JNAProductions
2019-07-04, 07:51 PM
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: All
Weapons: All
Tools: Mechanic's tools, Engineer's tools, any one other
Saving Throws: Intelligence and 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, Master Artisan
2
2nd
+2
Power Of The Machine Spirit, Master Of Machines
4
3rd
+2
Archetype
6
4th
+2
Ability Score Improvement
8
5th
+3
Mechanisms
11
6th
+3
Archetype Feature
14
7th
+3
Weapon Artist
17
8th
+3
Ability Score Improvement
20
9th
+4
Improved Mechanical Defenses
24
10th
+4
Archetype Feature
28
11th
+4
Advanced Mechanisms
32
12th
+4
Ability Score Improvement
36
13th
+5
Armor Artist
41
14th
+5
Mind Of Metal
46
15th
+5
Cloning
51
16th
+5
Ability Score Improvement
56
17th
+6
Archetype Feature
62
18th
+6
Final Mechanisms
68
19th
+6
Ability Score Improvement
74
20th
+6
Archmagos
80
Mechanical Defense
At level one, your AC may equal 10+your Dexterity modifier+your Intelligence modifier. You may use a shield with this AC.
Cyborg
At level one, you are treated as your original type and as a Construct, whichever is less beneficial to you.
Master Artisan
At level one, you gain a pool of Tech Points. You may imbue any item with a number of Tech Points up to your proficiency bonus as a bonus action. 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.
Any expended Tech Points return after completing a Long Rest.
Power Of The Machine Spirit
At level two, 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 two, you may now be treated as Humanoid or Construct, whichever is more beneficial to you.
Archetype
At level three, select which path you wish to follow, that of the War Priest or the Speaker. You gain features at levels three, six, ten, and seventeen.
Ability Score Improvements
Usual levels, usual deal.
Mechanisms
At level five, you gain access to a single Mechanism-a mechanical augmentation to your form. The initial mechanism is free, but you may swap it out for another for the listed price.
Weapon Artist
At level six, you may now imbue weapons with a bonus to-hit in addition to damage. For every two points invested, the hit bonus of the weapon increases by one. You may not invest more than your proficiency modifier Tech Points into any single aspect of a weapon. This lasts until the Tech Priest takes a long rest.
Improved Mechanical Defenses
At level nine, you may choose to drop to 1 HP as a reaction upon being dealt damage that would drop you to 0 HP but not kill you outright. You may do so once, and regain the ability to do so upon completing a long rest.
Advanced Mechanisms
At level eleven, you gain a single Advanced Mechanism, or two basic Mechanisms. You may have a maximum of three Mechanisms at any given time, with an Advanced Mechanism counting for two.
Armor Artist
At level thirteen, you may now apply your Tech Points to armors. This increases their AC bonus by one for every two points invested in, with a maximum number of points invested equal to your proficiency bonus. This lasts until the Tech Priest takes a long rest.
You may imbue your own mechanical defenses with the same ability.
Mind Of Metal
At level fourteen, you may substitute an Intelligence saving throw for any Wisdom or Charisma saving throw.
Cloning
At level fifteen, you may cast Clone a ritual taking an hour and costing 50 GP, as you create a second mechanical body. You may do so once, and regain the ability to do so upon completing a long rest. 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.
Final Mechanisms
At level eighteen, you gain access to Final Mechanisms, and gain either one of them for free, two Advanced Mechanisms, or four basic Mechanisms. You may have a maximum of seven Mechanisms at any point from now on, with Advanced counting for two and Final counting for four.
Archmagos
At level twenty, 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, one point of reduction per Tech Point spent, and may regain all Tech Points in a five minute ritual. You may regain Tech Points in this manner once, and regain the ability to do so upon completing a long rest.
War Priest
Fighting Style
At level three, you gain a single Fighting Style of your choice. If you choose Defense, you may apply it even while only using your Mechanical Defense.
Extra Attack
At level six, when you take the Attack action on your turn, you may make two attacks instead of one.
Intelligent Offense
At level ten, you may add your Intelligence modifier to damage from weapon attacks.
