Mechomancer
A thunderous roar echoed through the workshop as gears turned and metal clanked, drowning out the crackling of arcane energy. With a wave of their hand, the Mechomancer breathed life into the mechanical construct before them, guiding its movements with precision and purpose. To them, the melding of magic and machinery was not just a craft but a calling—a pursuit of mastery over the very forces that shaped the world.
Amidst the clangor of their creations and the hum of arcane incantations, Mechomancers stand as architects of innovation and commanders of steel. Some are found deep in the heart of bustling cities, where their wondrous inventions fuel progress and industry. Others roam the wild frontiers, forging alliances with ancient constructs and unlocking the secrets of forgotten civilizations. Yet, regardless of their chosen path, all Mechomancers share a common bond—the relentless pursuit of mechanized mastery.
Forging the Future
The image of a Mechomancer conjures visions of towering automatons and whirring contraptions, but their pursuits extend far beyond the confines of the workshop. While some may revel in the intricacies of clockwork mechanisms, others seek to harness the raw power of arcane energy, infusing their creations with spells of devastating potency. Whether forging weapons of war or constructs of peace, the Mechomancer's craft knows no bounds.
Mastery Through Creation
To become a Mechomancer is to embark on a journey of discovery and innovation, where every gear turned and every spell cast brings them closer to enlightenment. Through meticulous study and tireless experimentation, they unlock the mysteries of the arcane and the secrets of ancient craftsmanship. Yet, true mastery lies not in the perfection of a single creation but in the endless pursuit of innovation and ingenuity.
Multiclassing and the Mechomancer
Should you seek to combine your talents with those of other classes, consider the following when venturing into the realm of the Mechomancer.
Minimum Ability Scores: Multiclassing into the Mechomancer class requires a minimum Intelligence score of 13, reflecting the mental acuity and technical aptitude necessary to command constructs and wield arcane energies.
Gained Proficiencies: As a newcomer to the ranks of the Mechomancers, you'll gain proficiency with light armor, simple weapons, and Tinker's Tools upon entering this path.
Mechomancer
| Level | Proficiency Bonus | Features | Gearwork Energy |
|---|---|---|---|
| 1st | +2 | Construct Creation, Construct Control, Construct Dismissal and Storage | ─ |
| 2nd | +2 | Mechomancy Path Feat, Gearwork Energy | 2 |
| 3rd | +2 | Mechanical Mastery | 4 |
| 4th | +2 | Ability Score Improvement or Feat, Mechomancy Feat | ─ |
| 5th | +3 | Adept Construct Creation, Arcane Attunement | 6 |
| 6th | +3 | Mechomancy Path Feat | ─ |
| 7th | +3 | Adept Construct Creation | 8 |
| 8th | +3 | Ability Score Improvement or Feat | ─ |
| 9th | +4 | Arcane Converter | 10 |
| 10th | +4 | Arcane Constructor, Mechomancy Path Feat | ─ |
| 11th | +4 | Efficient Design | 12 |
| 12th | +4 | Ability Score Improvement or Feat | ─ |
| 13th | +5 | Mechanical Absorption | 14 |
| 14th | +5 | Mechomancy Path Feat | ─ |
| 15th | +5 | Titans Forge | 16 |
| 16th | +5 | Ability Score Improvement or Feat | ─ |
| 17th | +6 | Reactive Charging, Advanced Energy Capacitors | 18 |
| 18th | +6 | Mechanical Overdrive, Mechomancy Path Feat | ─ |
| 19th | +6 | Ability Score Improvement or Feat | 20 |
| 20th | +6 | Eternal Artificer | ─ |
Class Features
As a Mechomancer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Mechomancer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Mechomancer level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, light crossbows
- Tools: Tinker's Tools
- Saving Throws: Intelligence, Constitution
- Skills: Choose two from Arcana, History, Insight, Investigation, Perception, and Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) studded leather armor or (b) scale mail
- Tinker's Tools and a component pouch
- (a) a dungeoneer's pack or (b) an explorer's pack
Construct Creation
At 1st level, you gain the ability to create and control constructs for various tasks. You can create constructs of small size. The number of constructs you can create is determined by your Mechomancer level and your Intelligence modifier. You can have a maximum number of constructs equal to your Mechomancer level + your Intelligence modifier active at any given time. Constructs can be dismissed and stored in a pocket dimension, ready to be summoned when needed.
After completing a long rest, a Mechomancer can create a number of constructs equal to their Mechomancer level divided by 2 (rounded down), plus their Intelligence modifier. This represents their ability to replenish their energy, gather necessary materials, and focus their concentration on the intricate process of construct creation.
Construct Dismissal and Storage
At 1st level, as a bonus action, you can command one or more constructs under your control to enter a dormant state, temporarily fading from view and becoming ethereal. While in this state, the constructs are effectively stored in a pocket dimension, safe from harm. You can choose to dismiss any number of constructs up to your Intelligence modifier + proficiency bonus.
To summon dismissed constructs, you use a bonus action, instantly recalling them from the pocket dimension and manifesting them in a location within 30 feet of you. The constructs reappear with their hit points restored to their maximum value.
