Wondrous Item, legendary

Theme

The user becomes a living factory of invention, able to generate, manipulate, and fuse mechanical parts into weapons, tools, or constructs. They embody the spirit of industrial ingenuity, but at the cost of tethering themselves closer to machine than flesh.


Base Abilities (Upon Eating)

  • Mechanical Generation: You can summon basic mechanical parts (gears, pipes, pistons, bolts, etc.) from your body. These vanish if separated from you for more than 1 minute.

  • Armament Shift: As a bonus action, you can transform one of your limbs into a mechanical tool or weapon (wrench, blade, gun-barrel, welding torch).

  • Tinker’s Speed: You gain advantage on all checks involving crafting, repairing, or disassembling mechanical devices. Time to craft mundane items is halved.

  • Modular Arsenal: You can create temporary weapons (firearms, cannons, crossbows) from your body. Each lasts for 1 minute and can deal 2d8 damage of a type you choose (piercing, fire, or thunder).


Mid-Level Mastery

  • Modular Arsenal: Your damage increases to 4d8

  • Gear Golem: You may assemble a Medium mechanical construct from summoned parts once per long rest. It acts as a companion for 1 hour, obeying your commands (stat block similar to a Steel Defender)

  • Mechanical Generation: You develop control over non sentient machinery within 15 feet, this cost an action to control machines during combat

  • Overclock: As a bonus action, you can push your body into high output mode. For 1 minute:

    • You gain advantage on attack rolls made with mechanical weapons.

    • Your movement speed increases by 20 feet.


Full Mastery (High Level)

  • Colossus Mode (1/long rest): You surround yourself in a massive mech-suit of summoned machinery. For 1 minute:

    • Your size increases to Large.

    • Your AC increases by +2.

    • You can make one additional attack when taking the Attack action.

    • You can use Lightning Bolt once per turn without expending a spell slot, but it deals thunder damage.

  • Living Factory: You can instantly repair or rebuild damaged constructs, firearms, or machines within 30 feet. Restores 2d10 hit points to any mechanical ally (Steel Defender, turret, or clockwork creature).


Drawbacks

  • The user increasingly feels the pull of machine over flesh — food tastes bland, emotions dull. Each long rest, roll a DC 12 Wisdom save. On a failure, you suffer disadvantage on Insight checks until your next rest, representing creeping mechanical detachment.

  • Magnetism becomes a weakness. Strong magnetic fields (or magic like Heat Metal) can restrain or disrupt your body, leaving you vulnerable.

Previous Versions

Name Date Modified Views Adds Version Actions
9/9/2025 3:40:34 AM
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GilbertTheSlayer

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