Homebrew Adeptus Mechanicus Species Details

once human, now an amalgamation of machinery and wires, those of the Mechanicum have willingly replaced their flesh and bones with steel and silicone, viewing the natural human body as weak and feeble. members of the Mechanicus are often unfeeling and emotionless as a result of their mechanization, and along with the lack of emotion, they are unnaturally built, no longer bound by the human body, Adepts of the Mechanicus can be seen sporting all manner of physical modifications, including extra limbs, cutting claws, and even large systems in place of legs which allow the Adept to hover about. in addition to the physical aspect, Adepts are able to interface with electronic systems and navigate them with naught but their mind or CPU, whichever is in their head.

Adeptus Mechanicus Traits

no longer bound by the flesh of their old body, Adepts are unfeeling, bionic creations that range in appearance and purpose, from the lowest servant to the most esteemed magos of the Mechanicum.

Charm immunity

the bionic implants have left you incapable of emotion and therefore attraction, leaving those who would attempt to charm you confused.

alignment

your alignment is automatically true neutral, for you are incapable of feeling emotions and therefore unable to pick sides in an argument or debate.

modification

no longer restricted by the limits of the flesh, you can customize your metal frame however you want. any from an extra limb for attacking to Infared lenses that let you see in the dark. anything you can think of can be made and added on to your metal body, (at the DM'S discretion) however, as per the scriptures of the Mechanicus, an Adept may only be permitted a maximum of three augmentations, any more would be shameful in the watchful oculus of the Omnissiah.


Modifications

  • Auto-Translator: A small device implanted into your head that allows the comprehension of all languages stored in its database *languages stored chosen at the DM's discretion*
  • Chord Claw: A small opposable limb with razor sharp blades attached to it. As a bonus action, the user can strike with the chord claw, dealing slashing damage equal to 1D6 plus your strength modifier and unarmed damage
  • Nocturnal Implants: Replacements to your eyes or whatever else is there that allow vision in dark environments. Grants the user 120 ft of Darkvision
  • Electric Monowire: A small wire laced with electrodes that can be launched at a target. As an action, the user can launch the monowire at and target within 5 ft of them, the wire deals 1D6 lightning damage and in addition must make a DC 15 CON save or gain the stunned status condition for 1 turn.
  • Improved Locomotion Systems: A set of complex hydraulics that allow for improved locomotion and speed. The user's movement speed increases by 10 feet, and the user can take the dash action as a bonus action *THIS MOD CANNOT BE EQUIPPED ALONGSIDE THE GYROSCOPIC THRUSTERS*
  • Optimized Neural Processors: Neurological implants that enhance the user's reaction speed and thinking. The user can take the dodge action as a bonus action and has advantage on any intelligence saves it makes.
  • Gyroscopic Thrusters: Replaces the legs with a propulsion system that allows stable flight at the cost of mobility. The user gains a flight speed of 25 feet but loses all walking speed. *THIS MOD CANNOT BE EQUIPPED ALONGSIDE THE IMPROVED LOCOMOTION SYSTEM*
  • Tuned Fine Motors: The motors and servos in your digits have been fine tuned to allow increased dexterity when crafting. Gain proficiency with all tools, and the sleight of hand ability.
  • Servo-Skull: A Servo-Skull joins you and becomes your loyal companion. The servo-skull is able to decipher foreign languages and texts, can carry up to 5lbs of weight, and use the Electric Monowire modification as an action. the servo-skull only has a battery life of 8 hours outside of combat but can be recharged by taking a long rest.