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Thaumechanist

One who trades useless parts of her body for power from arcane technology.
d8possible origin/thaumecha table
1doll/puppet
2mutangenic (organic)
3golemcore
4bottled lightning
5alchemical
6clockwork
7steam-powered
8magic crystals

 Customizations
LevelProf. BonusSpecialComplexityActiveLoadMax Load
1+2Thaumecha Conversion, CustomizationsLeast341
2+2Arcane TinkeringLeast351
3+2Thaumecha SpecializationLeast451
4+2Ability Score Improvement (etc.)Least462
5+3Extra AttackLeast462
6+3Ability Score Improvement (etc.)Moderate572
7+3Specialization FeatureModerate583
8+3Ability Score Improvement (etc.)Moderate693
9+4Mechanical ResilienceModerate693
10+4Additional Gadget (+1)Moderate6114
11+4Specialization FeatureGreater7114
12+4Ability Score Improvement (etc.)Greater7124
13+5Mechanical Resilience (two uses)Greater8135
14+5Ability Score Improvement (etc.)Greater8145
15+5Specialization FeatureGreater8145
16+5Ability Score Improvement (etc.)Supreme9165
17+6Mechanical Resilience (three uses)Supreme9166
18+6Additional Gadget (+2)Supreme10176
19+6Ability Score Improvement (etc.)Supreme10176
20+6[capstone]Supreme10196
Hit Dice: d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier at each level after 1st

Proficiencies:

  • Armor: Light and Medium Armor, Shields
  • Weapons: All Simple weapons, up to four martial weapons of choice
  • Saves: Constitution, Intelligence
  • Tools: Thaumechanist's Tools
  • Skills: Choose three of the following. Arcana, Investigation, Medicine, Military, Perception, Slight of Hand, Stealth

Starting Equipment:

  • One martial weapon of choice
  • A set of thaumechanist's tools and parts for maintenance
  • (a) Brigandine armor, or (b) heavy crossbow and 20 crossbow bolts
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may choose to start with 5d4 x 10gp to purchase your own equipment.

Thaumecha Conversion: All arms and legs have been removed permanently, and due to the process and willingness, cannot be restored through any means. The thaumechanist starts with a prosthetic limb to replace each of their originals. These thaumecha are subject to the customizations later gained through the class. Due to the limbs being removed, a thaumechanist gains a +1 bonus to armor class when in light armor, but not in medium or heavier armor.
A thaumechanist learns the mending cantrip, using her tinker's tools as a spellcasting focus for any spells granted by her class or customizations.
Thaumecha Customization: (etc)
Customizations can be changed during a long rest
Load recovers by spending an action; cannot spend load the same turn you reload.
Begin play with customizations known equal to 2 + your intelligence modifier (minimum 1), and you can learn or devise new customizations with access to appropriate inspiration (costs 25gp for least, 50gp for moderate, 75gp for greater, 100gp for supreme); blueprints are kept in a manner similar to a spellboox and toolbox. Every even level, devise 1 customization for free.
Arcane Tinkering: At 2nd level, the thaumechanist gains the ability to create thaumechanical devices usable by others.
  • The thaumechanist must have the listed proficiency bonus in order to craft the listed item; this does not affect actually using it.

A thaumechanist is proficient with all thaumechanical devices she can create.
Salvage: (Optional Rule) A thaumechanist, by spending at least 10 minutes (which may be done as part of a short rest) may salvage materials from an encounter. These materials have a gp value equal to the CR of the encounter (using silver pieces when the CR is less than 1). These salvaged materials are meant for crafting items using arcane tinkering, and can only be sold to the most eccentric of collectors in the majority of cases.

Ability Score Increase: (4th level, etc)
Extra Attack: (5th level, etc)
Additional Gadget: At 10th level, you may have an additional thaumechanical gadget active over your normal limit of your proficiency bonus. At 18th level, you may have up to two additional thaumechanical gadgets above your normal limit.

Thaumechanist Specializations

aeiou

Archiellan Knight

These warriors train from a young age, receiving thaumecha conversion before ever being assigned limbs to carry on the proud tradition of archiella's traveling knights.
(more fluffs)

Fighting Style: At 3rd level, you gain one fighting style from the following list. You gain an additional fighting style at 11th level.