Skin Of Metal
At level seventeen, you gain resistance to all bludgeoning, piercing, and slashing damage.
Speaker
Canticles
At level three, you learn to speak canticles that bolster your allies as a bonus action. You may use each canticle once per long rest, affecting yourself and all allies within 30' until the start of your next turn. The canticles are:
1-Incantation Of The Iron Soul-Advantage on Wisdom saving throws
2-Litany Of The Electromancer-You and any affected allies immediately deal lightning damage equal to your level to all adjacent foes. Any given enemy can only be affected once by this per canting.
3-Chant Of The Remorseless Fist-Add your proficiency modifier to melee damage rolls.
4-Shroudpsalm-Ranged attacks have disadvantage against affected creatures.
5-Invocation Of Machine Might-Affected creatures may gain advantage on melee attack rolls, but grant advantage to melee attacks from enemies if they gain advantage from this cant.
6-Benediction Of The Omnissiah-Add your proficiency modifier to ranged damage rolls.
Bionic Surge
At level six, you regain HP equal to your proficiency modifier when you choose a canticle.
Improved Canticles
At level ten, your canticles now recharge on a short rest.
Implore The Omnissiah
At level seventeen, you may use your bonus action to randomly roll a canticle to take effect as often as you like.
Any DCs used for Mechanisms use a save DC of 8+your proficiency modifier+your Intelligence modifier.
Basic Mechanisms
Stat Boost
10 GP
Increase any one ability score by two, to a max of sixteen.
Boosters
10 GP
You are under the effects of a Jump spell, and do not need a running start for your maximum jump distance and height.
Autoload Tendrils
10 GP
Your weapons with the loading property can be fired as if they lacked that property. You also gain a +1 to thrown weapon damage and hit rolls.
Spark Engine
20 GP
You may cast any Tech Priest spells you gain as lightning damage instead of their normal damage. You also gain the Shocking Grasp cantrip.
Extra Arms
40 GP
You gain up to two additional arms. These are weak, and cannot hold weapons or shields, but grant you an additional object interaction each round, such as to quaff a potion or open a door.
Bionic Eye
40 GP
You gain advantage on Perception checks relying on sight.
Pneumatic Legs
20 GP
Your land speed increases by 10'.
Basic Casting
50 GP
You gain one first and one second level spell from the Wizard spell list, each castable once per long rest. In addition, you gain two cantrips, castable at-will, from the Wizard list.
Advanced Mechanisms
Balance Gyromechanisms
200 GP
You gain resistance to falling damage and advantage on saves against forced movement and being knocked prone. You may use the higher damage die from versatile weapons while wielded in one hand.
Enhanced Alertness
100 GP
You gain the benefits of the Alert feat.
Wings
150 GP
You gain a fly speed equal to your land speed.
Improved Stat Boost
50 GP
Increase any one ability score by two, to a max of nineteen.
Improved Extra Arms
100 GP
You gain up to two additional arms, capable of wielding weapons and shields. You cannot benefit from more than one shield at a time, but can, for instance, use a shield and a two-handed weapon.
Advanced Casting
150 GP
You gain one first, second, third, and fourth level spells from the Wizard or Cleric spell list, each castable once per long rest. You also gain two cantrips from the same lists, castable at-will.
Final Mechanisms
Final Stat Boost
300 GP
Improve any one ability score by two, to a max of twenty-two.
Ablative Armor
300 GP
You gain THP equal to your proficiency modifier at the start of your turn.
Final Casting
450 GP
You gain one first, second, third, fourth, fifth, and sixth level spells from the Wizard, Cleric, or Warlock spell list, each castable once per long rest. You also gain two cantrips from the same lists, castable at-will.
Multicore Overclock
500 GP
Once per short rest, you may cast Haste on yourself as a bonus action. Starting at the end of the second round Haste is active, you take 1 fire damage each round, cumulatively. (So, 1 damage on round 2, then 2 on round 3, then 3 on round 4, etc.) You cannot heal from this damage until Haste ends.
