Base Class: Fighter
The Eldritch Mechanic desires truth above all else. You are aware that logic and reason have their place in study, however a healthy dose of creativity is what sets your methods apart. You recognize that when magic is involved with the making of an artifact, logic does not always follow. It is this firmly held belief that drives the Eldritch Mechanic to the depths of infested ruins in order to find the next clue to unlock the puzzle that has eluded the magical community for generations.
This level of discovery requires one skilled both in the Machines and creations of the Ancients as well as with the blade. You are strong of body and strong of mind. Reflected within the martial learning you have taken along with the study of these ancient machines. Many have come before you, but with your skills maybe you can unlock secrets the others never could reach.
It is your goal to find and understand the machines of the ancients, and ultimately learn to build and craft your own. Those this final goal will take many lifetimes to complete, there is no reason not to start now.
As part of your class you will begin crafting an item and over the course of your travels, you will learn greater and greater things about the world. This will allow the improvement of the item of your choice. All of the advancement through the subclass is tied to the item of your creation, it is best that you make it an item easy to keep safe on your person as the world is a dangerous place.
Eldritch Creation
You have spent many years tinkering and learning. You have crafted an Eldritch Creation, this will be used and upgraded throughout your journey so defend it well.
This Eldritch Creation can take any form (discuss with your DM) and must be kept on your person in-order to gain the benefits of your subclass.
Should you lose this creation you are able to reproduce it for 100 gold per character level worth of resources and 32 hours of work.
Spellcasting
When you reach 3rd level, you augment your crafted item with the ability to cast spells. You will be able to pick a number of spells from the Wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Eldritch Mechanic Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice.
The Spells Known column of the Eldritch Mechanic Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and tinkering with arcane objects. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Eldritch Mechanic Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Eldritch Tether
At 3rd level, you learn a ritual that creates a magical tether between your Eldritch Creation and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon to your Eldritch Creation and forge the tether.
Once you have tethered a weapon to your Eldritch Creation, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two tethered weapons, but can summon only one at a time with your bonus action. If you attempt to tether with a third weapon, you must break the tether with one of the other two.
Eldritch Surge
At 7th level, you learn how to channel the power of your Eldritch Creation into your weapon. When you use your action to cast a spell you may chose to cast it through your weapon instead. Make a weapon attack against the target using your chosen weapon modifiers, if your attack hits add your weapon damage and modifier to the spells damage. If a save spell is cast this way, the target makes its save at disadvantage while trying to shrug off the pain of the strike.
Eldritch Rift
At 10th level, you gain the ability to channel the energy from your Eldritch Creation to open a rift in space, bridging the gap between yourself and an opponent.
Once per short rest when you take the attack action you may channel the energy of your Eldritch Creation into one of your swings to cut open a rift in space, allowing you to step through the rift and into another space up to 30 feet in an unoccupied space.
his action will replace the damage of that weapon swing as it doesn't target a creature.
Eldritch Chaos
Starting at 15th level, you have harnessed the chaos of the ancients into your Eldritch Creation allowing you to capture a pulse of Eldritch power with your Creation.
Once per long rest you may attempt to regain 1 of your spell slots through the use of your Eldritch Creation, however you have yet to refine the mechanical skill of the Ancients.
Roll a 6 sides die:
On a 1 or 2 your Eldritch Creation overheats and burns you for 2d10 heat damage and becomes unstable, your next attack roll with a spell is made at disadvantage.
On a 3 you regain 1 expended 1st level spell slot.
On a 4 you regain 1 expended 2nd level spell slot.
On a 5 you regain 1 expended 3rd level spell slot.
On a 6 you regain 1 expended 3rd level spell slot and may roll again on this table.
Improved Eldritch Creation
Starting at 18th level, you have refined your Eldritch Creation so much you are able to deploy its power rapidly and with a greater measure of control. When you use your Eldritch Surge ability you may instead take 2 weapon attacks, the first being infused with the spell.
Furthermore the improvement of your Eldritch Creation allows you to, when activating Eldritch Chaos, re-roll your D6 should you roll a 1 or 2 on your first attempt.
Previous Versions
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3/17/2019 8:15:18 AM
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