  • Blessed Warrior – You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
  • Great Weapon Fighting – When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception – When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Mounted Combatant
  • Protection – When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield (or the armored limbs thaumechanical gadget).
  • Superior Technique – You learn on maneuver of your choice from among those available to the battle master fighter archetype. You gain one additional superiority die.

Squire's Armor: (Gain Squire's Armor; See the Artificer's Armorer subclass feature, uses Constitution in place of Intelligence, and tinker's tools in place of smith's tools.)

  • The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die.
You can customize your Squire Armor. When you do so, choose one of the following armor models: Bishop, Knight, or Rook. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Constitution modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor's model whenever you finish a short or long rest, provided you have tinker's tools in hand.

You may apply your customizations directly to thaumechanical vehicles, such as your squire armor, as if they were your own thaumecha.
Knight's Armor: At 7th level, you have improved your bond with your squire armor, and you may apply two customizations to it, separate from your normal number of customizations. These customizations only function while you have your squire armor equipped.
Improved Knight's Armor: At 11th level, when using a customization based on your squire armor, you treat it as if you had spent 1 additional load, even if you spent none or your maximum.
Grand Knight's Armor: At 15th level, you may apply up to three customizations with your knight's armor ability, and you gain access to the grand knight armor ability of your chosen armor type.

Heavy Armor

The benefits of thaumecha lie in the increase survivability and durability over the basic form. Those who will trade flesh for metal may also wrap themselves further in protection.
(more fluffs)

Thaumechanical toughness: At 3rd level, you increase You maximum hit points by +5. Each level thereafter, you increase your maximum hit points by +1 further.
Fighting Style: At 3rd level, you gain one fighting style from the following list. You gains an additional fighting style at 11th level.

  • Defense – While you are wearing armor (including your thaumecha), you gain a +1 bonus to AC.
  • Great Weapon Fighting – When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception – When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection – When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Reactive Armor: At 7th level, you may spend a reaction when taking damage to gain resistance to that type of damage until the start of your next turn. You may use reactive armor a number of times equal to your proficiency bonus, and regain these uses after completing a long rest.
Enhanced Armor: At 11th level, you increase your AC by +1 and gain temporary hit points equal to your proficiency bonus at the start of each of your turns while you have your thaumecha equipped.
Improved Reactive Armor: At 15th level, if you have fewer than half your maximum uses of reactive armor available when you roll initiative, you regain 1 use of reactive armor.

Prototyper

Either by accident or design, a prototyper replaced her limbs in a quest to improve herself. She's still not satisfied.
(more fluffs)

Easy Alteration: You may change your customizations on a short rest instead of requiring a long rest, and you may have one additional thaumechanical gadget active at a time. You gain proficiency in thieves' tools (or one other tool if you are already proficient). In addition, You may alter the energy damage dealt by a weapon gadget or customization, choosing from the following. Acid, cold, fire, lightning, poison, radiant, thunder.
Prototyping: You may have a customization active that you do not actually know. After completing a long rest, she may select any one customization you have access to and have that customization active as if it were in your blueprint book. You may not change out this prototype customization with your easy alteration ability, but you may use it to produce a blueprint by paying the normal cost.
Living Workshop: At 7th level, you learn and may cast fabricate as a ritual.
Overload: At 7th level, you may increase the maximum load you are able to spend by +2; when you spend load in excess of the normal maximum, you must make a constitution saving throw (DC10 + the load you are spending), and on a failure, the maximum load you may spend decreases by 1 (to a minimum of 0). This decrease in maximum load is removed after you complete a long rest. High Load: At 11th level, you gain a pool of additional load equal to half of your normal load. This pool of high load renews after completing a long rest.
Back-up Power: At 15th level, if you roll initiative and have no points available in your high load, you gain 1d4 points of high load.

SWARM Trooper

Taking up defense of their homes, they were trained for tightly cooperative combat, but now they are left with a freedom they never expected...
(more fluff)

Fighting Style: At 3rd level, you gain one fighting style from the following list. You gain an additional fighting style at 11th level.

  • Archery – You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Close Quarters Shooter – When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Dueling – When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Superior Technique – You learn on maneuver of your choice from among those available to the battle master fighter archetype. You gain one additional superiority die.
  • Two-Weapon Fighting – When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Maneuvers: At 3rd level, you gain a pool of superiority dice equal to your proficiency bonus + 2, these dice are d8s, and are spent to use maneuvers from the following list. Whenever you roll initiative, you regain 2 superiority dice, up to your maximum. You selects three maneuvers from the following list. At 7th, 11th, and 15th levels, you learn an additional maneuver.