Hit Dice: 1d8
Hit Points at 1st Level: 8+Constitution Modifier
Hit Points at Higher Levels: 1d8 (5)+Constitution Modifier
PROFICIENCIES
Armor: All
Weapons: All
Tools: Mechanic's tools, Engineer's tools, any one other
Saving Throws: Intelligence and 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, Master Artisan
2
2nd
+2
Power Of The Machine Spirit, Master Of Machines
4
3rd
+2
Archetype
6
4th
+2
Ability Score Improvement
8
5th
+3
Mechanisms
11
6th
+3
Archetype Feature
14
7th
+3
Weapon Artist
17
8th
+3
Ability Score Improvement
20
9th
+4
Improved Mechanical Defenses
24
10th
+4
Archetype Feature
28
11th
+4
Advanced Mechanisms
32
12th
+4
Ability Score Improvement
36
13th
+5
Armor Artist
41
14th
+5
Mind Of Metal
46
15th
+5
Cloning
51
16th
+5
Ability Score Improvement
56
17th
+6
Archetype Feature
62
18th
+6
Final Mechanisms
68
19th
+6
Ability Score Improvement
74
20th
+6
Archmagos
80
Mechanical Defense
At level one, your AC may equal 10+your Dexterity modifier+your Intelligence modifier. You may use a shield with this AC.
Cyborg
At level one, you are treated as your original type and as a Construct, whichever is less beneficial to you.
Master Artisan
At level one, you gain a pool of Tech Points. You may imbue any item with a number of Tech Points up to your proficiency bonus as a bonus action. 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.
Any expended Tech Points return after completing a Long Rest.
Power Of The Machine Spirit
At level two, 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 two, you may now be treated as Humanoid or Construct, whichever is more beneficial to you.
Archetype
At level three, select which path you wish to follow, that of the War Priest or the Speaker. You gain features at levels three, six, ten, and seventeen.
Ability Score Improvements
Usual levels, usual deal.
Mechanisms
At level five, you gain access to a single Mechanism-a mechanical augmentation to your form. The initial mechanism is free, but you may swap it out for another for the listed price.
Weapon Artist
At level six, you may now imbue weapons with a bonus to-hit in addition to damage. For every two points invested, the hit bonus of the weapon increases by one. You may not invest more than your proficiency modifier Tech Points into any single aspect of a weapon. This lasts until the Tech Priest takes a long rest.
Improved Mechanical Defenses
At level nine, you may choose to drop to 1 HP as a reaction upon being dealt damage that would drop you to 0 HP but not kill you outright. You may do so once, and regain the ability to do so upon completing a long rest.
Advanced Mechanisms
At level eleven, you gain a single Advanced Mechanism, or two basic Mechanisms. You may have a maximum of three Mechanisms at any given time, with an Advanced Mechanism counting for two.
Armor Artist
At level thirteen, you may now apply your Tech Points to armors. This increases their AC bonus by one for every two points invested in, with a maximum number of points invested equal to your proficiency bonus. This lasts until the Tech Priest takes a long rest.
You may imbue your own mechanical defenses with the same ability.
Mind Of Metal
At level fourteen, you may substitute an Intelligence saving throw for any Wisdom or Charisma saving throw.
Cloning
At level fifteen, you may cast Clone a ritual taking an hour and costing 50 GP, as you create a second mechanical body. You may do so once, and regain the ability to do so upon completing a long rest. 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.
Final Mechanisms
At level eighteen, you gain access to Final Mechanisms, and gain either one of them for free, two Advanced Mechanisms, or four basic Mechanisms. You may have a maximum of seven Mechanisms at any point from now on, with Advanced counting for two and Final counting for four.
Archmagos
At level twenty, 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, one point of reduction per Tech Point spent, and may regain all Tech Points in a five minute ritual. You may regain Tech Points in this manner once, and regain the ability to do so upon completing a long rest.
War Priest
Fighting Style
At level three, you gain a single Fighting Style of your choice. If you choose Defense, you may apply it even while only using your Mechanical Defense.
Extra Attack
At level six, when you take the Attack action on your turn, you may make two attacks instead of one.
