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View Full Version : D&D 5e/Next Kellendros95's Base Class - Constructor [PEACH]



Kellendros95
2016-04-26, 09:45 AM
I sometimes create classes or class archetypes for my group. Now I made a class for genial magical cyborgs. Yes, this class doesn't fit every world, but in the right one it can provide a lot of fun.
My English isn't very good, so I apologize for grammatical, spelling and stylistic mistakes and I hope you will tell me about them as well as about your opinion of the class.
This class has never been tested, so there almost certainly are some things that must be changed. Please, write a comment if you find one.
PS. Yes, I really like Intelligence as a primary stat and the fact that it's only for wizards makes me sad.

Naturalcrit link (http://homebrewery.naturalcrit.com/share/rJfAG_eXe)
If you don't like naturalcrit for some reason (Outdate):


Constructor



Level
Prof. Bonus
Features
Upgrades


1st
+2
Upgrades, Construct Nature
1


2nd
+2
Self-repair
1


3rd
+2
Path of Mechanization
2


4th
+2
Ability Score Improvement
2


5th
+3
Acid Blood
3


6th
+3
Path of Mechanization Feature
3


7th
+3
-
4


8th
+3
Ability Score Improvement
4


9th
+4
Metal Bones
5


10th
+4
Path of Mechanization Feature
5


11th
+4
-
6


12th
+4
Ability Score Improvement
6


13th
+5
-
7


14th
+5
Path of Mechanization Feature
7


15th
+5
-
8


16th
+5
Ability Score Improvement
8


17th
+6
Clockwork Mind
9


18th
+6
Path of Mechanization Feature
9


19th
+6
Ability Score Improvement
9


20th
+6
Forced Mode
9



Class Features
As a constructor, you gain the following class features.

Hit Points
Hit Dice: 1d8 per constructor level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 5) + your Constitution modifier per constructor level after 1st

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Tinker's tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Perception and Sleight of Hand.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

Two simple weapons
Leather armor
Tinker's tools
Scholar's pack


Upgrades
At 1st level, you gain one upgrade of your choice. Your upgrades options are detailed at the end of class description. When you gain certain constructor levels, you gain additional upgrades of your choice, as shown in the Upgrades column of the Constructor table. You must work with tinker's tools at least five hours to gain benefits of each new upgrade. Each upgrade have passive mode and active mode. You always gain benefits from passive mode of your upgrades, but you can use active mode of number of upgrades equal your Intelligence modifier or proficiency bonus, whichever is lower (minimum of 1 upgrade). You can activate and deactivate any number of upgrades as an action.

Construct Nature
When you are affected by a spell that affects humanoids, but doesn't affect constructs (e.g. cure wounds or hold person), roll d20. If you roll number equal or less than your construct level, spell has no effect on you.

Self-repair
At 2nd level, you learn how to complement your natural regeneration with intentional actions. When you use your hit dice, you regain additional hit points equal to your Intelligence modifier + your constructor level. Once you use this feature, you can't use it again until you finish a short rest.

Path of Mechanization
At 3rd level you choose Path of Mechanization: Perfect Body or Artificial Mage, both detailed at the end of the class description. Your path choice grants you features at 3rd level and then again at 6th, 10th, 14th and 18th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Acid blood
At 5th level, you gain resistance to acid damage and immunity to poison.

Metal bones
At 9th level, you gain resistance to bludgeoning damage. Also, you can add your Intelligence modifier to all Strength (Athletics) checks.

Mechanical Flesh
At 13th level, you gain resistance to slashing and piercing damage. Also, you can add your Intelligence modifier to all Constitution saving throws.

Clockwork Mind
At 17th level, you gain immunity to psychic damage. Also, your thoughts can't be read or detected.

Forced Mode
At 20th level, you gain an ability to use all benefits from your upgrades at the same time. You can enter a forced mode as a bonus action. For 1 minute, all your upgrades work in active mode. Once you use this feature, you can't use it again until you finish a long rest.