  • Ambush – When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
  • Bait and Switch – When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
  • Commander's Strike – When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
  • Distracting Strike – When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • Maneuvering Attack – When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Rally – On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
  • Silver Tongue – When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
  • Snipe – As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack's damage roll.
  • Tactical Assessment – When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

SWARM Affinity: Beginning at 7th level, you are always aware of your allies' positions and hit point total so long as they are within 60 feet of you, and you count as having line of sight and line of effect so long as any ally within that range also has line of sight or line of effect. In addition, whenever you use a maneuver and grant the die to an ally other than yourself, that die may be rolled twice and the higher result taken.
Extra Attack: At 11th level, when you take the attack action, you may make three attacks instead of two.
SWARM Field: At 15th level, you double the effective range of your maneuvers, and when using a maneuver that only affects one ally, you may affect up to two allies other than yourself with a maneuver. Once per round, an ally that is within 30 feet of you that is hit with an attack may roll a d6 and add the result to their armor class against that attack.


Thaumecha Customizations

The saving throw DC for a thaumecha customization is equal to 8 + proficiency bonus + your constitution modifier.
Though thaumecha customizations are magical, they function normally in areas of anti-magic and null-magic.
Whenever a P is used in place of a number (such as Pd4 or +P), you use your proficiency bonus as the number indicated.
Customizations take up space within the thaumecha; [Arms], [Legs], and [Head] customizations compete for space, and are noted as being A or B. You may have one A and one B per slot, but you may not have two A or two B sharing a slot. Each arm counts separately for slots, but both legs count as a single slot. An [Arms T] notation means that it may be placed on a turret gadget; it otherwise takes up a B slot. Some [Arms] customizations have improved effects if both arms are outfitted; doing so does not take up an additional available customization.

Thaumecha Gadgets

(Basically cantrips, the thaumechanist may have a limited number of these learned, equal to her proficiency bonus; she may replace one known each time she levels).

You may create ammunition for your thaumechanical gadgets and customizations as part of a short rest, up to 10 units of ammunition for every point of proficiency bonus. You may stabilize this ammunition for use by other creatures, requiring 1gp of reagents for every 5 units of ammunition stabilized in this manner. You may have a total amount of thaumechanical ammunition active at one time equal to 5 times your intelligence score; excess ammunition loses its psuedo-magical properties and becomes inert. Stabilized ammunition counts for half towards this limit.

Autocartography Module

  • etc (compass, map making?)

Autocrossbow [Weapon] Ranged 2 handed, 1d6 piercing, Ammunition, 50/300ft range.

  • If you use your action to attack with the autocrossbow, you may spend a bonus action to make another attack action, though these attacks may only be made with the autocrossbow. An autocrossbow uses standard crossbow bolts instead of thaumechanical ammunition.

Blunderbuster [Weapon] Ranged 1 hand, 2d6 piercing, Ammunition, 30/150ft range.

  • Instead of an attack roll, the target makes a dexterity saving throw against a blunderbuster attack, taking only half damage on a successful saving throw. You may make multiple attacks with a blunderbuster, as if it were a normal weapon.

Chainblade [Weapon] Melee 2 handed, 2d6 slashing.

  • A chainblade may be made into a drill that deals piercing damage instead; altering it may be done over the course of a short or long rest. In your hands, a chainblade requires no fuel; for another creature to use a chainblade, it must be fueled with 1 vial of alchemist's fire, requiring 1 action to load and functions for 1 minute after being started.

Doomhammer [Weapon] Melee 1 handed, 1d8 bludgeoning, Versatile (1d10), Ammunition, Loading (special).

  • A doomhammer functions as a warhammer under most circumstances, but when it is properly loaded with ammunition, it deals +1d4 points of damage on a successful hit, which consumes its loaded ammunition. This bonus damage may be acid, fire, or thunder, chosen when it is loaded.

Helper Pack [Torso B]

  • This pack may carry up to 20 pounds, or 2 cubic feet of material, and does not count against your carrying capacity, though it is not an extradimensional space. You may stow or retrieve an item within the pack without needing an action once per round.

High-Jump Springs [Legs A]

  • You do not need a running start when jumping, and you may increase the distance of your high jumps by 10 feet, and your long jumps by 20 feet.

