the dash action as a bonus action.
Keen Ears: Whenever you make a Wisdom (Perception) check that relies on hearing, you are considered proficient in the Perception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Near Sighted: You have disadvantage on all Wisdom (Perception) checks involving sight.
An Eye for All Sorts of Things: Whenever you see something that could be of value, you have a vague estimate of its worth, as well as some interesting information about the item, if there is anything interesting to know. Items might also have obscure uses that you can point out. If you fail any checks to identify the value of an item, you learn of someone or someplace where you can have the item's value measured, unless the DM deems the item too rare or obscure.
Mechanical Grafting
Starting at 1st level, you can spend time during a long rest creating mechanical grafts in order to upgrade the originally organic parts of your body. You need some combination of tinker’s tools, alchemist’s tools, smith’s tools, and jeweler’s tools alongside various other 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:
Type: (what depth of graft is used)
Slot: (what slot does this graft function on)
Difficulty: (what roll is needed to successfully create this part)
Tools: (what specific tools you may need to create this graft)
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 an Intelligence check using the correct materials. The DC of this check is 5 more than the DC to originally create the graft.)
Once, during a long rest, you may attempt to create a graft that you have unlocked, using the tools and materials listed under that graft. When creating a graft, the difficulty listing under it refers to the roll needed to successfully craft the graft. This check is an Intelligence check with the DC being reduced by half your Mechromancer level rounded down. If you have already attempted or succeeded to create the given graft 3 times, you are considered proficient in the process to create it. Rolling a natural 20 or a natural 1 does not affect the outcome. Upon a failure of this check, roll a percentile die, salvaging that percent of the materials based upon gp value (the player may choose which materials they saved at the DM's discretion). Some grafts have upgrades. The upgrade may be done during a short rest using the tools listed for the graft, and using additional materials listed and a crafting DC that is 5 more than the original DC of the graft. Like the original crafting check, failure in this check destroys a percentage of the materials used.
You start the game with up to 3 partial-conversion grafts of your choice within available slots with no Difficulty higher than 10, and a face graft, which acts as a fully enclosed helmet [1] which can be retracted into your skull.
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 and destroys the old one.
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. 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.
Mechanized Flesh
Starting at 1st level while not wearing armor your AC equals 10 + Dexterity Modifier + Constitution Modifier. Additionally, your heart is only able to effectively sustain power supply to all of your grafts up to a certain point. Your maximum power load of your grafts is 5 times your Mechromancer level.
Graft Actions
Starting at 1st level, you are able to take up to your Proficiency Bonus in additional actions per turn as long as they pertain to an attack made using a graft. Actions taken this way count as your bonus action. Any attacks made this way do not get to have your attack modifier (Strength for melee and Dexterity for ranged) added to the damage. Any attacks made this way must be performed using a free hand or extremity (e.g. an attack using a leg would require one leg to be grounded and actions using a forearm need a free hand). You can only use a given graft once per turn through a graft action.
Energy Storage
You have figured out how to store power for long term applications. Starting a 2nd level, you are passively able to store 5 times your Mechromancer level energy inside a gem within a stabilizing circuit. However, you do not yet have any particularly practical uses for such highly potent energy storage but you gain the ability to cast Destabilize. The value of the gem scales its storage capabilities:
0-49gp: Up to 20 Energy
50-99gp: Up to 40 Energy
100-499gp: Up to 60 Energy
500-999gp: Up to 80 Energy
1000+: Up to 100 Energy
During a long rest, you may charge up to 10 times your mechromancer level energy into any combination of storage gems you have. A gem cannot be charged during the same long rest in which it was created. A gem can store up to twice its usual energy in a non-stable manner. For every hour it spends overcharged, you must roll a percentage die at a percent higher than the percent of usual power being overcharged. If the roll is failed, the gem will explode at its next discharge in an explosion of radius 5 plus 10 feet per 20 energy stored at that time. Any creature caught in the blast must make a DC 15 Constitution Saving Throw or take 1d6 force and lightning damage for every 20 energy stored at the time of the explosion and half on a successful save. The minimum damage is 1d6 split lightning and force damage.
Mechanist's Focus
Your experiments with energy storage have led you to create a staff through which you are able to channel energy for many uses. Starting at 3rd level, you can spend a long rest affixing a storage gem onto a staff with 6 slots for additional grafts which are unlocked based upon your Mechromancer level. The level at which you unlock these slots is shown in the Mechromancer table. With the improved control over any storage gems using your focus, you gain the ability to cast Discharge using your Mechanist's Focus.
Multitool Casing: (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.)
Graft Casting: You have discovered that you are able to create singular controlled effects using energy you have stored. Starting at 5th level, you learn how to encode evocation spells from the Mechromancer spell list into your Mechanist’s Focus or into grafts and can cast them using energy. You must spend time during a long rest researching a spell (you can both craft a graft and research a spell during a long rest simultaneously). The research (Intelligence check) DC and energy cost scales based upon spell level:
Cantrip: DC 12 minus half Mechromancer level rounded down, 1 energy
1st-level: DC 17 minus half Mechromancer level rounded down, 5 energy
2nd-level: DC 22 minus half Mechromancer level rounded down, 10 energy
3rd-level: DC 27 minus half Mechromancer level rounded down, 20 energy
4th-level and on: cannot be learned or cast
Spell Save DC = 8 + Proficiency Bonus + Intelligence modifier
Spell Attack Modifier = Proficiency Bonus + Intelligence modifier
When you cast a spell, ignore its material costs unless it is a Misc. spell. A spell doesn’t scale as it would with higher levels (cantrips are always cast as if you are 1st-level), and you cannot cast it using higher spell slots. Spells cast with your mechanist's focus use actions as they normally would and those cast from other grafts use graft actions. Spell casts that do not use your Mechanist's Focus cost 3 more energy if they are from grafts and cost 5 more energy if said grafts are on mechanical arms.
Full-Conversion Grafting: You have learned enough about how various parts of the body function such that you can totally convert a part of yourself into machine. Starting at 6th level, you now have the ability to create grafts which are total conversions of your flesh. Additionally, you can upgrade Partial-Conversion grafts to Full-Conversion grafts within a short rest or alongside other pursuits in a long rest, as long as you have the needed materials.
Features & Traits