JNAProductions
2017-04-02, 10:32 AM
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8+Constitution Modifier
PROFICIENCIES
Armor: All
Weapons: All
Tools: Mechanic's tools, Engineer's tools, any one other
Saving Throws: Intelligence, Constitution
Skills: Choose three from any skill based on mental stats
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons (with 20 pieces of ammo, if ranged)
-a) Leather armor, b) scale mail, or c) chain mail
-a) A diplomat's pack or b) a scholar's pack
Tech Priest
Level
Proficiency Bonus
Features
Tech Points
1st
+2
Mechanical Defense, Cyborg, Tech Points, Master Artisan
2
2nd
+2
Power Of The Machine Spirit, Mastery Of Machines
4
3rd
+2
Archetype
6
4th
+2
Ability Score Improvement
8
5th
+3
Constructed Companion
11
6th
+3
Archetype Feature
14
7th
+3
Master Of Weapons
17
8th
+3
Ability Score Improvement
20
9th
+4
Mechanical Defense Improvement
24
10th
+4
Archetype Feature
28
11th
+4
Constructed Companion Improvement
32
12th
+4
Ability Score Improvement
36
13th
+5
Master Of Armors
41
14th
+5
Mind Of Metal
46
15th
+5
Cloning
51
16th
+5
Ability Score Improvement
56
17th
+6
Archetype Feature
62
18th
+6
Mechanical Defense Mastery
68
19th
+6
Ability Score Improvement
74
20th
+6
Archmagos
80
Mechanical Defense-At level 1, your AC can be equal to 10+your Dexterity modifier+your Intelligence modifier.
Cyborg-At level 1, you become a Cyborg. You are treated as a humanoid or a construct, whichever is less beneficial to you.
Tech Points-At level 1, you gain a pool of Tech Points, equal to the number shown on the table. Their basic use is that you can trade one tech point to heal yourself for one point of damage as a bonus action, up to how many Tech Points you have remaining. Tech Points return after a long rest.
Master Artisan-At level 1, you gain an additional use for Tech Points. You may imbue any item with a number of Tech Points up to your proficiency bonus. For each point invested in this way to a weapon, its damage increases by one (up to the wielder's proficiency bonus), and for a tool, it increases any check made with the tool by one (again, up to the user's proficiency bonus). This lasts until the Tech Priest takes a long rest.
Power Of The Machine Spirit-At level 2, you learn to harness the Machine Spirit present in all constructs. In practice, this allows you to communicate telepathically to any construct within 60'. In addition, in a process taking eight hours and five GP, you may create a device and put it in an ally that allows you to communicate with them in the same manner. Anyone you are communicating with can respond in kind. Finally, you may use your Tech Points to heal others you can communicate telepathically with. This costs an action, and heals for one HP for every two Tech Points spent.
Master Of Machines-At level 2, you are now treated as a construct or humanoid, whichever is more beneficial to you.
Archetype-At level 3, choose whether you wish to be a War Priest or a Speaker Of The Canticles.
Ability Score Improvement-At the usual levels.
Constructed Companion-At level 5, you gain a mechanical creature of a CR equal to your level divided by five or less, who will serve you loyally. This may be any creature, subject to DM approval (so no mechanical Pixies unless you have a really cheese tolerant DM), which then gains the construct type. This creature has its usual number of hit points or five times your level HP.
Master Of Weapons-At level 6, you may now add your Intelligence modifier to damage dealt with weapons.
Mechanical Defense Improvement-At level 9, your AC improves by 1 when using Mechanical Defense.
Constructed Companion Improvement-At level 11, you may take a second companion, with the same CR restrictions.
Master Of Armors-At level 13, you may now apply your Master Artisan ability to armors. This increases their AC bonus by one for every two points invested in, to a max of half the wearer's proficiency bonus. This lasts until the Tech Priest takes a long rest.
Mind Of Metal-At level 14, you may substitute an Intelligence saving throw for any Wisdom or Charisma saving throw.
Cloning-At level 15, you may cast Clone once per long rest in a ritual taking an hour and costing 50 GP, as you create a second mechanical body. You may have as many as you wish. You may cast this on your companions, but if they die and inhabit the clone, they gain the Cyborg type.
Unarmored Defense Mastery-At level 17, your bonus to AC increases to two.
Archmagos-At level 20, you become a Tech Priest supreme, an Archmagos. You may spend Tech Points whenever you take damage to reduce the damage by up to your proficiency bonus, and may, once per long rest, regain all Tech Points in a five minute ritual.
War Priest
Fighting Style-At level 3, you gain a single Fighting Style of your choice.
Extra Attack-At level 6... Extra Attack. You know how it works.
Intelligent Offense-At level 10, you may add your Intelligence modifier to damage rolls made with weapon attacks.
Skin Of Metal-At level 17, you gain resistance to all bludgeoning, piercing, and slashing damage.
Speaker Of The Canticles
Spellcasting-As Eldritch Knight or Arcane Trickster, Int is your spellcasting stat, and you draw from the Wizard spell list.
Three
Six
Ten
Seventeen
Okay, I know I need to make Speaker Of The Canticles. I also need more uses for Tech Points.