Magical Detection Module [Head B]

  • (Can use *detect magic* at-will/as ritual?)

Multitool

  • You are able to replicate any tool with which you are proficient, utilizing your thaumecha. You gain a +1 bonus to ability checks when using multitool.

Power Beam [Weapon] [Arms T] Ranged 1 handed, Xd6 (fire, lightning, or radiant, chosen when attacking), 60ft range.

  • The power beam is a ranged spell attack to which you apply your dexterity modifier for attack and damage rolls, and does not consume ammunition. The damage of the power beam is based on the maximum amount of load you may spend (1d6 at 1st - 3rd level, 2d6 at 4th, etc).
  • Power Beam may be used to create light as the *light* cantrip, with the color of the light being red, yellow, or white, and it emanates from the tip of your power beam's cannon.

Rope Spinners [Torso B]

  • You install a set of smaller and delicate arms that hold a length of rope (up to 150ft) and allow you to tie, retract or dispense, cut, or splice this rope, much like a spider may with its web, or to make a net (which consumes 50 feet of rope). By spending 2 units of thaumechanical ammunition, you may make up to 10 feet of this rope sticky enough to support 500 pounds for up to 10 minutes. If you make an entire net out of sticky rope in this manner, then the DC of the acrobatics or strength check required to break free is increased by +10.

Running Blades [Legs B]

  • You increase your walking speed by +10 feet, and you may dash as bonus action if you only move in a straight line on your turn.

Stinger Blades [Weapon] Melee 1 handed, special.

  • You may create stinger blades as if they were thaumechanical ammunition, each one counting as 10 units of ammunition. A stinger blade is a shortsword with which you are proficient, and is activated as a bonus action (a stinger that is not active deals 1d4 points of bludgeoning damage). While active, a stinger deals 2d6 points of fire damage on a hit, ignites flammable objects, and ignores resistance to fire damage. After 1 minute of being active, a stinger burns out and becomes useless. At 10th level, your stinger blades deal 3d8 points of fire damage while you wield them.

Turret Module

  • You gain an extra slot for a single [Arms (T)] weapon customization, allowing you to wield that customization without using your arms otherwise. You do not apply your ability score to attack or damage rolls with a customization on the turret module. You may select this gadget twice, giving you a maximum of two turret modules.

Least Complexity

Ablative Shields [Torso B] You install a set of limbs that extend from your back and wield a set of small shields, granting you the normal benefits of wielding a shield (+2 AC) while leaving your hands free. You may replace the shields granted by this customization with another shield of your choice, such as a magical shield.

  • 10th level upgrade – If you use the default shield from this customization, its armor class bonus increases by +1.

Aquatic Adaptation: [Head B] You seal your thaumecha and create an apparatus to allow you to breathe even when air isn't available. This apparatus has a reservoir that contains a number of minutes of breathable air equal to 10 times your proficiency bonus, used in 1 minute increments. You may breathe from this reservoir even when not underwater, protecting you completely from effects that require you to breathe them in. This reservoir refills fully upon completing a long rest. As an action, you may grant yourself a swim speed equal to your base walking speed. While this swim speed is active, walking on land is treated as difficult terrain.

  • 9th level upgrade – You are protected from immense pressure from the deep sea, as well as from complete vacuum. In micro-gravity, you gain a flight speed equal to your walking speed for 1 minute by expending 1 minute of air.

Auto-Repair Systems: Your body can heal itself quickly, drawing from your natural reserves. You may spend a bonus action and a number of hit dice, up to your proficiency bonus, healing yourself for the amount rolled and adding your constitution modifier as normal. Whenever you complete a short or long rest, you heal hit point damage equal to your proficiency bonus, whether or not you spent hit dice during that rest.
Emergency Life Support: Whenever you fail a death saving throw, or would be killed outright due to damage, you may activate this ability without requiring an action, regardless if it is not your turn. You heal the maximum amount possible for your spent hit dice, negate the failed death saving throw (if any), and suffer 1 level of exhaustion.

  • Synergy: Lightning Module. If you are out of hit dice when you use emergency life support, you may instead roll a number of d6 equal to 1 + your available load, healing the amount rolled. Afterward, your lightning module is deactivated and remains so until you complete a long rest.

