Base Class: Wizard
The School of Arcanomechanics is a relatively new field of study, blending both magical knowledge and ability with the precise skill and ingenuity of a brilliant Engineering mind. A Master of Science and Magic, you use your expertise in both to create a wonderous fusion that bolsters and emboldens.
Joint Honours
You are a committed student of science and sorcery. You gain proficiency with Tinkers Tools and Alchemist's Supplies
Mechano-Familiar
You learn intricate mechanical means of constructing a vessel to house the spirit of your familiar companion. You learn the Find Familiar spell. While your familiar is housed in its' mechanical vessel it gains +2 to AC and its' Hit Points value becomes 1 + your intelligence modifier (minimum 1) + half of your wizard level (minimum 1).
If your familiar is dismissed or drops to 0HP, the vessel shatters into its' component parts. These may be salvaged if possible at the discretion of the DM.
Arcane Arms
You have begun to expand your knowledge of creating Arcanomechanical infusion. You know how to tinker with a pair of Gauntlets to convert them into a conduit for your spellwork. These Gauntlets are bound to you upon construction, and as such can be summoned or dismissed as an action. While worn, these Gauntlets may act as a focus for your spellcasting.
While wearing these Gauntlets, you have the Magic Missile spell prepared, and does not count against the number of spells you can have prepared.
Arcano-Mechanical Armour
Your pursuits of magic and metallurgy have yielded significant results. During a long rest you can magically bind a suit of armour to yourself. In addition to the benefits from the Gauntlets, you also gain the following effects;
- Any Strength requirement of the Armour no longer applies to you;
- The Suit of Armour is considered magical;
- You gain resistance to non-magical piercing, bludgeoning or slashing damage while wearing this armour;
- The Armour expands to cover your entire body. You can retract or deploy the helmet as a bonus action.
- You can summon or dismiss the armour as an action.
While the armour serves a purpose to empower and embolden, it also comes with the following limitations;
- While wearing this armour, you cannot cast spells above 5th level.
- Your movement speed is reduced by 5 feet.
- If you drop to 0HP while wearing this armour, if you are stabilised or otherwise return to life, you do so with a point of exhaustion.
I am Iron Man
You have mastered the art of science and spellwork to greater purpose. Through infusion of magical gemstones and magic infused metallurgy you are able to bestow your suit of armour with the following features, each of which can be used once per long rest;
- Fly Me To The Moon - Gemstones inlaid into the soled of your boots allow you to cast the Fly spell upon yourself.
- Defensive Field Matrix - You are able to use a reaction to cast the Shield spell to greater effect. Any creature you choose within 10 feet also gains the benefit of this spell.
- Ark Reactor - By overcharging the Gemstone embedded in your chestplate you are able to cast the Chain Lightning spell. After using this feature, the armour is unsummoned. It cannot be summoned again for 10 minutes while it recharges.
In addition to these activated benefits, while using the armour as a spellcasting focus, you can add your intelligence modifier to the damage of cantrips cast through the armour.
Comments