TEXT:  
   
   
   
   
  Magitech Update 2 
   
  Middle Finger of Vecna 
    
   
   
   
  Table of Contents 
  1 
  The Nature of Magitech 
  4 
  Class Options 
  10 
  Backgrounds 
  13 
  Trinkets 
  14 
  Magic Items 
  16 
  Monsters 
  20 
  Appendix A:  
       Magitech Upgrades 
   
   
   
   
  
   
  Chapter 1: The Nature of Magitech 
  Magitech is the harnessing of magic within technology. 
       Since the dawn of history, magi have struggled to 
  fathom the rules that govern the Weave. All magic comes 
  from delicate interactions with the Weave. Through equal 
  part experimentation and theory, it is now understood that 
  the Weave follows its own physical principles, albeit 
  complex ones, no different from those of the natural world. 
  An approximation of this understanding has been 
  demonstrated throughout history by the creation of magic 
  items; the rules of magic can be channeled by physical 
  means. 
       Technology that has grown in tandem with the mastery 
  of magic seeks not to compete with magic, but to harness it. 
  Magitech is a catch-all term for technology designed to 
  exploit the natural laws that the Weave obeys, in much the 
  same way that wizards do to craft spells. The simplest and 
  most benign forms of magitech are ever-glowing lanterns 
  which adorn public city streets, though more complex 
  forms, such as wands and powerful magic items, also exist. 
  Constructs 
  The most prevalent technology in worlds of magitech is the 
  construct. In general, constructs are autonomous 
  technologies which can perform tasks. Physically, 
  constructs can resemble any form which allows them to 
  efficiently accomplish the task for which they are created, 
  but a common form is that of a bipedal humanoid, as this 
  tends to be non-threatening and approachable, while also 
  being incredibly versatile. The intelligence imbued to 
  constructs varies greatly, from those programmed with a 
  simple set of instructions by their creators, to those which 
  have been imbued partial or complete sentience by very 
  powerful magic, in order to accomplish suitably nuanced 
  tasks. Several different and unique tiers of magitech 
  constructs exist.  
  "Dumb" Constructs 
  Constructs of the lowest tier are simply created for a 
  limited purpose. These are abundant in societies which 
  have embraced the manufacture of constructs, as they fulfill 
  necessary, but extremely simple tasks. Garbage-collection, 
  rope-making, textile creation, and sometimes even 
  harvesting crops fall under the dumb constructs domain. 
       These constructs are only in rare cases able to respond 
  in a meaningful way when their orders meet the limits of 
  their programming. They are, however, cheap, plentiful, 
  and simple to build. 
  "Smart" Constructs 
  A significantly higher tier of constructs often exist in 
  society. Intelligent constructs are sufficiently intelligent 
  that they might convince an untrained individual of their 
  intelligence. Able to competently converse and perform 
  tasks which require some simple problem solving, smart 
  constructs are often tasked with more delicate matters, such 
  as being a butler in a noble house or directing newcomers 
  in a city. Such intelligence is little more than a ruse, 
  however; smart constructs have little sense of self, and their 
  semblance of intelligence may fail when asked to think 
  critically about a problem.  
  Golems 
  Golems are among the oldest and most complex of 
  constructs. With only a tiny spark of life from the 
  Elemental Plane of Earth driving them, golems possess 
  only the impetus to move and obey their master. While 
  unable to act or think for itself, golems can execute their 
  commands perfectly and can't be reasoned or tricked with 
  words. 
  Living Constructs 
  A rare breed of constructs are sometimes created in times 
  of dire need. In the world of Eberron, the looming threat of 
  the Last War prompted the creation of the Warforged, a 
  race of sentient, living constructs who have free will, and 
  may functionally live forever. The immense eldritch 
  machines which created the Warforged, the Creation 
  Forges, are immeasurably complex, and are perhaps 
  beyond the understanding of any one being. Warforged are 
  able to think and reason just as a living being would, and 
  even possess emotions. 
       Living constructs pose a vital question to the residents 
  of Eberron: what is life? Do the Creation Forges really take 
  mundane materials like stone and metal and imbue them 
  with life, or are the Warforged merely a perfect facsimile of 
  living beings? Furthermore, do the Warforged possess 
  souls? What is to occur to them upon their deaths? Such 
  questions should be handled carefully by a Dungeon Master 
  who intends to include the Warforged, or a similar race of 
  living constructs, within their world. 
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  Innovations 
  Not all magitech walks or talks. Arguably, the most 
  important innovations in a magitech world are 
  infrastructural; large-scale developments that change the 
  very society that builds them. Immense devices like the 
  Creation Forges change their worlds forever, and a single, 
  massive World Engine can bring even the mightiest city to 
  its knees. These creations influence the way people think 
  about the world, changing the way businesses operate and 
  the politics underlying kingdoms. 
  Airships 
   Airships are not common in all magitech worlds, but they 
  are a common eventuality. Without exception, airships are 
  a new and largely untested technology, powered by 
  hazardous magic. Airships in Ebberon, for example, still 
  look much like oceangoing vessels, but are replete with 
  control fins and rudders rather than sails. They are powered 
  by a captured fire elemental, which flies in a ring around 
  the ship with extreme speed, propelling the vessel forward. 
  Other types of airships might fly with wings and conjured 
  wind from the Elemental Plane of Air, or they may fly with 
  a powerful and temperamental form of antigravity magic, 
  like an expanded form of the spell levitate. 
       The presence of airships changes the very texture of a 
  fantasy world. With this single addition, geographic 
  obstacles no longer impede the travel of adventurers, long 
  travels through hazardous territory will be unnecessary to 
  reach their goals, and encounters with monsters while 
  traveling will all but disappear. However, it opens an entire 
  vista of three-dimensional airborne combat, and will allow 
  adventurers to focus on the goal, rather than the journey. A 
  Dungeon Master should carefully consider the positive and 
  negative consequences before including Airships in their 
  campaign. 
   