Gearwork Energy
At 2nd level, as a Mechomancer, your mastery over the fusion of arcane magic and mechanical craftsmanship grants you access to a unique wellspring of power known as Gearwork Energy. This resource, drawn from the convergence of arcane knowledge and mechanical ingenuity, serves as the fuel for your creations and abilities.
Throughout your journey, you'll learn to harness and manipulate this energy, shaping it into constructs, augmentations, and devastating attacks. As you progress in your craft, your understanding of Gearwork Energy will deepen, unlocking new possibilities and empowering you to achieve unparalleled feats of mechanized mastery.
Construct Control
At 1st level, you can command your constructs to act on your turn. You issue specific commands to them, and they act immediately after you in the initiative order. Each construct follows your commands to the best of its ability.
When you command your constructs to act, they use their actions to perform the specified tasks. If you don't issue any commands, they take the Dodge action and remain near you, defending themselves if attacked.
Your constructs share your initiative count and act directly after you in combat. They follow the orders you provided earlier in the round. If you haven't issued any commands to a construct, it will take the Dodge action or act in its own best interest if threatened.
Mechomancy Path
At 2nd level, you choose a path that represents your approach to mechomancy: Arcane Artificer, Iron Engineer, or Mech Legionnaire. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th levels.
Mechomancy Paths
| Section | Page Number |
|---|---|
| Mech Legionnaire | 8 |
| Arcane Artificer | 9 |
| Iron Engineer | 10 |
Mechanical Mastery
Starting at 3rd level, your understanding of mechanical systems grants you a deeper insight into the workings of constructs. You can now repair constructs during a short rest, mending them for an amount of hit points equal to your Mechomancer level. Additionally, you gain advantage on all Intelligence (Tinker's Tools) checks related to constructs.
Ability Score Improvement or Feat
At 4th level, and again at 8th, 12th, 16th, and 19th level, you can choose to increase one ability score of your choice by 2, or you can choose to increase two ability scores of your choice by 1 each. Alternatively, you can choose a feat from the list of available feats for your character.
Adept Construct Creation
At 5th level, you gain the ability to create medium constructs or smaller.
Arcane Attunement
At 5th level, you gain an extra attunement slot for a magical item of your choice. At 10th level, you gain two additional slots, and at 15th level, you gain three. These slots bypass any attunement restrictions.
Arcane Converter (Level 9):
Convert arcane energy into Gearwork Energy. Spend 1 action and succeed on an Intelligence (Arcana) check with a DC of 15. On success, regain Gearwork Energy equal to the result of 1d10 + your Intelligence modifier.
Arcane Constructor
Prerequisite: Mechomancer class, 10th level
Through dedicated study and innovation, you've unlocked the secrets to constructing larger and more powerful constructs. The number of constructs you can create and control is increased by your Intelligence modifier (minimum of 1).
- Construct Expansion: Construct Expansion: You can now create constructs of Large size in addition to constructs of Medium or smaller size. Initially, you may have up to 4 large constructs under your control. At 15th level, the maximum number of large constructs you can control increases to 6, and at 20th level, it further rises to 8.
Efficient Design:
At 11th level, and again at 15th and 20th level, you can choose to reduce the Gearwork Energy cost of using Gearwork abilities by 1. This reduction increases to 2 at 15th level and to 3 at 20th level. However, this reduction cannot reduce the cost below 1 Gearwork Energy point.
Mechanical Absorption (Level 13):
As an action, you can channel excess energy from destroyed constructs or mechanical devices within 60 feet. Regain 1 Gearwork Energy point for each construct or device destroyed within range.
Titan's Forge
Prerequisite: Mechomancer class, 15th level
With your mastery over construct creation, you now have the ability to craft colossal beings of immense power.
- Colossal Constructs: You gain the capability to create constructs of Huge size, towering over the battlefield with unrivaled strength and resilience.
- Mighty Army Augmentation: At 20th level, your command over constructs reaches its zenith. The number of Huge constructs you can control simultaneously increases to 6, allowing you to wield an even mightier mechanical army.
Reactive Charging (17th level):
You have developed a reflexive ability to absorb ambient energy and convert it into Gearwork Energy. Whenever you take damage, you can use your reaction to regain a number of Gearwork Energy points equal to half the damage taken (rounded down), up to a maximum of your Intelligence modifier.
Advanced Energy Capacitors (Level 17):
Through extensive research and refinement of your arcane machinery, you unlock the secrets of enhancing your Gearwork Energy capacity. Your maximum Gearwork Energy increases by an additional 10 points, bringing the total to 30. This advanced energy storage allows you to fuel even more powerful constructs and abilities, granting you greater versatility and control on the battlefield.
Mechanical Overdrive (18th level):
Through years of study and practice, you've mastered the art of synchronizing your actions with the speed and precision of your constructs. Once per long rest, you can activate Mechanical Overdrive as a bonus action. While in this state, you can use up to three Gearwork Energy abilities during your turn instead of the usual limit of one. This surge of mechanical prowess lasts for one minute, allowing you to command your constructs with unparalleled efficiency and coordination.