Paths of Mechanization

Perfect Body

Bonus proficiencies
When you choose this Path at 3rd level, you gain proficiency with martial weapons, medium armor and shields.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.

Focused Attack
At 10th level, you gain an ability to concentrate on one enemy to find the way to hit it. You can choose a creature as a bonus action. You can add your Intelligence modifier to all attack rolls against this creature until the start of your next turn. In this time you can't attack another creatures and can't take reactions.

Combat Reflexes
At 18th level, you gain an ability to take an additional reaction. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), but no more than one time between your turns. You regain all expended uses when you finish a long rest.

Artificial Mage



Level
Cantrips known
Spells known
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
3
-
-


9th
2
6
4
3
-
-


10th
3
7
4
3
-
-


11th
3
8
4
4
-
-


12th
3
8
4
4
-
-


13th
3
9
4
4
2
-


14th
3
10
4
4
2
-


15th
3
10
4
4
2
-


16th
3
11
4
4
3
-


17th
3
11
4
4
3
-


18th
3
11
4
4
3
-


19th
3
12
4
4
3
1


20th
3
13
4
4
3
1



Spellcasting
When you reach 3rd level, you gain an ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spelllist.
Cantrips. You learn mending and one another cantrip of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots. The Artificial Mage Spellcasting table shows how many spell slots you have to cast your 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.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-level and Higher. You know three 1st-level wizard spells of your choice from the wizard spelllist.
The Spells Known column of the Artificial Mage 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 c1ass, 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 sorcerer spelllist. 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. 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

Charge Recovery
When you reach 6th level you gain the ability to recharge your magic sources faster. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 3. This number increases to 6 at 14th level. None of the slots regained can be 5th level or higher.

Accumulate magic
Starting at 10th level you can absorb the energy of spells casted by your foes. When you make successful saving throw against spell of 2nd level or higher right after it was cast, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half of the level of initial spell.

Magic resistance
When you reach 18th level, you finally got used to the magic energy flows through your body. You gain advantage on saving throws against spells and other magical effects.

Gadget Specialist

Fast Switch
When you choose this Path at 3rd level, you gain an ability to activate and deactivate your upgrades as a bonus action, rather then action.

Universal Upgrades
At 6th level and again at 14th level, you gain additional upgrade. You can ignore Perfect Body or Artificial Mage prerequisite for these upgrades. These upgrades don't count against the number of your upgrades.

True Fast Switch
At 10th level, when you take any action, you can deactivate one upgrade and activate one.

Use Magic Devise
Starting at 18th level, you ignore all class, race, and level requirements on the use of magic items.

Upgrades

Available Tool
Prerequisite: Gadget Specialist
Passive mode: You gain a proficiency with one kind of tools. You can take this upgrade multiple times, choosing different kinds of tools.
Active mode: You can use your action to transform your hand into tool of chosen kind. Your proficiency bonus is doubled for any ability check you make that uses your transformed tool. You can cancel the transformation at any time, no action is required.

Balance Sensor
Passive mode: You can add your Intelligence modifier to all Dexterity checks rely to balance sense (e.g. to walk on a rope).
Active mode: You can add your Intelligence modifier to all Dexterity saving throws.

Ballistic Module
Passive mode: You gain +1 bonus to all range attack rolls.
Active mode: You gain +2 bonus to damage roll of your range attacks, and your range attacks score a critical hit on a roll of 19 and 20.

Clockwork Heart
Prerequisite: Perfect Body, 15th level
Passive mode: When you determine effects of exhaustion, you half (round down) its level.
Active mode: You can take an additional action once on each of your turns. When you do so, you immediately suffer a level of exhaustion.

Clockwork Memory
Prerequisite: 7th level
Passive mode: You gain proficiency with one skill. Choose it when you make this upgrade.
Active mode: You can perfectly remember all that you seen, heard and felt when you used active mode of this upgrade in last year.