   
   
   
   
   
   
   
   
   
  Lightning Rails 
  An invention of as much importance as the airship, the 
  lighting rail is a powerful and efficient magitech train 
  native to Eberron, though other magitech settings may have 
  their own variants. It is constructed around the basis of 
  conductor stones, rather than metal rails, and is powered by 
  a contained Elemental.  
       Shipping tons of freight each day, the lightning rail 
  builds the cities it connects into massive trade hubs, grand 
  intersections for culture and goods. Those who own the rail 
  lines are class of powerful moguls, and have immense 
  political power. For this reason, combined with the 
  affluence once can demonstrate with magitech, these 
  masters of capital stand shoulder-to-shoulder with the noble 
  elite. 
       In inclusion of lightning rails presents much the same 
  influence as airships on a magitech campaign. It would be 
  wise to carefully weigh the benefits and risks of allowing 
  characters to rapidly transit between major trade cities, 
  before including them in your campaign. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mechanus 
  The plane of ultimate law, Mechanus, has existed as long as 
  the multiverse. Its denizens are the geometrical modrons, 
  who possess a massive hierarchy headed by the perfect 
  embodiment of law, Primus. All commands for all modrons 
  filter down from Primus, and so doing, all modrons work 
  toward perfecting the order of the universe. 
       This divine plane of Law is the center for all beliefs 
  concerning constructs and their place in the Great Wheel. It 
  follows that constructs are directly connected with Divine 
  Law, as constructs by their nature are driven by physical 
  principles and binary programming. The juncture between 
  Arcane magitech constructs and the infinite powers of the 
  Divine often center around the interplay between Mechanus 
  and the Prime Material plane, and the perceptions people 
  have of it. Many people, including those that erected the 
  first constructs and imbued them with motion, think little of 
  what the gods have to do with magitech, yet others hold 
  that whatever divine significance magitech has, it must 
  filter down from Mechanus. 
  Gearpriests 
  The Grearpriests are an order of clerics who devote 
  themselves to the idea of Divine Law, and use constructs in 
  order to pursue that ideal. They interpret this type of ideal 
  divine law as the Universal Gears, a series of machinations 
  handed down from Mechanus itself, which they take it 
  upon themselves to enact. As any Gearpriest will divulge, 
  the Universal Gears are beyond any mere mortal’s 
  comprehension, and therefore the actions of the faith may 
  seem mysterious or perhaps even random, but it is 
  doubtless to the true believer that the divine contract is 
  being carried out. 
       Dungeon Masters may find it beneficial to incorporate 
  the Gearpriests and their relation to Mechanus in order to 
  explore the intersection between Magitech and the Divine. 
  The ultimate goal of the Gearpriests, and the powerful Tech 
  Knights which act as their pawns, is left entirely in the 
  hands of the Dungeon Master, and might underpin some of 
  the greatest mysteries in your campaign. 
   