After the duration ends, you must finish a long rest before you can use Mechanical Overdrive again. This passive ability exemplifies your unparalleled skill as a Mechomancer, enabling you to orchestrate complex strategies and unleash devastating attacks with swift precision.
Eternal Artificer
Prerequisite: Mechomancer class, 20th level
Through years of dedicated study and practice, you have attained unparalleled mastery over the fusion of arcane magic and mechanical craftsmanship. You have become an icon of innovation and ingenuity, capable of creating marvels that defy conventional understanding.
- Arcane Artisan: You can now create constructs of Gargantuan size in addition to constructs of Huge or smaller size. However, you may only have a maximum of 2 gargantuan constructs at any given time.
- Master Mechanist: Your constructs' capabilities are enhanced beyond their previous limits. They gain a bonus to their attack rolls, damage rolls, Armor Class, and saving throws equal to your Intelligence modifier.
In the bustling workshop of a Mechomancer, gears turn and arcane energies crackle. Constructs spring to life with a wave of their hand, obeying commands with unwavering loyalty. Whether forging alliances with ancient constructs or crafting marvels of ingenuity, the Mechomancer's control is absolute.
As they advance, Mechomancers choose their path—arcane artistry, mechanical mastery, or strategic leadership—each unlocking new horizons. Yet, their pursuit of excellence knows no bounds, shaping the world with ingenious creations.
Harnessing Gearwork Energy
Mechomancers harness the essence of Gearwork Energy, a fusion of arcane mastery and mechanical precision. This energy serves as their wellspring of power, expanding with their expertise. With intellect and skill, Mechomancers shape Gearwork Energy to empower constructs and unleash devastating attacks. Delving deeper into its mysteries, they unlock new techniques, paving the way for innovation and mastery.
Explore the art of harnessing Gearwork Energy and witness its diverse applications. From construct creation to arcane manipulation, Mechomancers embody relentless innovation and limitless possibilities. Step into the workshop, embrace Gearwork Energy, and unlock the secrets of mechanical mastery.
Gearwork Energy
At 2nd level, you gain the ability to harness Gearwork Energy, a resource used to power your advanced abilities. Your proficiency with this energy grows as you gain levels in the Mechomancer class. Your maximum Gearwork Energy points increase as you level up, as shown in the Mechomancer table. You regain all expended Gearwork Energy points after completing a long rest.
Gearwork Abilities
Starting at 2nd level, you gain access to special abilities fueled by Gearwork Energy. You can use these abilities by expending the indicated amount of Gearwork Energy points as a bonus action. Some abilities may have additional effects based on the amount of Gearwork Energy expended.
| Level | Gearwork Energy |
|---|---|
| 2nd | 2 |
| 3rd | 4 |
| 5th | 6 |
| 7th | 8 |
| 9th | 10 |
| 11th | 12 |
| 13th | 14 |
| 15th | 16 |
| 17th | 18 |
| 19th | 20 |
Gearwork Abilities
Construct Legion (2nd level)
You can summon a legion of constructs to fight alongside you in combat. Spend Gearwork Energy points to activate this ability. Roll a specific die based on your Mechomancer level to determine the number of constructs summoned. You can specify the sizes and types of constructs summoned, such as small scouts, medium warriors, or large siege engines. These summoned constructs do not count towards your total construct limit unless you use Construct Storage to add them to your constructs.
- Mechomancer Level 2-4: Spend 2 Gearwork Energy points. Roll a d10 to determine the number of constructs summoned. On a roll of 1-3, summon 1d4 constructs. On a roll of 4-6, summon 1d6 constructs. On a roll of 7-8, summon 1d8 constructs. On a roll of 9-10, summon 1d10 constructs.
- Mechomancer Level 5-9: Spend 3 Gearwork Energy points. Roll a d12 to determine the number of constructs summoned. On a roll of 1-3, summon 2d4 constructs. On a roll of 4-6, summon 2d6 constructs. On a roll of 7-9, summon 2d8 constructs. On a roll of 10-12, summon 2d12 constructs.
- Mechomancer Level 10-14: Spend 4 Gearwork Energy points. Roll a d20 to determine the number of constructs summoned. On a roll of 1-5, summon 3d4 constructs. On a roll of 6-10, summon 3d6 constructs. On a roll of 11-15, summon 3d8 constructs. On a roll of 16-20, summon 3d12 constructs.
- Mechomancer Level 15-19: Spend 5 Gearwork Energy points. Roll a d30 to determine the number of constructs summoned. On a roll of 1-5, summon 4d4 constructs. On a roll of 6-10, summon 4d6 constructs. On a roll of 11-20, summon 4d8 constructs. On a roll of 21-30, summon 4d12 constructs.
- Mechomancer Level 20: Spend 6 Gearwork Energy points. Roll a d100 to determine the number of constructs summoned. On a roll of 1-30, summon 5d4 constructs. On a roll of 31-60, summon 5d6 constructs. On a roll of 61-90, summon 5d8 constructs. On a roll of 91-99, summon 5d10 constructs. On a roll of 100, summon 5d12 constructs.