Bio-blaster: [Weapon] (cone attack that deals poison damage and can poison creatures. Can make intelligence check based on creature type to exclude creatures or bypass normal poison resistance if living creature)

Extra Arms: [Torso A] You install a second set of thaumecha arms on yourself, allowing additional customizations to be added to them, or for you to use them for various purposes. These extra arms may only wield light weapons, and you may still only make one additional attack when using two weapon fighting, though you may choose which off-hand makes the attack. These arms may draw and stow items as an additional item interaction once on each of your turns.
When you make a check involving a tool you are proficient in involving using that tool (such as disarming a trap with thieves' tools, or crafting an item with artisan's tools), you may roll a d4 and add the result to your check result.

  • 5th level upgrade – Whenever you use two weapon fighting, you may make an additional attack with a weapon wielded by one of your extra hands. You may use this ability a number of times equal to your proficiency bonus, and regain all expended uses after completing a short or long rest.

Force Armor: You affix a module that channels the power of your thaumecha into a field of force, similar to mage armor. You may calculate your armor class as 13 + your dexterity bonus, so long as you have your thaumecha equipped.
Sudden Shield: As a reaction when attacked, you may spend load to grant yourself a bonus to armor class until the start of your next turn equal to the load spent plus your proficiency bonus.

  • 10th level upgrade – You gain a +1 bonus to armor class when using force armor.

Grind Cutters: [Weapon] [Arms A] You replace your fingers and the tendons controlling them with a chain-like blade that can be extended or retracted as a bonus action. If your hands are otherwise empty, you may make attacks with the grind cutters while they are retracted, and they are light martial weapons and possess the finesse quality.

Retracted, grind cutters deal 1d6 points of slashing damage or 1d8 points of slashing damage if you attack with them using both arms.
Extended, grind cutters have a reach of +10ft, deal 1d4 points of slashing damage, and you may make opportunity attacks with them against a creature that moves through your threatened area. You may make one additional opportunity attack with grind cutters on each of your turns. When you attack with your grind cutters, you may spend load to extend your reach with them by +5ft per point of load spent for that attack.
  • Synergy: Lightning Module. Your grind cutters deal +1d6 lightning damage.

Incorporated Armor You combine a set of armor you have proficiency with into your thaumecha, making it impossible for someone to remove it from you unless you are willing or unconscious. While this armor is incorporated, it gains a +1 bonus to its armor class.

  • 10th level upgrade – The bonus to an incorporated armor increases to +2.

Kinetic Module: [Weapon] [Arms A] With careful application of more powerful actuators and specialized weights, as well as some other clever devices, you make your arms into powerful weapons capable of breaching almost any obstacle (or the rib cage of your foes). Kinetic Strikes: You gain advantage to strength checks made to break down doors or other obstacles and to shove creatures. Your kinetic module is a one-handed martial weapon that deals 1d8 points of bludgeoning damage, and when you hit a creature you may spend a bonus action to shove that creature up to 10 feet directly away from you; the creature may make an opposed strength check against your own, and is not pushed back if it succeeds. If the creature strikes an object or other creature before moving 10 feet, the target creature and the obstacle both take 1d6 points of damage as if falling 10 feet.
Kinetic Blast: In place of an attack, you may spend load to unleash a 15ft cone from your square. Creatures within this area must make a strength saving throw or take bludgeoning damage and be pushed directly away from you (following the cone) and land prone; the bludgeoning damage dealt is 1d8 per point of load spent, and the distance pushed is 5 feet + 5 feet per 2 points of load spent. Creatures that succeed on this saving throw instead only take half as much damage, are not pushed, and do not land prone.
Pilebunker: On a successful hit with your kinetic strike, you may spend 2 or more load as a reaction to deal an additional +3d8 points of force damage, +1d8 per additional load spent beyond 2. If the target is an object, then pilebunker deals maximum damage.

Lightning Module: [Weapon] Galvanizing the power within your thaumecha itself, you create a method to project it outward. Somewhat unpredictable normally, the magic involved allows you some control over the levin forces. Spark Touch: As an action, you may make a melee spell attack against a creature within 10ft of you, dealing Pd8 points of lightning damage on a success, and a creature struck by Spark Touch cannot make reactions until the end of its next turn.
Jumping Sparks: In place of an attack, you may spend load to target a number of creatures you can see within 30 feet of you equal to the load spent. A selected creature must make a dexterity saving throw, if it fails this saving throw, it takes 1d8 + Ld8 points of lightning damage and may not make reactions until the end of its next turn. If it succeeds on the saving throw, it instead takes half damage.
Lightning Lance: As an action, you may spend 2 or more load to emit a line of electricity 5 feet wide, the line is 15 feet long for each point of load spent. Creatures within the line must make a dexterity saving throw, taking 2d8 points of piercing damage and +Ld8 points of lightning damage on a failure, or no piercing damage and half as much electricity damage on a success.