Intelligent Offense
At level ten, you may add your Intelligence modifier to damage from weapon attacks.
Skin Of Metal
At level seventeen, you gain resistance to all bludgeoning, piercing, and slashing damage.
Speaker
Canticles
At level three, you learn to speak canticles that bolster your allies as a bonus action. You may use each canticle once per long rest, affecting yourself and all allies within 30' until the start of your next turn. The canticles are:
1-Incantation Of The Iron Soul-Advantage on Wisdom saving throws
2-Litany Of The Electromancer-You and any affected allies immediately deal lightning damage equal to your level to all adjacent foes. Any given enemy can only be affected once by this per canting.
3-Chant Of The Remorseless Fist-Add your proficiency modifier to melee damage rolls.
4-Shroudpsalm-Ranged attacks have disadvantage against affected creatures.
5-Invocation Of Machine Might-Affected creatures may gain advantage on melee attack rolls, but grant advantage to melee attacks from enemies if they gain advantage from this cant.
6-Benediction Of The Omnissiah-Add your proficiency modifier to ranged damage rolls.
Bionic Surge
At level six, you regain HP equal to your proficiency modifier when you choose a canticle.
Improved Canticles
At level ten, your canticles now recharge on a short rest.
Implore The Omnissiah
At level seventeen, you may use your bonus action to randomly roll a canticle to take effect as often as you like.
Any DCs used for Mechanisms use a save DC of 8+your proficiency modifier+your Intelligence modifier.
Basic Mechanisms
Stat Boost
10 GP
Increase any one ability score by two, to a max of sixteen.
Boosters
10 GP
You are under the effects of a Jump spell, and do not need a running start for your maximum jump distance and height.
Autoload Tendrils
10 GP
Your weapons with the loading property can be fired as if they lacked that property. You also gain a +1 to thrown weapon damage and hit rolls.
Spark Engine
20 GP
You may cast any Tech Priest spells you gain as lightning damage instead of their normal damage. You also gain the Shocking Grasp cantrip.
Extra Arms
40 GP
You gain up to two additional arms. These are weak, and cannot hold weapons or shields, but grant you an additional object interaction each round, such as to quaff a potion or open a door.
Bionic Eye
40 GP
You gain advantage on Perception checks relying on sight.
Pneumatic Legs
20 GP
Your land speed increases by 10'.
Basic Casting
50 GP
You gain one first and one second level spell from the Wizard spell list, each castable once per long rest. In addition, you gain two cantrips, castable at-will, from the Wizard list.
Advanced Mechanisms
Balance Gyromechanisms
200 GP
You gain resistance to falling damage and advantage on saves against forced movement and being knocked prone. You may use the higher damage die from versatile weapons while wielded in one hand.
Enhanced Alertness
100 GP
You gain the benefits of the Alert feat.
Wings
150 GP
You gain a fly speed equal to your land speed.
Improved Stat Boost
50 GP
Increase any one ability score by two, to a max of nineteen.
Improved Extra Arms
100 GP
You gain up to two additional arms, capable of wielding weapons and shields. You cannot benefit from more than one shield at a time, but can, for instance, use a shield and a two-handed weapon.
Advanced Casting
150 GP
You gain one first, second, third, and fourth level spells from the Wizard or Cleric spell list, each castable once per long rest. You also gain two cantrips from the same lists, castable at-will.
Final Mechanisms
Final Stat Boost
300 GP
Improve any one ability score by two, to a max of twenty-two.
Ablative Armor
300 GP
You gain THP equal to your proficiency modifier at the start of your turn.
Final Casting
450 GP
You gain one first, second, third, fourth, fifth, and sixth level spells from the Wizard, Cleric, or Warlock spell list, each castable once per long rest. You also gain two cantrips from the same lists, castable at-will.
Multicore Overclock
500 GP
Once per short rest, you may cast Haste on yourself as a bonus action. Starting at the end of the second round Haste is active, you take 1 fire damage each round, cumulatively. (So, 1 damage on round 2, then 2 on round 3, then 3 on round 4, etc.) You cannot heal from this damage until Haste ends.