Armor Reduction
Armor Reduction operates as Damage Reduction X/–, and has a maximum amount of damage it protects against listed in parenthesis. Once this limit is reached, it often loses its special properties as noted, and no longer provides its damage reduction until repaired.
Damage done to temporary hit points are not subtracted from the armor's reduction limit. The Mending cantrip restores 5 points to the armor's reduction limit, but it may only be used once between true repairs. The Repair Damage spell restores the amount that it would "heal" a construct or object to this damage reduction limit and may be used any number of times, but does not count as true repairs for the purpose of resetting mending's usage.
Special Materials:
Mithril is already heavily used in construction of thaumecha, and so is considered the default material. Thaumecha otherwise is costed as light armor for material costs.
- If the armor is made using Living Steel, or similar self repairing metals, its damage reduction limit recovers by 1 per round.
- If the armor is made using Adamantine, its Armor Reduction increases by 2, and the damage reduction limit is doubled.
Thaumecha Items
Node-Bound (Magic Item Construction Property)
Node-bound items are unusual for most magical items, in that they don't supply their own innate power. Instead, the user must sacrifice spell slots, converting them into equally leveled "nodes" that are then bound to the item and power its effects.
Converting a spell slot is a free action, and produces a single node of the same level as the spell slot sacrificed. A spell slot may be broken down into two nodes one level lower. Nodes last for 1 day before fading, or when the user rests to regain spells.
Investing a node is a move action, upon which the item activates, granting all the benefits relevant to the level of node invested. An item may only have one node invested at once.
Node-bound cannot be applied to consumable items, or items with a limited number of total charges. The required level of node to activate an item is equal to 1/3rd its caster level (rounded up).
-> Aura: Evocation (weak, arcane); Cost: 60 percent of final cost
Bodysuit of Orb Form; Node-Bound item (1st level node); Body
This skin-tight blue suit fits snugly enough that it shows no wrinkles. As a move action, the wearer may transform themselves into a ball two sizes smaller than their normal size (up to tiny sized). This is a polymorph effect, however all benefits from worn armor are retained. While in orb form, they may move at their normal speed, but are limited in action based on their new form.
If a second level node is bound, the wearer may stick to and climb walls as if affected by spider-climb while in orb form.
Aura: Transmutation (moderate, arcane); Caster Level: 3rd; Cost: 1,500gp; To Create: 750gp, Harmless Form
Thaumecha Pilot
Hit Die: d8; 4 average
Armor and Weapon Proficiencies: Thaumecha Armor, Simple and Martial weapons.
Skill Proficiencies: Four good proficiencies; must have Arcana and Thaumaturgy at least at average.
| Level | Special | Cantrips Known | Spells Known | Spell Slots | Nodes | Slot/Node Level |
| 1 | Thaumecha Adaptation | 3 | 2 | 3 | 1 | 1st |
| 2 | Magical Origins | 3 | 3 | 3 | 2 | 1st |
| 3 | Thaumecha Specialization | 3 | 4 | 4 | 2 | 2nd |
| 4 | Origin Power | 4 | 5 | 4 | 2 | 2nd |
| 5 | –– | 4 | 6 | 4 | 3 | 3rd |
| 6 | Thaumecha Specialization | 4 | 6 | 5 | 3 | 3rd |
| 7 | Origin Power | 4 | 7 | 5 | 3 | 4th |
| 8 | –– | 5 | 8 | 5 | 4 | 4th |
| 9 | Thaumecha Specialization | 5 | 9 | 6 | 4 | 5th |
| 10 | Origin Power | 5 | 9 | 6 | 4 | 5th |
| 11 | –– | 5 | 10 | 6 | 5 | 6th |
| 12 | Thaumecha Specialization | 5 | 11 | 7 | 5 | 6th |
Thaumecha Adaptation: (Limb removal, ability to attune to thaumecha without it counting against magic item limit.)
Spellcasting: Spell List
Cantrips: You know three cantrips of your choice. You learn additional thaumecha cantrips of your choice as higher levels, as shown in the cantrips known columb of the thaumecha table.