  • Synergy: Doomhammer. You may spend 1 load in place of ammunition when loading your doomhammer. When doing so, it deals +1d8 lightning damage on a hit instead of the normal ammunition effect.
  • Synergy: Power Beam. Your power beam may now deal lightning damage.

Optical Enhancement: [Head A] You apply special lenses to, or outright replace, your eyes. As a bonus action, you may grant yourself one of the following special methods of perception: blindsight out to 10 feet, Darkvision out to 90 feet, detect magic as the spell, or advantage to sight-based perception checks. This customization may grant this special perception for a maximum number of minutes equal to 10 times your proficiency bonus, and uses are spent in 1 minute increments. This time limit resets after completing a long rest.

  • 5th level upgrade – You may activate an additional special vision that allows you to see invisible creatures and objects (and no longer suffering disadvantage to attack or interact with them, nor do invisible creatures gain advantage to attack you while this vision is active), which consumes 5 minutes of duration of your optical enhancement for each minute they are active.

Sphere-Morph: [Torso A] (polymorph into a tiny ball able to fit through spaces as narrow as 1 foot; may still use any grenade-type and module customizations)

Moderate Complexity

Aqua Jets: [Weapon] [Arms B] You have a high-pressure water cannon installed that can be used to cut things at close distances, or push targets at longer ones. Can store a number of gallons equal to twice your proficiency bonus.

  • Create Water: (can cast create/destroy water but only to create water by spending load. This may only be used to fill your tanks.)
  • Hydrocutter: (deal slashing damage that is maximized against objects)
  • Extinguisher: (can put out fires with large plumes of water)
  • Forceful Stream: (deal bludgeoning damage and push creatures that fail a strength saving throw)

Charge Beam: [Power Beam] As a bonus action, you may increase the damage dice of your next power beam attack to d10s (in place of d6s); you may only use charge beam once until you expend its effect, and maintaining its effects requires concentration. If your next attack with the power beam misses, this use is lost.

Enhanced Weaponry: Your weapon customizations deal an additional +1d8 points of damage. As a bonus action, you may spend 2 points of load to grant your weapon customizations a +1 bonus to attack and damage rolls for 1 minute. For every 2 additional load spent, this bonus increases by +1.

Firestorm Blaster: [Weapon] These special grenades are created in a manner similar to Stinger blades, but designed to be more explosive (and much more short lived).

  • Firestorm Missile: (launches missile that deals !fire damage; can launch multiples.)
  • Firestorm Barrage: (Spend 2+ load and consume up to 4 firestorm grenades, creating fireball-like effect, but in multiple smaller radii. For every load spent, increases damage dealt)
  • Firestorm Plume: (Spend 2+ load and consume up to 2 firestorm grenades, creating a line or cone of fire that also starts fires and ignites enemies. For every load spent, increases range. lower damage than barrage, but more cost efficient over time)

Grip Modules: [Arms B] [Legs B] (increase to climbing ability, spiderclimb if spend load)

Optical Camouflage: (2 load to gain blur effect, and can attempt to hide as if heavily obscured.)

Speed Module: [Legs A] (dash as bonus action, increase speed by +10ft each time you use dash in one turn. Cannot make a turn sharper than 45 degrees per 10 feet while using this ability. Jumping distance is tripled when using ability. If you move at least your unmodified speed, you may then move through the spaces of other creatures, dealing xd8 bludgeoning damage and knocking them to one side)

Sonic Cannons: [Weapon] You install specialized membranes and diaphragms in your thaumecha, allowing you to greatly amplify sounds you produce. You can make yourself up to 5 times louder and clearly heard for up to 5 times further.
Repelling Burst: As an action, you may emit a 10ft burst of sound from yourself; creatures within this burst must make a constitution saving throw or take Pd4 points of thunder damage and be pushed 5ft directly away from you on a failure.
Blaring Roar: As an action, you may spend 2 or more load to create a 15ft cone of sound from yourself; creatures within this area must make a constitution saving throw or take Ld8+1d8 points of thunder damage and be deafened for 1 round on a failure, or half as much damage on a success.
Drown Out: You may cast counterspell with your sonic cannons by spending 2 points of load, so long as the target spell has a verbal component. For every additional point of load spent, the effective spell level of your counterspell increases by +1. LOUDER!: As a bonus action, you may enhance your sonic cannons until the start of your next turn. While enhanced, the ranges areas of all sonic cannon abilities are doubled, and deals additional thunder damage equal to your proficiency bonus. Whenever you use louder!, you must make a constitution saving throw or be deafened for 1 round and take thunder damage equal to the minimum damage from the effect you augmented. This saving throw DC is equal to 12 + the number of times you have used louder! since your last long rest.

