Sorcerer: Machine Mage

by DrManhattan

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Sorcerer : Machine Mage

Sorcerous Origin

Machine Mage

"From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the Blessed Machine. Your kind cling to your flesh, as though it will not decay and fail you. One day the crude biomass you call the temple will wither, and you will beg my kind to save you. But I am already saved, for the Machine is immortal…""

~ From the Magos Dominus Reditus

Embrace your role as a Machine Mage sorcerer, for you are a visionary in a world where magic and machinery intersect. Your journey will be one of discovery and invention, as you unlock the secrets of your mechanical heritage and push the boundaries of what is possible. With each spell you cast and every mechanical creation you bring to life, you leave an indelible mark on the world, forever altering the perception of sorcery and paving the way for a new era of arcane innovation.

Machine Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Machine Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or an conjuration spell from the sorcerer, warlock, or wizard spell list.

Machine Spells
Sorcerer Level Spells
1st Absorb Elements, Shield, Mending
3rd Melf’s Acid Arrow, Suggestion
5th Blink, Dispel magic
7th Summon Construct, Shadow of Moil
9th Wall of Force, Modify Memory

Machine Trickery

You have infused your brain with machines to enable communications more effectively with the non machines. Starting at 1st level. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Machine Sorcery

Starting at 6th level, when you cast any spell of 1st level or higher from your Machine Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components. In addition, your machine spells list is increased as shown by the table below.

Sorcerer Level Spells
11th Contingency, Create Homunculus
13th Forcecage, Create Magen
15th Clone, Mind Blank
17th Wish, Imprisonment

Machine Infection

At 14th level, you gain the ability to infect a creature’s body with living circuitry. You can use an action to make a melee attack, or ranged attack against a creature within 30 feet using your spell attack modifier. The target must make a Constitution saving throw against your spell save DC as a machine virus quickly spreads through its body. On a failed save you may choose to deal 8d10 psychic damage, or half as much damage on a successful one. Additionally, if the target fails the saving throw, you can use an action to issue it a single command, as if you were casting the Command spell.

The target makes its saving throw against your command with disadvantage, the creature is unable to gain advantage on this save. You can issue this command at any time while the target remains infected. Once you use this feature, you can’t use it again until you finish a short rest, or pay one sorcery point. You may only have one Machine Infection active at a time. The infection can also be removed with a Greater Restoration spell if properly identified. Who's able to identify this is up to GM discretion.

Machine Apeothesis

You have become one with the machine spirit. You may now use your machine infection on an unlimited amount of creature as well as it being almost impossible to identify & cure. The creature itself does not know that it has been infected, it does not feel the effects of the spells affecting it. In addition it gain the following effects.

  • You may also now use Modify memory, Clairvoyance & Dominate Monster (without concentration) in addition to command. This pierces any immunity the creature may have and the creature may not remove nor reroll the saving throw.
  • You share a telapathic connection at all times, which allows you to read the mind of anyone infected.
 

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