Spell Slots: The thaumecha table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your thaumecha spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher: At 1st level, you know two 1st-level spells of your choice from the thaumecha spell list.
The Spells Known column of the thaumecha table shows when you learn more thaumecha spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new thaumecha spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Thaumecha spells you know and replace it with another spell from the thaumecha spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability: Charisma is your spellcasting ability for your thaumecha spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus: Your thaumecha itself counts as your spellcasting focus for your spells.
Nodes: (etc; can learn node ability in place of a spell. Can also be bound into a magic item to bypass limit.)
Magic Origin:
- Artificial Magic – Your magic did not awaken until thaumecha was attached to your body. The conduit of magic flows between you and your armor, enhancing its durability. You increase the armor reduction limit of your thaumecha by twice your level. In addition, you may cast Repair Damage at the highest level you are able without expending a spell slot once per long rest.
- At 4th level you are able to use the improved durability of your armor to protect yourself. The armor reduction of any thaumecha you wear improves by +1. You may also cast Repair Damage as if you knew it as a spell.
- At 7th level the boundary between you and your armor becomes even less distinct; any thaumecha you wear has its miminum strength and dexterity increased by +2, and the maximum dexterity bonus increased by +3.
- At 10th level your magic innately restores your armor as if it were your own flesh. The armor reduction limit of any thaumecha you wear recovers by 3 every round, in addition to any other recovery it might gain from material, but it does not stack with magical repairs made in any given round.
- Magicite Implant – You were an experiment of implanting crystallized magic into someone. As such, your spells known aren't entirely stable. Once per long rest, you may meditate for 15 minutes, after which, you may touch a willing creature capable of casting spells and bind knowledge of one spell they are able to cast to one of your nodes. Alternatively, you may study a single spell from a spellbook or scroll as part of this meditation, and bind it as if it were from a creature. The spell must be of a level you can cast, and you "learn" that spell so long as that node remains bound to it, and may cast it by expending spell slots as normal. You may only have one such spell bound at one time. This has no effect on the creature or spellbook from which you bound the spell, but a scroll is consumed by this ability.
- At 4th level you learn methods to convert magical energy more easily into nodes. You may expend a spell slot as an action to gain a node that you may immediately invest in an ability or specialization. You're also able to release the energy contained in one of your nodes in an explosive wave as a bonus action, dealing 1d8 points of force damage per level of the node in a 20ft circle centered on yourself. All creatures caught within this burst must make a strength save or be pushed to the edge of the circle, taking an additional point of damage per five feet traveled.
- At 7th level you can apply this explosive conversion to the spell you have bound to a node as part of your primary ability. As part of the casting that particular spell, you may release the energy of the node to which it is bound, increasing the effective spell slot expended by +2. You may also bind nodes to spells you know naturally, and release the stored energy in a similar manner, but the spell slot increase is only +1 in this case.
- At 10th level you've improved your knowledge and skill at binding a spell to a node, and now may bind up to two spells into separate nodes.
- Orgonne Harness - You gain the ability to cast Detect Magic without expending a spell slot. You may attempt to cast a spell you don't know by expending a spell slot and attempting a thaumaturgy check with a DC of 12 + that spell's normal level (a cantrip has a spell level of 0 for this purpose). You must be able to cast spells of that level, and the spell slot is still expended on a failure.
- At 4th level, you've adapted sufficiently to your harness to allow you to retain some of your magic after casting. After casting a spell, you may choose to attempt a constitution save at DC15, on a success, you do not need to expend the spell slot from that casting, and the save DC increases by +1 until you complete a long rest. On a failure, you are wracked with pleasure, and are considered distracted for spellcasting for the next 1d4 rounds. Special: If the spell was a failed attempt to spontaneously cast an unknown spell, the constitution save DC is 2 lower.
- At 7th level, you may attempt to kitbash together a magical item by binding a node to a rough approximation of the desired device (requiring, but not consuming, material at least 1/4th the items cost). This item must obey the node-bound item rules, and is automatically attuned to you or one creature you specify at its creation, and lasts until you next regain spells. You may only have one such kitbashed item at one time.