  • Synergy: Power Beam. Your power beam may now deal thunder damage, and deals splash damage within 5 feet equal to its damage dice.

Veil of Aegis: (grenade-type; shield allied creatures with grenades that grant temporary hit points and a single mirror image. May use load to use as a reaction.)

Greater

Attunement Bypass: (gain additional attunement slot by incorporating the magic item into your thaumecha.)

Chaff Generators: (grenade-type; Bonus action or reaction to activate, 20ft radius around grenade blocks line of sight for magic and blocks magical detection. Optical Camouflage is treated as greater invisibility while in zone.)

Charging Modules: (spend load, cannot move before use and speed becomes 0 on use; gain additional attacks with autocrossbow, blunderbuster, and powerbeam gadgets while in this stance, which lasts a number of rounds equal to load spent, or until you end it or are moved.)

Gravity Dampeners: (ignore gravity effects, can move unhindered in water. Reduce damage taken by some amount?)

Hidden Compartments: (handy haversack, but larger compartments; slot used affects size, may take up multiple slots.)

Hover Module: (perfect flight speed, with a 30ft ceiling)

Plasma Claws: [Weapon] [Arms B]

Rocket Boosters: [Legs A] (spend grenades to increase speed and gain flight for short period of time.)

Superior Reactions: (Add proficiency bonus to initiative checks. spend load to gain additional attack when using attack action.)

Supreme

Hyper Beam: (fucks shit up)

etc:

etc:

etc:

etc:

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Arcane Tinkering Creations:

  • Ammunition: (etc)
  • Communications Array: You may create a number of communication devices over the course of a long rest equal to your proficiency modifier and requiring 50gp worth of materials. These devices attach to the ear and throat, and may freely communicate with creatures wearing such devices by speaking normally or whispering, even over long distances. This communication is effective at up to 100 feet and does not require line of sight or effect over most terrain, though dense material (such as stone or metal) can block it. These devices are tuned to a specific frequency and all creatures within range and wearing these devices that are tuned into that frequency can hear and respond to each other.
  • Thauchemical Fuel: You may create an amount of thauchemical fuel in pints equal to your proficiency bonus over the course of a long rest, requiring 10gp worth of reagents and materials. This fuel is required for certain customizations, but also may be converted into alchemist's fire as part of its creation or during a short rest. It may also be converted into fuel for a thaumechanical vehicle, turning 1 pint of thauchemical fuel into 1 gallon of vehicle fuel. Thaumechanical fuel is good for 1 week before it goes bad, while vehicle fuel is good for up to 1 month.
  • Thaumechanical Drone: You may create a drone over the course of a short rest, requiring 10gp worth of parts. This drone uses the statistics for a raven, fish, or rat, though it is a thaumechanical device that doesn't really resemble a living creature. It otherwise functions as a familiar (see the find familiar spell), except its creature type is construct.
  • Thaumechanical Instrument: You may create an instrument using thaumechanical parts over the course of a short rest, requiring 10gp worth of parts. This instrument may have one of any form of playing, emulating whatever instrument you wish in how it's played, while it may also make any form of sound (though it cannot replicate speech).
  • Thaumechanical Vehicle: You create a vehicle with magical assistance over a short rest, requiring a certain proficiency bonus, as well as parts and materials based on the chosen type of vehicle. The created vehicle's stats are listed below.