Elemental Absorber
Passive mode: When you make this upgrade, choose damage type: fire, cold, lightning, radiant, necrotic or thunder. When you take damage of chosen type, you can use your reaction to halve it. You can take this upgrade multiple times, choosing different damage types.
Active mode: When you use your reaction to halve damage of chosen type you gain temporary hit points equal to damage taken, but no more than your constructor level.

Embedded Crossbow
Prerequisite: Gadget Specialist
Passive mode: You have a hidden crossbow, embedded in your hand. You can prepare or hide it as a bonus action. It's attacks are equal with ones made with hand crossbow. You can take this upgrade twice, one time for each hand.
Active mode: You can add your Intelligence modifier to all attacks with your embedded crossbow. You can't use this bonus and bonus from ballistic module at the same time. Also, attacks with your embedded crossbow count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Iron Hands
Prerequisite: Perfect Body, 7th level
Passive mode: Your can roll a d6 in place of the normal damage of your unarmed strike.
Active mode: Your can roll a d8 in place of the normal damage of your unarmed strike and you deal double damage to objects with your unarmed strikes.

False Face
Passive mode: You can add your Intelligence modifier to all Charisma (Deception) checks. When you make this upgrade, your face changed and it's impossible to recognize your old facial features.
Active mode: You can add your Intelligence modifier to all Charisma (Intimidation) or to all Charisma (Persuasion) checks. Choose a skill when you make this upgrade. You can change it when you finish a long rest.

Feet Springs
Prerequisite: Gadget Specialist, 7th level
Passive mode: Your speed is increased by 10 feet.
Active mode: Your jump distance is doubled and all opportunity attacks against you roll with disadvantage.

Lesser Magic Generator
Prerequisite: Artificial Mage, 7th level
Passive mode: You gain 1 additional 4rd level spell slot. You regain this spell slot when you finish a long rest.
Active mode: When you make this upgrade, choose one wizard spell no higher than the 4rd level, that doesn't require material components with specific cost. You can cast this spell without needing to provide verbal, somatic or material components.

Lightning Generator
Prerequisite: Artificial Mage
Passive mode: You gain shocking grasp cantrip.
Active mode: You know witch bolt spell and can cast it as a 1st level spell at will.

Mechanical Eyes
Prerequisite: 7th level
Passive mode: You gain darkvision with a radius of 120 feet. If you already have darkvision, its radius is increased by 120 feet.
Active mode: You gain truesight with a radius of 30 feet and you can add your Intelligence modifier to all Wisdom (Perception) checks that rely on sight.

Mechanical Lungs
Prerequisite: Perfect Body
Passive mode: You can breathe air and water.
Active mode: You have no need to breathe.

Metal Skin
Prerequisite: Perfect Body
Passive mode: While you are not wearing any armor, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Active mode: At the start of each of your turns you gain temporary hit points equal to half of your constructor level (rounded up).

Normal Magic Generator
Prerequisite: Artificial Mage, 11th level
Passive mode: You gain 1 additional 6th level spell slot. You regain this spell slot when you finish a long rest.
Active mode: When you make this upgrade, choose one wizard spell no higher than 6th level, that doesn't require material components with specific cost. You can cast this spell without needing to provide verbal, somatic or material components.

Perfect Magic Generator
Prerequisite: Artificial Mage, 15th level
Passive mode: You gain 1 additional 8th level spell slot. You regain this spell slot when you finish a long rest.
Active mode: When you make this upgrade, choose one wizard spell no higher than 8th level, that doesn't require material components with specific cost. You can cast this spell without needing to provide verbal, somatic or material components.

Repair Module
Prerequisite: Artificial Mage
Passive mode: You can cast mending on yourself to regain number of hitpoints equal to your Intelligence modifier + your constructor level. Once you use this feature you can't use it again until you finish a long rest.
Active mode: You can cast mending on yourself and expend one spell slot to regain hitpoints. Number of hitpoints regained is your Intelligence modifier + 1d8 for each spell slot level.

Reserve Organs
Prerequisite: Perfect Body, 7th level
Passive mode: You have advantage on all death saving throws.
Active mode: If you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't do it again until you finish a long rest.