The summoned constructs last for 1 hour, after which they collapse into inert components. However, you can dismiss any number of constructs summoned by this ability as a bonus action, storing them in a pocket dimension using Construct Storage and adding them to your total.
Eternal Fabrication (20th level):
Harnessing the boundless potential of Gearwork Energy, you command the creation of an unstoppable mechanical legion. Spend 10 Gearwork Energy points to summon an army of constructs to the battlefield. Roll a d100 to determine the number of constructs summoned.
- On a roll of 1-30, summon 8d6 constructs.
- On a roll of 31-60, summon 8d8 constructs.
- On a roll of 61-90, summon 8d10 constructs.
- On a roll of 91-99, summon 8d12 constructs.
- On a roll of 100, summon 8d20 constructs.
These constructs heed your command for 1 hour, wreaking havoc upon your enemies with relentless efficiency. With this overwhelming force at your disposal, victory is all but assured.
Additionally, as a bonus action, you can dismiss any number of constructs summoned by this ability, storing them in a pocket dimension using Construct Storage and adding them to your total. By utilizing this ability strategically, you maintain control over your mechanical army, ensuring their presence on future battlefields.
Prime Constructor (20th level):
As the ultimate master of mechomancy, you gain the ability to construct a colossal mechanical monstrosity known as the Prime Constructor. By expending 10 Gearwork Energy points, you summon this awe-inspiring construct to the battlefield. The Prime Constructor is a Gargantuan-sized war machine with immense strength and durability. It has its own initiative count and acts immediately after you in combat. The Prime Constructor remains on the battlefield until it is destroyed or dismissed by you as a bonus action. Its devastating attacks and overwhelming presence make it a formidable force on the battlefield, capable of single-handedly decimating enemy forces.
Mechomancer Constructs
As a mechomancer, your mastery over the fusion of magic and machinert extends beyond mere theoretical knowledge. One of your most potent abilities is the creation and control of constructs---mechanical beings imbued with arcane energy, crafted to serve your will.
Below are the stat blocks for constructs that you can create as you advance in your Mechomancer journey. From small scouts to towering jugggernauts, these constructs embody your ingenuity and power, ready to aid you in various tasks, from exploration to combat.
Remember, as you progress in levels, your ability to create larger and more formidable constructs will grow, reflecting your ever-expanding mastery over the forces of magic and machinery.
Small Constructs: Crafted Marvels of the Mechomancer
Small constructs, the foundation of the Mechomancer's arsenal, serve as loyal companions and tireless helpers imbued with magic and machinery. From nimble scouts to versatile assistants, these marvels navigate the world with precision and ingenuity, aiding in the pursuit of arcane mastery.
Gearwork Drone
Small Construct, Unaligned
- Armor Class 12 + Mechomancer's Intelligence Modifer
- Hit Points 8 + (Mechomancer's level * 2) + Mechomancer's Intelligence Modifer
- Speed 30ft, Fly 30ft (hover)
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 6 (-2)
- Saving Throws Dex +4
- Skills Perception +4
- Damage Vulnerabilities Lightning
- Damage Resistances Piercing, Bludgeoning, and slashing from nonmagical attacks.
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Darkvision 60ft. Passive perception 14
- Languages Understands the languages of its creator but can't speak
- Challenge 1/4 (50xp)
Actions
Bite: Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d6 + 6 piercing damage.
Mechomancer Constructs: Forge the future
Unleash your creativity and imagine the possibilities with Mechomancer constructs. Need a scout to explore treacherous terrain? How about a marksman to provide cover from afar? Or perhaps a towering juggernaut to lead the charge into battle? The only limit is your imagination as you craft and command these mechanical marvels. From utility to combat, the choice is yours - forge the futue with your mechanized mastery!
Gearwork Scout
Small Construct, Unaligned
- Armor Class 12 + Mechomancer's Intelligence Modifer
- Hit Points 10 + (Mechomancer's level * 2) + Mechomancer's Intelligence Modifer
- Speed 40ft (Base 30ft)
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 6 (-2)
- Saving Throws Dex +5
- Skills Perception +4, Stealth +5
- Damage Vulnerabilities Lightning
- Damage Resistances Piercing, Bludgeoning, and slashing from nonmagical attacks.
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Darkvision 60ft. Passive perception 14
- Languages Understands the languages of its creator but can't speak
- Challenge 1/4 (50xp)
Swift Movement: The Gearwork Scout's nimble design allows it to move with exceptional speed. Its movement speed is increased by 10ft
Stealthy Construction: The Gearwork Scout's small size and silent mechanisms make it adept at avoiding detection. It has advantage on Dexterity(Stealth) checks.
Actions
Gearwork Short Blade: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d6 + 3 slashing damage.
Integrated Crossbow: Ranged Weapon Attack: +6 to hit, range 30/120ft., one target. Hit: 1d6 + 3 piercing damage
Medium Constructs: Versatile Allies of the Mechomancer:
Medium constructs, forged by the Mechomancer, stand as versatile allies in the ongoing quest for mastery over magic and machinery. From frontline combat to intricate tasks, these stalwart companions complement their smaller counterparts, shaping battles and discoveries with unwavering resolve.
