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Mechanicus

The Mechanicus stand on the base of another organic race, which can be decided by the player. (This is only cosmetic)   Mechanicus are augmented creatures who have replaced many parts of themselves with mechanical limbs and organs, the extent of which differs from case to case.
Becoming a Mechanicus is often the beginning of a life in service of the Metallicans, by someone who is intrigued by the Cosmos; however, it could also be the result of someone wishing to atone or redeem themselves in the eyes of others, the Cult Metallican, or themselves.   Mechanicus can opt into two categories, War and Mind Vessels.  

Mechanicus (War-vessel)

Ability Scores: Choose any +2; Con +1
Size: Medium
Speed: 30 ft

Age: Typical Mechanicus live as long as their original biological race, but many have augmentations that allow them to live indefinitely.
Alignment: Mechanicus, by way of worshipping the Cosmos, are almost always Lawful, but there are exceptions, for instance, heretical Mechanicus could have any alignment.
Size: Mechanicus can range from anywhere between the smallest humanoids to over 8 ft tall with augmentations. They typically weigh more than other creatures of their size, due to their metal parts.
Cosmic Resilience: Your augmentations grant you remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat or drink
  • You are immune to disease.
Integrated Protection: Your body has built-in defensive layers, giving you a +1 bonus to Armour Class.
Integrated Weapon: Your body houses an auxiliary port to mount a weapon to. Choose a type of weapon from the table below. This weapon can be swapped out by a Cosmo-smith for a small price, (any weaponry that the DM decides could be mounted here can be done instead, using the stats of that weapon) although you can only have one auxiliary weapon mounted at a time.
Port Type Weapon 1 Weapon 2 Weapon 3 Lvl 1 Damage Port Type Extra
Back Astral Lance
300ft range
Force DMG
Heavy Flamer
15ft cone. Half dmg on save
Fire DMG
Multi-Cannon
30ft line. Half dmg on save
Piercing DMG
2d6 Limited uses
1 per long rest
Utility Void Scanners
15ft Blindsight
Wrist Arc-Blaster
60ft range. Auto-hit
Force DMG
Marking Shot
30ft range. Tracks target*
Piercing DMG
Repulsor
15ft cone, push 10ft
Thunder DMG
1d4 Limited uses
Bonus action to fire
Charges equal to
prof. bonus per long rest
*Applies this effect: Wielder gets +1 to hit against a marked target, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks to track or spot them. Can only be active on one target at a time for up to 5 minutes.
You are proficient with these weapons, and any Save DC's equal 8 + Constitution Modifer + your Proficiency Bonus.
The damage increases by one extra die at 6th level, 11th level and 16th level.
Languages: You can speak, read and write one common language and Celestial.      

Mechanicus (Mind-vessel)

Ability Scores: Choose any +2; Int +1
Size: Medium
Speed: 30 ft

Age: Typical Mechanicus live as long as their original biological race, but many have augmentations that allow them to live indefinitely.
Alignment: Mechanicus, by way of worshipping the Cosmos, are almost always Lawful, but there are exceptions, for instance, heretical Mechanicus could have any alignment.
Size: Mechanicus can range from anywhere between the smallest humanoids to over 8 ft tall with augmentations. They typically weigh more than other creatures of their size, due to their metal parts.
Cosmic Cognition: Your augmentations grant you a remarkable mind, represented by the following benefits:
  • You have advantage on saving throws against charm effects, and you have resistance to psychic damage.
  • You don't need to eat or drink
  • You are immune to disease.
Integrated Knowledge You can sense the workings of magic, giving you expertise (double your proficiency) in the Arcana skill, and allowing you to innately cast Detect Magic as a ritual.
Integrated Weapon: Your body houses an auxiliary port to mount a weapon to. Choose a type of weapon from the table below. This weapon can be swapped out by a Cosmo-smith for a small price, (any weaponry that the DM decides could be mounted here can be done instead, using the stats of that weapon) although you can only have one auxiliary weapon mounted at a time.
Port Type Weapon 1 Weapon 2 Weapon 3 Lvl 1 Damage Port Type Extra
Back Astral Lance
300ft range
Force DMG
Heavy Flamer
15ft cone. Half dmg on save
Fire DMG
Multi-Cannon
30ft line. Half dmg on save
Piercing DMG
2d6 Limited uses
1 per long rest
Utility Void Scanners
15ft Blindsight
Wrist Arc-Blaster
60ft range. Auto-hit
Force DMG
Marking Shot
30ft range. Tracks target*
Piercing DMG
Repulsor
15ft cone, push 10ft
Thunder DMG
1d4 Limited uses
Bonus action to fire
Charges equal to
prof. bonus per long rest
*Applies this effect: Wielder gets +1 to hit against a marked target, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks to track or spot them. Can only be active on one target at a time for up to 5 minutes.
You are proficient with these weapons, and any Save DC's equal 8 + Intelligence Modifer + your Proficiency Bonus.
The damage increases by one extra die at 6th level, 11th level and 16th level.
Languages: You can speak, read and write one common language and Celestial.

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