- At 10th level you've adapted to magic and your harness well enough to absorb ambient magic to restore your own reserves. Once per long rest, you may spend an action to regain a spell slot immediately.
- Sorcerous Blood – Your innate sorcerous power grants you a greater well of magic, bestowing you an additional spell slot. However, the binding process involved supersedes your bloodline's true power, instead, you gain temporary hit points equal to your level. These temporary hit points recover whenever you take a short rest.
- At 4th level your magical reserves replenish themselves readily; whenever you take a short rest, you regain 1 spell slot, up to your normal maximum of spell slots. In addition, you may expend a spell slot as a reaction to taking damage, reducing it by 1d8+CHA+your level. If this would reduce the incoming damage to 0, the excess reduction is inflicted upon the triggering creature or source as force damage.
- At 7th level your magical potency is high enough to allow you to cast 1st level spells without expending a spell slot; you may use this ability a number of times per long rest equal to your spell slot level. In addition, the temporary hit points granted by your base ability recover at a rate of 1 per round.
- At 10th level your mastery of arcane power allows your thaumecha to operate simply by being attached to you, and no longer requires a node of its own. In addition, it no longer stops granting its benefits when its armor reduction limit hits 0, though it does not provide said armor reduction until repaired as normal.
Thaumecha Specializations:
- Ablative Bulk: As a reaction, you may choose to gain resistance to all incoming damage. Your armor reduction does not apply to this damage, and its value is reduced by 1 (if it would reduce the value to less than 0, this ability fails) until proper repairs are made.
- Armored Bulwark: Your armor class increases by +1, and your maximum hit points increase by 5. You may bind a node to this specialization; your maximum hit points increase by an amount equal to twice the node level, and your armor class increases by +1 per three node levels.
- Bulk Up: As a bonus action, you may grant yourself temporary hit points equal to three times your level, which last for 1 minute. Using this ability inflicts HP burn equal to your level.
- Bride of Lightning: You gain resistance to electricity and thunder damage. You also store up electricity damage, up to twice your level, that has been mitigated by your resistance. Whenever you cast a spell, or strike a foe with a melee attack, you may release this stored electricity damage as bonus damage, to a limit of your high proficiency bonus. You may bind a node to this specialization; the amount of electricity you may store increases by 3 per node level, and the maximum amount you may release is increased by the node level. If a node of at least 3rd level is bound, you are also immune to electricity damage.
- Explosive Gift: An extreme last resort innate in all thaumecha is detonating one or more limbs (attached or not) in a rather spectacular conflagration. This specialization doubles the damage caused by a singular limb. It does nothing to help the recoverability of said limb, however.
- Heavy Metal Maiden: You may add your armor reduction value to any checks or saves to prevent you from being moved. You also gain proficiency with your thaumecha as a musical instrument, as well as one other instrument. You may bind a node to this specialization; you gain resistance to sonic damage, and may cast thunderwave at a level equal to the bound node without expending a spell slot or material components.
- Interposition: As a reaction, you reduce the damage an adjacent ally is about to take by 1d8 + your armor reduction + your level. Subtract twice your armor reduction value from your armor reduction limit when you use this ability.
- Magical Overload: By taking HP burn equal to your level when casting a spell, you may treat its spell slot as if it were one higher. This HP burn may be reduced by your armor reduction value, but afterward your armor reduction value is reduced by 1 (if it would reduce the value to less than 0, you cannot apply armor reduction) until proper repairs are made.
- Mechanical Steadiness: You gain advantage on concentration checks caused by distractions and rough movement. In addition, your mechanical precision increases the range of all your ranged weapons by half again.
- Overdrive: By pushing your armor past its limits, you gain sudden bursts of speed and agility at the cost of minor damage. By dealing 2 points of damage to your armor reduction limit, you may perform one of the following. As a reaction, gain advantage to a dexterity check. As a reaction, move up to 10 feet. As a bonus action, increase your walking speed by 15 feet for 1 round. As a bonus action, make a second attack action on your turn.