Gearwork Servitor
Medium Construct, Unaligned
- Armor Class 14 + Mechomancer's Intelligence Modifer
- Hit Points 20 + (Mechomancer's level * 2) + Mechomancer's Intelligence Modifer
- Speed 30ft
STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
- Saving Throws Con +4
- Skills Perception +2
- Damage Vulnerabilities Lightning
- Damage Resistances Piercing, Bludgeoning, and slashing from nonmagical attacks.
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Darkvision 60ft. Passive perception 12
- Languages Understands the languages of its creator but can't speak
- Challenge 1/2 (100xp)
Reliable Support: The Gearwork Servitor's sturdy build makes it a dependable companion in the workshop. It has advantage on ability checks made to assist with crafting, repairs, or other technical tasks.
Actions
Maintenance Beam: The automaton emits a beam of restorative energy. Each construct of the Mechomancer's choice within 30 feet regains hit points equal to 1d8 + the Mechomancers intelligence modifier.
Arcane Pulse: The automaton releases a pulse of arcane energy in a 10-foot radius sphere centered on itself. Each creature within the area must make a dexterity saving throw (DC 12 + Mechomancer's intelligence modifier) or take 2d6 force damage on a failed save, or half as much on a successful one. Constructs are immune to this damage.
Soldier of Steel
Behold the Gearwork Soldier, a towering construct of metal and magic forged in the crucible of the Mechomancer's workshop. It's gleaming form bristles with intricate gears and pulsates with arcane energy, a testament to the fusion of craftsmanship and sorcery. With eyes of glowing crystal and arms that wield deadly precision, it stands as an unwavering guardian, ready to defend its creator's domain with unyielding resolve and mechanical might.
Gearwork Soldier
Medium Construct, Unaligned
- Armor Class 16 + Mechomancer's Intelligence Modifer
- Hit Points 30 + (Mechomancer's level * 4) + Mechomancer's Intelligence Modifer
- Speed 30ft
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 6 (-2)
- Saving Throws Str +5, Con +5
- Skills Perception +2
- Damage Vulnerabilities Lightning
- Damage Resistances Piercing, Bludgeoning, and slashing from nonmagical attacks.
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Darkvision 60ft. Passive perception 12
- Languages Understands the languages of its creator but can't speak
- Challenge 1 (200xp)
Vigilant protector: The Gearwork Soldier vigilantly watches over its allies, granting them resistance to damage from opportunity attacks while within 10 feet of the soldier
Actions
Multiattack: The soldier makes two melee attacks
Gearwork Blade: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d8 + 3 slashing damage
Soldier's Fury Once per short rest the soldier can channel its internal energy into a devastating slam attack. The soldier makes a single melee attack with its Gearwork Blade. On a hit, the target takes an additional 2d8 force damage and must succeed on a Strength saving throw (DC 13 + Mechomancer's intelligence modifier) or be knocked prone.
Gearwork Marksman
Medium Construct, Unaligned
- Armor Class 14 + Mechomancer's Intelligence Modifer
- Hit Points 25 + (Mechomancer's level * 4) + Mechomancer's Intelligence Modifer
- Speed 30ft
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 6 (-2)
- Saving Throws Dex +4, Con +4
- Skills Perception +2
- Damage Vulnerabilities Lightning
- Damage Resistances Piercing, Bludgeoning, and slashing from nonmagical attacks.
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Darkvision 60ft. Passive perception 12
- Languages Understands the languages of its creator but can't speak
- Challenge 1/2 (100xp)
Sharpshooter's Precision: The Gearwork Marksman's keen eyes and steady aim lend support to its allies. Constructs within 30 feet of the marksman gain +1 bonus to their attack rolls with ranged weapons. Additionally, the marksmen can sense the presence of hidden or invisible creatures within 30 feet of it, granting advantage on Perception checks to detect them.
Actions
Multiattack: The marksman makes two ranged attacks
Gearwork Bow: Ranged Weapon Attack: +4 to hit, range 80/320ft., one target. Hit 1d8 + 2 piercing damage.
Volley of Arrows: Once per short rest the marksman can unleash a volley of arrows at once, targeting a single creature or multiple targets within range. The marksman makes a single ranged attack with its Gearwork Bow, firing 5 arrows simultaneously. Each arrow targets a different creature within range. On a hit, each arrow deals 1d8 + 2 piercing damage + Character Profficiency Bonus.
Ammo: The Gearwork Marksman comes preloaded with 50 arrows. After a short rest you may load more arrows into the marksman.
Gearwork Bulwark
Medium Construct, Unaligned
- Armor Class 18 + Mechomancer's Intelligence Modifer
- Hit Points 50 + (Mechomancer's level * 4) + Mechomancer's Intelligence Modifer
- Speed 25ft
STR DEX CON INT WIS CHA 16 (+3) 10 (0) 18 (+4) 6 (-2) 10 (+0) 6 (-2)
- Saving Throws Str +5, Con +6
- Skills Athletics +5
- Damage Vulnerabilities Lightning
- Damage Resistances Piercing, Bludgeoning, and slashing from nonmagical attacks.
