Mechaniform
When you choose Mechanus at 2nd level, you summon an
amicus from that plane. Your amicus is a construct. Your
amicus gains proficiency in two of the following skills of your
choice: Athletics, Intimidation, Investigation, and Perception.
In addition, you and your amicus have advantage on
Charisma ability checks made to interact with constructs.
Maintenance
Due to your connection with the constructs of Mechanus, you
know the value of regular maintenance on tools. Beginning at
6th level, during a short or long rest, you can choose to
conduct maintenance on one piece of armor, one weapon, or
your amicus.
If you perform maintenance on a weapon, it gains a +2
bonus to the first attack roll made with it within the next 24
hours.
If you perform maintenance on armor, it gains a +2 bonus
to the AC it grants against the first attack made against it
within the next 24 hours.
If you perform maintenance on your amicus, you can give it
one of these abilities during a single rest.
You cannot perform maintenance on a piece of equipment
or your amicus if you have already given it the benefit
(although you can give your amicus both benefits with
multiple rests they do not stack.
Lawful Chaos
Starting at 10th level, any time you would roll dice for
damage, you can choose to invoke lawful chaos. You do not
roll the dice, and simply take the average result (equal to half
the die's value) for all dice that you would roll.
In addition, when another creature within 60 feet of you
would roll dice for damage, you can use your reaction to
invoke lawful chaos. That creature does not roll their dice,
but simply takes the average result.
You can use this reaction once, and regain the ability to do
so when you finish a short or long rest.
Automaton
Beginning at 18th level, your body begins to draw more
power from Mechanus, which magically animates you like a
construct. You no longer need to sleep, but do still need to
rest for at least 4 hours to gain the benefits of a long rest. You
no longer need food or water in order to live.
You and your amicus are immune to being charmed,
exhausted, frightened, or poisoned. You are immune to poison
and psychic damage, and gain resistance to bludgeoning,
piercing, and slashing damage from nonmagical weapons.
You and your amicus have advantage on saving throws
against spells and other magical effects.
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