- Phoenix Aura: You gain resistance to cold and fire damage. Once per rest you may heal yourself and allies within 30 feet of you for 1d8+level in hit points. You may bind a node to this specialization. If at least a 3rd level node is bound, the healing increases to 2d8+level; if at least a 6th level node is bound, the healing increases to 4d8+level.
- Squad-sight: As long as one of your allies has line of sight or line of effect to a target, you are treated as having such as well for purposes of targeting creatures with spells and abilities.
Thaumecha Armors
Generic Thaumechas
Light Thaumecha Simply replacing the limbs and throwing on a set of brigandine over the torso, this is the minimal thaumecha. That doesn't mean it's bad, however; it provides decent competence in physical ability even to the weakest of soldiers. Provided they're willing to sacrifice what's needed. Powered by magical animation, this thaumecha replicates the user's own strength and dexterity, or a score of 12 (whichever is higher) with a 1st level node. The armor's minimum strength and dexterity increase by +1 per level of node powering the armor. It also provides Armor Reduction 2 (14), increasing by (+6) for every node level powering the armor. As armor, it provides +3 to AC, has no armor check penalty or arcane spell failure chance, and has a maximum dexterity bonus of +7. When the armor reduction limit is reached, it loses its minimum strength and dexterity scores.
Medium Thaumecha: With heavier armor and more robust servos, medium thaumecha is perhaps the most balanced of the basic kinds. A metal breastplate is added over the brigandine as well, though not near as thick as on proper plate. Powered by magical animation, this thaumecha replicates the user's own strength and dexterity, or a strength score of 14 and a dexterity of 12 (whichever is higher) with a 1st level node. The armor's minimum strength increases by +1 per level of the node powering the armor, and the minimum dexterity increases by +1 per two levels of the node powering the armor. It also provides Armor Reduction 3 (21), increasing by (+9) for every node levels powering the armor. As armor, it provides +5 to AC, has no armor check penalty or arcane spell failure chance, and has a maximum dexterity bonus of +3. When the armor reduction limit is reached, it loses its minimum strength and dexterity scores.
Heavy Thaumecha: As much a suit of full plate as it is replacement, this armor is made for heavy engagement. It reduces the user's speed as heavy armor, but the extra articulation otherwise gives no hindrance to movement. Powered by magical animation, this thaumecha replicates the user's own strength and dexterity, or a strength score of 16 and a dexterity of 10 (whichever is higher) with a 1st level node. The armor's minimum strength increases by +1 per level of node powering the armor. It also provides Armor Reduction 4 (28), increasing by (+12) for every node levels powering the armor. As armor, it provides +7 to AC, has no armor check penalty or arcane spell failure chance, and has a maximum dexterity bonus of +1. When the armor reduction limit is reached, it loses its minimum strength and dexterity scores.
Specific Thaumechas
Genny's Light Operational Long Insertion Thaumecha Armor (L.O.L.I.T.A)
A mobility focused armor geared for land operations, though it is capable of long distance flight. The decanter of endless air that powers Genny's pnuematic armor and boost skirt requires a bound node in order to function.
Pnuematic Armor: Powered by a decanter of endless air, this thaumecha is swift and powerful. It provides the wearer with a +2 circumstance bonus to strength and dexterity (up to 14 for either), and Armor Reduction 2 (20); its armor reduction limit recovers at a rate of 1 per round. As armor, it provides +4 to AC, has no armor check penalty or arcane spell failure chance, and has a maximum dexterity bonus of +4. When its armor reduction limit is reached, pnuematic armor no longer provides its circumstance bonus to strength or dexterity.
- Boost Skirt: (Armor Function) Armored Nozzles attached to faulds provide bursts of speed to the wearer, though it can be rough on the body. The wearer can move up to 20 feet in a straight line as a bonus action. Safety measures limit this ability to once per 3 rounds, but they can be overridden a number of times per long rest equal to the wearer's constitution bonus.