   
   
   
   
   
   
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  Chapter 2: Class Options
  Primal Paths 
  Rage burns in every barbarian’s heart, a furnace that drives 
  him or her toward greatness. Different barbarians attribute 
  their rage to different sources, however. For some, it is an 
  internal reservoir where pain, grief, and anger are forged 
  into a fury hard as steel. Others see it as a spiritual blessing, 
  a gift of a totem animal. 
  Path of the Dreadnought 
  The unstoppable soldiers of wartorn battlegrounds, it is the 
  duty of the dreadnought to break enemy lines and raze 
  entire cities. Each dreadnought wears a magitech helmet, a 
  Berserker Helm, which, once donned, he never removes. 
  Each is specially engineered for him, enchanted to make 
  him fearless and to grant complete control over his terrible 
  rage. The helmet is the locus of his emotion, or lack 
  thereof. 
       To a Dreadnought, reality is simple: there are friends 
  and enemies, good and evil, law and chaos. The rule above 
  all: never remove your helm. 
  Berserker Helm 
  Beginning when you select this path at 3rd level, you are 
  fitted with a helmet which regulates your emotion and 
  focuses your anger. Assisted by your helmet, you can 
  summon up rage at will, and end it just as swiftly. You are 
  unable to rage if your helmet is removed. Instead of raging 
  normally, you can rage for a number of rounds equal to 
  your Constitution modifier + your proficiency bonus. These 
  rounds need not be consecutive. You can begin and end 
  your rage as a bonus action. Your rage only ends early only 
  if you fall unconscious or if you choose to end it. After 
  raging for this number of rounds, you must complete a 
  short or long rest before raging again. 
       At 20th level, you can rage for any number of rounds. 
  Fearless 
  At 6th level, you are immune to being charmed or 
  frightened. 
  Unstoppable Charge 
  Beginning at 10th level, when you use your action to Dash, 
  you can use a bonus action to make one melee weapon 
  attack or to shove a creature. 
       If you move at least 10 feet in a straight line 
  immediately before taking this bonus action, you have 
  advantage on this attack roll. 
  Focused Rage 
  At 14th level, you can focus your rage into an unstoppable 
  fury against 1 target. When you enter a rage, you can select 
  1 creature that you can see within 60 feet against whom 
  your attacks deal twice the normal amount of rage damage. 
  Divine Domains 
  In a pantheon, every deity has influence over different 
  aspects of mortal life and civilization, called a deity’s 
  domain. All the domains over which a deity has influence 
  are called the deity’s portfolio. For example, the portfolio 
  of the Greek god Apollo includes the domains of 
  Knowledge, Life, and Light. As a cleric, you choose one 
  aspect of your deity’s portfolio to emphasize, and you are 
  granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. 
  Apollo, for example, could be worshiped in one region as 
  Phoebus (“radiant”) Apollo, emphasizing his influence over 
  the Light domain, and in a different place as Apollo 
  Acesius (“healing”), emphasizing his association with the 
  Life domain. Alternatively, your choice of domain could 
  simply be a matter of personal preference, the aspect of the 
  deity that appeals to you most. 
       Each domain’s description gives examples of deities 
  who have influence over that domain. Gods are included 
  from the worlds of the Forgotten Realms, Greyhawk, 
  Dragonlance, and Eberron campaign settings, as well as 
  from the Celtic, Greek, Norse, and Egyptian pantheons of 
  antiquity. 
  Gear Domain 
  Clerics who venerate the gods of machines - such as 
  Primus, the One and Prime - are rare and secretive, 
  promoting a divine idea of Order called the Gears of the 
  Universe. It's not clear which events align with the Gears 
  and which run counter to them, but Gearpriests employ 
  constructs and magitech alike to see the Gears realized, 
  employing the efforts of Tech Knights whenever possible 
  to that end. 
   
   
   