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Darkvision 60ft. Passive perception 10
- Languages Understands the languages of its creator but can't speak
- Challenge 2 (450xp)
Protective Cover: The Gearwork Bulwark provides cover to allies within 10 feet of it. Allies adjacent to or behind the bulwark gain a +2 bonus to AC.
Actions
Shield Bash: Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d8 + 3 bludgeoning damage. If the target is a creature, it must succeed on a dc 14 strength saving throw or be pushed up to 10 feet away from the bulwark and knocked prone.
Reactions:
Guardian's Shield: When a creature the bulwark can see attacks a target other than itself within 10 feet of the bulwark, it can use its reaction to impose disadvantage on the attack roll.
The Bulwark
Stalwart and unyielding, the Gearwork Bulwark stands tall, its sturdy frame offering protection to allies in the heat of battle, while its unwavering resolve shields them from harm.
Mechanical Giants: The Power of Large Constructs
Discover the formidable presence of large constructs, crafted by the skilled hands of the Mechomancer. These towering creations represent a significant step in the journey of mechanized mastery, offering unparalleled strength and utility to those who command them.
Gearwork Goliath
Large Construct, Unaligned
- Armor Class 17 + Mechomancer's Intelligence Modifer
- Hit Points 150 + (Mechomancer's level * 10) + Mechomancer's Intelligence Modifer
- Speed 30ft
STR DEX CON INT WIS CHA 20 (+5) 10 (0) 20 (+5) 6 (-2) 10 (+0) 6 (-2)
- Saving Throws Str +9, Con +9
- Skills Athletics +9
- Damage Vulnerabilities Lightning
- Damage Resistances Piercing, Bludgeoning, and slashing from nonmagical attacks.
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Darkvision 120ft. Passive perception 10
- Languages Understands the languages of its creator but can't speak
- Challenge 7 (2900xp)
Reinforced plating: The Gearwork Goliath has advantage on saving throws against effects that would push, pull, or knock it prone
Heavy Frame: The Gearwork Goliath's weight make it difficult to move against its will. It has advantage on saving throws and ability checks to resist being moved or grappled.
Arcane Resiliance: This constructs construction incorporates arcane elements that grant it resistance to magical effects. It has advantage on saving throws against spells and other magical effects.
Actions
Multiattack: The Gearwork Goliath makes two melee attacks
Gearwork Greatsword: Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 4d6 + 5 slashing damage.
Crushing Grasp: Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: The target is grappled (escape DC 17) and takes 2d8 + 5 bludgeoning damage at the start of each of its turns while grappled. The Gearwork Goliath can grapple up to two targets simultaneously.
Rallying Roar (Recharge 5-6): Each construct ally within 30 feet of the Gearwork Goliath gains temporary hit points equal to half the Gearwork Goliath's hit points.
Mech Legionnaire
Mechomancer Path
The Mech Legionnaire is a master of commanding armies of constructs, leading them into battle with strategic prowess and overwhelming force. By specializing in the coordination and enhancement of multiple constructs, Mech Legionnaires become formidable leaders on the battlefield.
Legion Command
Starting at 2nd level, your expertise in commanding constructs enhances your ability to create and control them. You gain the ability to control a legion of constructs simultaneously, increasing the maximum number of constructs you can create and control by your Mechomancer level.
Legion Tactics
At 2nd level, you learn tactics to enhance the efficiency and effectiveness of your construct legion. Choose two Legion Tactics from the list below. You gain additional tactics at 6th, 10th, and 14th levels.
- Commander's Presence: Constructs within 30 feet of you gain a bonus to their attack rolls equal to your Intelligence modifier.
- Reinforced Legion: Your constructs gain additional hit points equal to your Mechomancer level.
- Focused Assault: Once per turn, when a construct under your control hits a creature with an attack, it can deal additional force damage equal to your Intelligence modifier.
- Master Tactician: Once per long rest, you can reroll a failed saving throw for a construct under your control.
- Adaptive Tactics: Choose one damage type (fire, cold, lightning, acid, or thunder). Constructs under your control gain resistance to that damage type.
Mech Legionnaire's Commanding Tactics:
Utilize versatile tactics to direct your constructs effectively:
- Varied Directives: Assign specific commands to each construct. For example, "Construct A engages in melee combat, while Construct B provides ranged support."
- Unified Orders: Issue synchronized commands to all constructs. For instance, "All constructs advance and unleash a barrage of attacks upon my signal."
- Chain Reactions: Establish sequences of commands. For example, "Construct A activates a shield barrier, followed by Construct B launching a counterattack." Ensure all actions occur within the same turn for cohesion.
Legion Strategist
Starting at 4th level, you have honed your ability to command and coordinate your legion of constructs with unmatched efficiency, mastering the art of battlefield tactics.
- Tactical Analysis: You gain proficiency in the Wisdom (Insight) skill. If you already have proficiency in this skill, you gain expertise instead.