- Arm Cannon: (Weapon) A specialized rod of bolt throwing implanted within the right arm. Typically loaded with explosive bolts, and equipped with a lesser energy assault crystal of electricity. Explosive Bolts: 1d8+1 piercing +1d6 fire +1d6 electricity, 60/180 range. Holds up to 20 such bolts.
- Grapple Arm: (Weapon) A device within the left arm that launches a grapnel with a range of up to 120 feet, that can pull the wearer and up to 200 additional pounds of weight that distance in a single round. Grapnel Arrow: 1d6+1 piercing 40/120 range, opposed strength check to determine who is pulled.
- Glider Pack: (Nonmagical) These detachable wings allow Genny to fly with poor maneuverability at a speed of 50ft. She must use the run action in order to maintain altitude, and cannot easily gain it. If carried by another flyer, she is counted as having an effective weight of 0, though the carrier's turning radius increases by one quarter.
Remia's Dragonkite Suit
Sacrificing durability and protection to allow the wearer proper flight, this is the armor of a scout, or mage. The flight design was based off Yonme's wings.
Thaumecha Armor: Powered by magical animation, this thaumecha replicates the user's own strength and dexterity, or a score of 12 (whichever is higher) with a 1st level node. The armor's minimum strength and dexterity increase by +1 per level of node powering the armor. It also provides Armor Reduction 1 (8), increasing by (+4) for every node level powering the armor. As armor, it provides +2 to AC, has no armor check penalty or arcane spell failure chance, and has a maximum dexterity bonus of +8. When its armor reduction limit is reached, the flight speed granted is halved, and the maneuverability is reduced to poor.
- Ray-kite Wings: (Armor Function) Cloth and metal wings allowing the user to fly with average maneuverability at a speed of 60ft. These are a part of the armor, but may be removed for casual use.
- Arm Cannon: (Weapon) A specialized rod of stone throwing, taking advantage of Remia's physical strength. Loaded with oil-soaked torch stones, as well as a lesser energy assault crystal of fire. Torch Stones:' 1d4+1+Strength bludgeoning +1d2+1d6 Fire plus ignite chance 80/240 range. Holds up to 50 such stones.
- Springing Legs: A series of leaf springs and locks within the legs provide the wearer with a 5ft increase in land speed, and a +2 bonus to acrobatics and athletics checks made to jump, and the wearer always counts as having a running start.
Near's Titan F. Ground Gear
Old and of goblin design, this set of thaumecha predates the modern variety, though retrofitting improvements and preserving the ancient secrets allow it to more than match whatever we can create now. It uses almost no actual magic that we can tell, and Near's own ki can flow through it as if it were flesh. The heavy use of adamantine also probably helps.
Ki-Thaumecha Armor: Powered by the users internal ki being channeled through the magical circuits, this thaumecha replicates the user's own abilities to near exactation. As armor, it provides a +4 to AC, has no armor check penalty or arcane spell failure chance, and no maximum dexterity bonus. In addition, it is made with adamantine plating and uses a larger portion of adamantine in operational pieces, providing Armor Reduction 3 (30). Its ki-attuned nature allows its wearer to direct healing she receives to her armor, sacrificing healing she would gain to restore that amount to her armor's damage reduction limit; she may use this property once before actual repairs are required.
- Flamer Arm: (Weapon, Right arm) Taking the concept of a rod of bolt throwing and combining it with an alchemical sprayer, this compact rod can create a cone of flame fueled by alchemist's fire stored within the extradimensional space, however it holds considerably fewer uses than a bolt thrower. Flamer Damage:' 3d6+2 Fire damage plus ignite (1d6+1 fire/round (DC13 dexterity to end), 15ft cone. A DC15 dexterity save reduces damage to 5 fire with no ignite. Holds up to 5 uses.
- High-speed Legs: A complicated mechanism of springs, gears, and locks within these legs, combined with magical enhancement, provide the wearer with a 10ft increase in land speed, and a +5 bonus to acrobatics and athletics checks made to jump, and the wearer always counts as having a running start.