Thaumechanical Vehicles

Llamrei Mk III

Large Vehicle (500lb.), Cost: 200gp (600gp) (+3 proficiency)

Creature Capacity: 1 Medium Creature
Cargo Capacity: 100lb.
Fuel Capacity/Efficiency: 6 gallons, 20 mpg
Armor Class: 20 (16 while motionless)
Hit Points: 30 (damage threshold 5, mishap threshold 10)
Speed: 100ft (Travel Pace 24 miles per hour/35 miles per hour with straightaway speed); turning radius 45°
STR14 (+2) DEX18 (+4) CON12 (+1)
Damage Immunities: Poison, Psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Traits

  • Jump – If the Llamrei Mk III moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
  • Prone Deficiency – If the Llamrei Mk III falls prone, it can't right itself and is incapacitated until pulled upright.
  • Straightaway Speed – If the Llamrei Mk III spends its action and movement to move its full speed and turns less than 45 degrees, it may move its speed in a straight line in the same direction as a bonus action.

Action Stations

  • Helm (Requires 1 crew and grants half cover) – Drive and steer the Llamrei Mk III

Reactions

  • Juke – If the Llamrei Mk III is able to move, the driver can use its reaction to grant the Llamrei Mk III advantage on a Dexterity saving throw.

Manacutter

Large Vehicle (300lb.), Cost: 1,500gp (4,500gp) (+4 proficiency)

Creature Capacity: 1 Medium Creature
Cargo Capacity: 50lb.
Fuel Capacity/Efficiency: 5 gallons, 20mpg
Armor Class: 19 (15 while motionless)
Hit Points: 20 (damage threshold 4, mishap threshold 10)
Speed: 100ft flight (Travel Pace 24 miles per hour/35 miles per hour with straightaway speed); turning radius 60°
STR14 (+2) DEX18 (+4) CON12 (+1)
Damage Immunities: Poison, Psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Traits

  • Prone Deficiency – If the Manacutter falls prone, it can't right itself and is incapacitated until pulled upright.
  • Straightaway Speed – If the Manacutter spends its action and movement to move its full speed and turns less than 45 degrees, it may move its speed in a straight line in the same direction as a bonus action.

Action Stations

  • Helm (Requires 1 crew and grants half cover) – Drive and steer the Manacutter

Reactions

  • Juke – If the Manacutter is able to move, the driver can use its reaction to grant the Manacutter advantage on a Dexterity saving throw.

Thumper

Huge Vehicle (3,000lb.), Cost: 800gp (2,400gp) (+3 proficiency)

Creature Capacity: 4 Medium Creatures
Cargo Capacity: 500lb.
Fuel Capacity/Efficiency: 15 gallons, 16 mpg
Armor Class: 20 (16 while motionless)
Hit Points: 60 (damage threshold 10, mishap threshold 20)
Speed: 100ft (Travel Pace 24 miles per hour)
STR16 (+3) DEX14 (+2) CON14 (+2)
Damage Immunities: Poison, Psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Traits

  • Crushing Wheels – The Thumper can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone.If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage.This trait can't be used against a particular creature more than once each turn.
  • Prone Deficiency – If the Thumper falls prone, it can't right itself and is incapacitated until pulled upright.

Action Stations

  • Helm (Requires 1 crew and grants half cover) – Drive and steer the Thumper

Reactions

  • Juke – If the Thumper is able to move, the driver can use its reaction to grant the Tormentor advantage on a Dexterity saving throw.

Squire Armor

Medium Vehicle (600lb.), Cost: Special (+2 proficiency)

Creature Capacity: 1 Medium or smaller creature
Cargo Capacity: Varies (as creature)
Armor Class: 13 + your dexterity modifier (maximum +2) + your proficiency bonus
Hit Points: Special
Speed: 30ft
STRXX (+x) DEX*14 (+2) CONXX (+p)
Damage Immunities: Poison, Psychic
Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Traits

  • Armor-like – The squire armor's constitution modifier is equal to its pilot's proficiency bonus, and it has hit points equal to 4 + it's constitution modifier * the pilot's level. While equipped, the squire armor cannot be targeted directly, and instead treated as a part of its pilot; attacks against it are against its pilot. When taking bludgeoning, piercing, or slashing damage, the pilot of the squire armor may reduce the damage taken by up to her proficiency bonus, dealing that damage instead to the armor.
  • Biological Limiter – The squire armor has a strength score equal to its pilot's constitution score, and its dexterity score cannot exceed its pilot's intelligence score. While piloting the squire armor, the pilot uses its strength and dexterity scores in place of her own, even if they would be higher.
  • Specialty – (Bishop, Knight, Rook abilities.)
  • Grand Knight Armor – (capstone abilities for bishop, knight, and rook)
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Page last modified on January 05, 2023, at 07:13 PM