- Quick Command: As a bonus action, you can issue quick commands to multiple constructs within 60 feet of you. The number of constructs you can command simultaneously equals your Intelligence modifier (minimum of 1). Each construct can then use its reaction to move up to its speed and take one of the following actions: Attack, Dash, Disengage, or Dodge.
- Adaptive Leadership: Once per long rest, when you roll initiative, you can choose a number of constructs equal to your Intelligence modifier (minimum of 1) to act on their own initiative count for the first round of combat. This enables you to strategically position your constructs and initiate coordinated attacks from the outset.
Legion Enhancements
Starting at 6th level, you can enhance your constructs with specialized modifications. Choose one Legion Enhancement from the list below. You gain additional enhancements at 10th and 14th levels.
- Armored Plating: Constructs gain a +1 bonus to their Armor Class.
- Enhanced Arsenal: Constructs' attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Evasive Maneuvers: Constructs gain proficiency in Dexterity saving throws.
- Energy Overcharge: Once per short rest, a construct can release a burst of energy, dealing damage to creatures in a 10-foot radius. The damage is equal to your Intelligence modifier.
- Arcane Aegis: Your mastery of arcane energy allows you to weave protective wards around your constructs, granting them resistance to all magical damage. Constructs under your control have resistance to all damage from spells and magical effects.
- Magnetic Attraction: Constructs' attacks have a chance to pull targets closer. On a hit, the target must succeed on a Strength saving throw against your spell save DC or be pulled 10 feet closer to the construct.
Commanding Presence
At 10th level, your presence on the battlefield inspires your constructs to perform better in combat. Constructs under your control gain a bonus to their attack rolls and damage rolls equal to your Intelligence modifier.
Legion Resilience
At 14th level, your expertise in commanding constructs extends to their resilience in battle. Constructs under your control gain resistance to all damage types. Additionally, whenever a construct under your control is reduced to 0 hit points, it can make a Constitution saving throw with a DC equal to 5 + the damage taken. On a success, the construct is instead reduced to 1 hit point.
Master of the Legion
At 18th level, your mastery over constructs reaches its peak. The number of constructs you can control at once is doubled, and the hit points of your constructs are increased by an amount equal to your Mechomancer level.
Arcane Artificer
Mechomancer Path
Arcane Artificers focus on infusing their constructs with magical energy, granting them unique abilities and enhancing their combat prowess.
Arcane Augmentation
Starting at 2nd level, you gain the ability to enhance your constructs with magical augmentations. Choose one Arcane Augmentation from the list below. You gain additional augmentations at 6th, 10th, and 14th levels.
- Elemental Fury: Your constructs attacks deal an additional 1d6 damage of a type of your choice (fire, cold, lightning, acid, or thunder).
- Arcane Shielding: Your constructs gain resistance to one damage type of your choice (fire, cold, lightning, acid, or thunder).
- Ethereal Step: Once per short rest, a construct can become ethereal until the start of its next turn. While ethereal, it gains advantage on attack rolls and can move through objects and creatures as if they were difficult terrain.
- Spell Siphon: Whenever a construct under your control damages a creature with a spell, it regains hit points equal to the damage dealt.
- Arcane Overload: Once per short rest, a construct can release a burst of arcane energy, dealing damage to creatures in a 10-foot radius. The damage is equal to your Intelligence modifier.
Arcane Artisan
At 4th level, your understanding of arcane energies and mechanical craftsmanship allows you to imbue your constructs with powerful magical enhancements, elevating them to new heights of performance and versatility.
- Arcane Infusion: You gain the ability to infuse your constructs with magical energy, granting them temporary enhancements. Once per long rest, you can imbue one construct with magical energy, granting it advantage on attack rolls, saving throws, and ability checks for 1 minute. Additionally, the construct's attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage during this time.
- Elemental Attunement: Choose one damage type (fire, cold, lightning, acid, or thunder). Constructs under your control gain resistance to that damage type.
- Arcane Precision: Once per short rest, when a construct under your control makes an attack roll, you can choose to add your Intelligence modifier to the attack roll's result.
Enhanced Constructs
At 6th level, your constructs' abilities are further enhanced by your mastery of arcane energies. Your constructs gain a bonus to their attack rolls, damage rolls, and saving throws equal to your Intelligence modifier. Additionally, they gain resistance to one damage type of your choice (fire, cold, lightning, acid, or thunder).
Arcane Infusion
Starting at 10th level, you can infuse your constructs with powerful magical energy, granting them temporary enhancements. Once per long rest, you can imbue one construct with magical energy, granting it advantage on attack rolls, saving throws, and ability checks for 1 minute. Additionally, the construct's attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage during this time.
Arcane Overcharge
At 14th level, your understanding of magical energy allows you to infuse your constructs with overwhelming power. Once per long rest, as an action, you can cause all constructs under your control to release a burst of arcane energy. Each creature within 30 feet of any of your constructs must make a Constitution saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one. Constructs affected by this ability are immune to its effects.
Master Artificer
At 18th level, your mastery over arcane artifice reaches its peak. The number of constructs you can control at once is increased by your Intelligence modifier, and your constructs gain an additional attack when taking the Attack action.