Any ideas?
Hit Dice: d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8+Constitution Modifier
PROFICIENCIES
Armor: All
Weapons: All
Tools: Mechanic's tools, Engineer's tools, any one other
Saving Throws: Intelligence, Constitution
Skills: Choose three from any skill based on mental stats
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
-Any two weapons (with 20 pieces of ammo, if ranged)
-a) Leather armor, b) scale mail, or c) chain mail
-a) A diplomat's pack or b) a scholar's pack
Tech Priest
Level
Proficiency Bonus
Features
Tech Points
1st
+2
Mechanical Defense, Cyborg, Tech Points, Master Artisan
2
2nd
+2
Power Of The Machine Spirit, Mastery Of Machines
4
3rd
+2
Archetype
6
4th
+2
Ability Score Improvement
8
5th
+3
Constructed Companion
11
6th
+3
Archetype Feature
14
7th
+3
Master Of Weapons
17
8th
+3
Ability Score Improvement
20
9th
+4
Mechanical Defense Improvement
24
10th
+4
Archetype Feature
28
11th
+4
Constructed Companion Improvement
32
12th
+4
Ability Score Improvement
36
13th
+5
Master Of Armors
41
14th
+5
Mind Of Metal
46
15th
+5
Cloning
51
16th
+5
Ability Score Improvement
56
17th
+6
Archetype Feature
62
18th
+6
Mechanical Defense Mastery
68
19th
+6
Ability Score Improvement
74
20th
+6
Archmagos
80
Mechanical Defense-At level 1, your AC can be equal to 10+your Dexterity modifier+your Intelligence modifier.
Cyborg-At level 1, you become a Cyborg. You are treated as a humanoid or a construct, whichever is less beneficial to you.
Tech Points-At level 1, you gain a pool of Tech Points, equal to the number shown on the table. Their basic use is that you can trade one tech point to heal yourself for one point of damage as a bonus action, up to how many Tech Points you have remaining. Tech Points return after a long rest.
Master Artisan-At level 1, you gain an additional use for Tech Points. You may imbue any item with a number of Tech Points up to your proficiency bonus. For each point invested in this way to a weapon, its damage increases by one (up to the wielder's proficiency bonus), and for a tool, it increases any check made with the tool by one (again, up to the user's proficiency bonus). This lasts until the Tech Priest takes a long rest.
Power Of The Machine Spirit-At level 2, you learn to harness the Machine Spirit present in all constructs. In practice, this allows you to communicate telepathically to any construct within 60'. In addition, in a process taking eight hours and five GP, you may create a device and put it in an ally that allows you to communicate with them in the same manner. Anyone you are communicating with can respond in kind. Finally, you may use your Tech Points to heal others you can communicate telepathically with. This costs an action, and heals for one HP for every two Tech Points spent.
Master Of Machines-At level 2, you are now treated as a construct or humanoid, whichever is more beneficial to you.
Archetype-At level 3, choose whether you wish to be a War Priest or a Speaker Of The Canticles.
Ability Score Improvement-At the usual levels.
Constructed Companion-At level 5, you gain a mechanical creature of a CR equal to your level divided by five or less, who will serve you loyally. This may be any creature, subject to DM approval (so no mechanical Pixies unless you have a really cheese tolerant DM), which then gains the construct type. This creature has its usual number of hit points or five times your level HP.
Master Of Weapons-At level 6, you may now add your Intelligence modifier to damage dealt with weapons.
Mechanical Defense Improvement-At level 9, your AC improves by 1 when using Mechanical Defense.
Constructed Companion Improvement-At level 11, you may take a second companion, with the same CR restrictions.
Master Of Armors-At level 13, you may now apply your Master Artisan ability to armors. This increases their AC bonus by one for every two points invested in, to a max of half the wearer's proficiency bonus. This lasts until the Tech Priest takes a long rest.
Mind Of Metal-At level 14, you may substitute an Intelligence saving throw for any Wisdom or Charisma saving throw.
Cloning-At level 15, you may cast Clone once per long rest in a ritual taking an hour and costing 50 GP, as you create a second mechanical body. You may have as many as you wish. You may cast this on your companions, but if they die and inhabit the clone, they gain the Cyborg type.
Unarmored Defense Mastery-At level 17, your bonus to AC increases to two.
Archmagos-At level 20, you become a Tech Priest supreme, an Archmagos. You may spend Tech Points whenever you take damage to reduce the damage by up to your proficiency bonus, and may, once per long rest, regain all Tech Points in a five minute ritual.
War Priest
Fighting Style-At level 3, you gain a single Fighting Style of your choice.
Extra Attack-At level 6... Extra Attack. You know how it works.
Intelligent Offense-At level 10, you may add your Intelligence modifier to damage rolls made with weapon attacks.
Skin Of Metal-At level 17, you gain resistance to all bludgeoning, piercing, and slashing damage.
Speaker Of The Canticles
Spellcasting-As Eldritch Knight or Arcane Trickster, Int is your spellcasting stat, and you draw from the Wizard spell list.
Three
Six
Ten
Seventeen
Okay, I know I need to make Speaker Of The Canticles. I also need more uses for Tech Points.
Any ideas?