Base Class: Wizard
You are not the same as most wizards, who manifest magical effects by manipulating the fabric of the universe. Rather, you peer into the distant future, gaining the secrets of technology thousands of years ahead of its time and manifesting effects so powerful that they might as well be magical.
This subclass is originally from "The Huntsmans Expanded Subclasses" and was implemented (to the best of abilities) into DnDBeyond by SharkyHat. Please support the original creators! I will be working towards cleaning up the presentation and getting the 'long rest options' coded in. Everything appears at least.
Endless Tinkering
Starting at 2nd level when you select this school, you begin to tinker with every mechanical object you can find - wind-up toys, locks, and the like. You gain proficiency with Tinker's Tools and Thieves' Tools.
Mechromancy Savant
Beginning when you select this school at 2nd level, your spellbook is replaced by a spell chip that you implant in your brain. The book cannot be taken from you by any means, and is only destroyed if you are. In addition, when copying a spell into your spellbook, you pay only 45 gp for each level of the spell. The book manifests as a holographic interface around your head and face, which you can open or close as a free action.
Mechromancer's Armour
Starting at 6th level, you learn to augment yourself using your technological prowess. You gain the advantages of the School of Transmutation's 6th level ability - Transmuter’s Stone - but may only apply its benefits to yourself. Instead of a stone, you have a mechanical suit that may be donned or doffed as if it were light armour, does not confer any bonuses or penalties to AC, and may be worn under other types of armour.
Augmented Mobility
At 10th level, you further upgrade your suit of Mechromancer’s Armour. You gain a flying speed equal to double your walking speed. However, this flight is intensely draining for the suit, and after a cumulative one hour of flight, the suit is drained of charge. The suit regains its full charge after a long rest, or half its charge after a short rest.
In addition, you may incorporate your Mechromancer’s Armour into an existing suit of armour, which may then be donned or doffed as an action, regardless of usual restrictions.
Superior Mechromancer's Armour
Starting at 14th level, whenever you finish a long rest, choose one of the following benefits to be in effect until your next long rest.
- You may cast Magic Missile at 2nd level without expending a spell slot a number of times equal to your Intelligence modifier.
- You may cast Shield without expending a spell slot a number of times equal to your Intelligence modifier.
- You may double the amount of time you can fly before you need to recharge your suit.
- You may cast Greater Invisibility a number of times equal to half your Intelligence modifier, rounded down, without expending a spell slot, and without it requiring concentrate.
- Once per long rest, you may make a special attack that fires a 30ft line directly from you. Any creature in the line must make a Dexterity saving throw (DC 10 + your Intelligence modifier + your proficiency bonus). A creature takes 5d10 force damage and is pushed up to ten feet away from you down the line on a failed save, or half damage on a successful.
Previous Versions
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8/8/2019 4:02:34 AM
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