Arcane Artificer's Tactical Mastery
Unleash the arcane art of command upon your constructs with unparalleled finesse and precision
- Varied Augmentations: Infuse each construct with unique magical enhancements tailored to its role on the battlefield. For instance, "Empower Construct A with elemental fury, while granting Construct B the gift of ethereal step, allowing it to phase through obstacles."
- Unified Empowerment: Channel your arcane mastery to empower all constructs under your control simultaneously, imbuing them with enhanced attack capabilities and resilience against chosen damage types. With a single invocation, your legion becomes a formidable force to be reckoned with, striking fear into the hearts of your enemies.
- Sequenced Empowerments: Master the delicate art of cascading enhancements, orchestrating a symphony of arcane might across the battlefield. Command Construct A to unleash a spell siphon upon your foes, draining their life force to restore its own vitality. Then, as the enemy reels from the onslaught, activate Construct B's arcane overload, unleashing a devastating burst of energy that scatters them like leaves in the wind. But remember, timing is paramount – each enhancement must be executed within the same fleeting moment to ensure maximum effectiveness and maintain the seamless cohesion of your mechanized legion.
Iron Engineer
Iron Engineers specialize in crafting durable and efficient constructs, focusing on their mechanical aspects and inventing new gadgets to aid them in battle.
Mechanical Enhancements
Starting at 2nd level, you gain the ability to enhance your constructs with mechanical upgrades. Choose one Mechanical Enhancement from the list below. You gain additional enhancements at 6th, 10th, and 14th levels.
- Reinforced Frame: Your constructs gain additional hit points equal to your Mechomancer level.
- Enhanced Mobility: Constructs' movement speed is increased by 10 feet.
- Precision Strike: Once per turn, when a construct under your control hits a creature with an attack, it deals an extra 1d6 damage.
- Arcane Shielding: Your constructs gain resistance to one damage type of your choice (fire, cold, lightning, acid, or thunder).
- Quick Repair: Once per short rest, you can use a bonus action to restore hit points to a damaged construct equal to your Intelligence modifier.
Ingenious Innovator
At 4th level, Your innovative spirit and engineering prowess allow you to create constructs with enhanced functionality and adaptability, making them formidable assets in any situation.
- Versatile Modifications: You gain proficiency with one type of artisan's tools of your choice. Additionally, whenever you repair constructs during a short rest, you can add your proficiency bonus to the number of hit points restored.
- Enhanced Mobility: Constructs under your control gain a +10 feet bonus to their movement speed.
- Mechanical Adaptation: Once per short rest, as a bonus action, you can grant one construct under your control resistance to a damage type of your choice until the start of your next turn. Additionally, the construct gains advantage on saving throws against any spell or effect that would cause it to be incapacitated or restrained.
Efficient Constructs
At 6th level, your knowledge of mechanical engineering allows you to create constructs with unmatched efficiency.
The number of constructs you can control at once is increased by your Intelligence modifier.
Mechanical Arsenal
Starting at 10th level, you gain access to a variety of specialized tools and gadgets to equip your constructs. Choose one Mechanical Arsenal from the list below. You gain additional arsenals at 14th level.
- Flamethrower: Constructs can emit a line of fire in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
- Grapple Claw: Constructs gain a grappling hook that they can use to make ranged grapple attempts. On a successful hit, the target is restrained until the start of your next turn.
- Energy Shield: Constructs gain a protective energy shield that grants them a +2 bonus to their Armor Class.
- Sonic Cannon: Constructs can emit a powerful blast of sonic energy in a 30-foot cone. Each creature in the area must make a Constitution saving throw, taking 6d8 thunder damage on a failed save, or half as much damage on a successful one.
- Electrified Field: Constructs can create an electrified field in a 10-foot radius around them, dealing 2d6 lightning damage to any creature that enters or starts its turn in the area.
Mechanical Adaptation
At 14th level, your mastery of mechanical engineering enables your constructs to adapt to various situations. As a bonus action, you can grant one construct under your control resistance to a damage type of your choice until the start of your next turn. Additionally, the construct gains advantage on saving throws against any spell or effect that would cause it to be incapacitated or restrained. You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain expended uses after finishing a long rest.
Master Engineer
At 18th level, your expertise in mechanical engineering reaches its zenith. The constructs you create gain additional hit points equal to your Mechomancer level, and they gain a bonus to their attack rolls and damage rolls equal to your Intelligence modifier.
Iron Engineer's Mechanical Expertise
Harness the power of mechanical ingenuity to fashion constructs of unparalleled strength and efficiency:
- Versatile Upgrades: Enhance each construct for its battlefield role. Strengthen Construct A's frame for durability and grant Construct B swift mobility.
- Efficiency in Construction: EOptimize creation and control of constructs, expanding your legion's size and efficiency.
- Innovative Arsenal: Arm constructs with specialized tools. Equip Construct A with a flamethrower and Construct B with an energy shield.
- Adaptive Engineering Adapt constructs for resilience. Grant resistance to a damage type and enhanced defense against debilitating effects.