Silver Nerves
Passive mode: You can add your Intelligence modifier to all Wisdom saving throws against being frightened or charmed.
Active mode: You can add your Intelligence modifier to all initiative rolls and you cannot be surprised.

Stealth System
Prerequisite: Gadget Specialist, 7th level
Passive mode: You can add your Intelligence modifier to all Dexterity (Stealth) checks. This bonus doesn't stack with Expertise bonus.
Active mode: You can cast invisibility targeted yourself without expending a spell slot. You must support an active mode of this upgrade to concentrate of this spell. You can't do it again until you finish a short rest.

Kellendros95
2016-04-26, 02:31 PM
Made this on naturalcrit.
I already have an idea of the third archetype (Inspector-Gadget-like), may be I will make it in the future.

Final Hyena
2016-04-26, 02:55 PM
Firstly thank you, you beautiful bastard, I've been looking to make something akin to this and now I have something similar to look at. I also am saddened by the lack of Int based classes, but onto the comments.


Construct Nature
When you are affected by a spell that affects humanoids, but doesn't affect constructs (e.g. cure wounds or hold person), roll d20. If you roll number equal or less than your construct level, spell has no effect on you.
This is weird, because some spells are beneficial some aren't, however as you level the chance of them all affecting you is reduced. This feels like a side grade, if that was the intent than go for it otherwise maybe give the player the ability to choose if affected?


Self-repair
At 2nd level, you learn how to complement your natural regeneration with intentional actions. When you use your hit dice, you regain additional hit points equal to your Intelligence modifier + your constructor level. Once you use this feature, you can't use it again until you finish a short rest.
This scales very strongly, it might need toning down.


Metal Skin
Prerequisite: Perfect Body
Passive mode: While you are not wearing any armor, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
Active mode: At the start of each of your turns you gain temporary hit points equal to half of your constructor level (rounded up).
This allows unlimited out of combat healing, there is a fighter ability that I believe heals Con HP up to half your max.

Kellendros95
2016-04-26, 03:08 PM
Firstly thank you

And thank you for the comment.



This is weird, because some spells are beneficial some aren't, however as you level the chance of them all affecting you is reduced. This feels like a side grade, if that was the intent than go for it otherwise maybe give the player the ability to choose if affected?

>that was the intent
Yes



This scales very strongly, it might need toning down.

Isn't fighter's Second Wind stronger? It heals 1d10+fighter level (pretty much the same), but can be used in fight.



This allows unlimited out of combat healing, there is a fighter ability that I believe heals Con HP up to half your max.

I didn't understand you, this ability doesn't heal, only reduce damage.

Final Hyena
2016-04-26, 03:52 PM
Isn't fighter's Second Wind stronger? It heals 1d10+fighter level (pretty much the same), but can be used in fight.
Never mind, I missed once a short rest. I read too quickly.



I didn't understand you, this ability doesn't heal, only reduce damage.
I missed the word temporary there. It's still comparable to the fighters ability which is acquired at level 18. A slightly higher level requirement might help.

Kellendros95
2016-04-26, 04:32 PM
I missed the word temporary there. It's still comparable to the fighters ability which is acquired at level 18. A slightly higher level requirement might help.
Ok, maybe, I will think about it.

Final Hyena
2016-04-26, 05:13 PM
Other class abilities that give similar temp HP of Level+stat tend to do so on a kill rather than every turn, which is a significant difference. A higher level cap or toning the ability down to just Int mod might even it out.

Kellendros95
2016-04-26, 05:41 PM
Other class abilities that give similar temp HP of Level+stat tend to do so on a kill rather than every turn, which is a significant difference. A higher level cap or toning the ability down to just Int mod might even it out.
I made some little changes. In particular, now this upgrade requires 11th level.

Kellendros95
2016-04-27, 12:33 PM
Update.
Added new subclass - Gadget Specialist.
Added two new upgrades and modified some others.
Plus minor fixes, here and there.
Non-naturalcrit version is really outdate now, I will update it later.