   
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  Cleric Level 
  Spells 
  1st 
  guiding bolt, thunderwave 
  3rd 
  heat metal, invisibility 
  5th 
  protection from energy, lightning bolt 
  7th 
  dimension door, fabricate 
  9th 
  animate objects, creation 
  Turn Machines 
  Beginning when you choose this domain at 1st level, your 
  Turn Undead Channel Divinity and Destroy Undead 
  features can target constructs in addition to undead. 
  Repair 
  At 1st level, any spell you cast that restores hit points 
  affects constructs as it would living creatures. 
  Channel Divinity: Armor Lock 
  Beginning at 2nd level, as an action on your turn you can 
  expend your Channel Divinity to magnetically lock a 
  construct, suit of metal armor, or machine of any type 
  within 30 feet of yourself for 1 minute. If this target 
  provides no resistance, such as an unoccupied cart, the 
  object ceases all function and any moving components 
  become immobile. If this target would provide resistance, 
  such as an animate construct or an occupied suit of armor, 
  the target must make a Strength saving throw, if possible, 
  or be rendered immobile: incapacitated and unable to 
  move. If applicable, the target may repeat this saving throw 
  at the end of each of its turns to end this effect early. 
  Inhibit Construct 
  By 6th level, when a construct attacks you, it must make an 
  Intelligence saving throw. On a failed save, it's attack 
  misses. A creature that succeeds this save is immune to this 
  effect for 24 hours. 
  Compel Construct 
  At 6th level, you gain the ability to influence constructs. 
  You can cast the spell command at will, targeting only 
  creatures with the construct type. A creature that succeeds a 
  save against this spell is immune to this effect for 24 hours. 
  Divine Strike 
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns 
  when you hit a creature with a weapon attack, you can 
  cause the attack to deal an extra 1d8 lightning damage to 
  the target. When you reach 14th level, the extra damage 
  increases to 2d8. 
   
  Antitech Field 
  At 17th level, you can produce a field which disables 
  technology. As an action, all technology driven by magic, 
  including magitech armor and upgrades, within 10 feet of 
  you fails. Constructs must make a Wisdom saving throw or 
  be considered paralyzed for 1 minute. This field lasts for 1 
  minute while you concentrate on the effect. After using this 
  ability, you cannot do so again until you complete a long 
  rest. 
  Awaken Construct 
  At 17th level, in a ritual requiring 1 hour of focus, you can 
  awaken a humanoid-shaped construct to humanlike 
  sentience. This ability does not work on constructs that are 
  constructs only temporarily (such as objects affected by an 
  animate objects spell). 
            The target construct's Intelligence, Wisdom, and 
  Charisma scores become 10, if they are lower. The 
  construct gains a true neutral alignment and this alignment 
  may change by the circumstances the awakened construct 
  finds in life. The awakened construct acts independently 
  and may choose not to align with you if it so desires. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gear Domain Spells 
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  Sacred Oaths 
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath, taken when he or she 
  reaches 3rd level, is the culmination of all the paladin’s 
  training. Some characters with this class don’t consider 
  themselves true paladins until they have reached 3rd level 
  and made this oath. For others, the actual swearing of the 
  oath is a formality, an official stamp on what has always 
  been true in the paladin’s heart. 
  Oath of Three Laws 
  The Oath of the Three Laws is the only sacred oath taken 
  posthumously. Paladins gravely injured are taken to the 
  temple of the Gearpriests and offered the Choice: refuse the 
  Oath and perish, or take it and become a Tech Knight. 
  Those that accept have their minds transferred into a 
  modified suit of magitech armor, filled with ticking 
  clockwork, and live out the generations in command of a 
  body of steel that is not their own. 
  Laws of Robotics 
  Because you control the form of a machine, you need to 
  obey some of the machine's laws. Failing to do so will not 
  cause you to fall from paladinhood, but will instead 
  deactivate you temporarily. If you break one of the Laws of 
  Robotics, you can neither move nor take actions for 1d4 
  rounds. 
       First Law. You may not harm an innocent sentient 
  creature. You may not, through inaction, allow a sentient 
  creature to come to harm. 
       Second Law. You must obey the orders given by the 
  Gearpriests, except where such orders would conflict with 
  the First Law. 
       Third Law. You must protect your own existence as 
  long as such protection does not conflict with the First or 
  Second Laws. 
   
   
   
   
   
   
   
   
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  false life, thunderwave 
  5th 
  heat metal, spider climb 
  9th 
  protection from energy, lightning bolt 
  13th 
  dimension door, stoneskin 
  17th 
  animate objects, wall of force 
  Construct 
  Tech Knights are not born; they are created. If you suffer 
  no catastrophe and are not offered the Choice, at 3rd level 
  you must consult the Gearpriests to give up your organic 
  body for a mechanical one in order to take this oath. You 
  forfeit all benefits from your race except for known 
  languages and ability score increases. 
       You are a construct, and do not need to eat, sleep, drink, 
  or breathe. You do, however, still require the duration of a 
  long rest each day to re-calibrate and perform minor 
  repairs. Additionally, you are immune to necrotic and 
  poison damage, you are immune to being poisoned, and 
  magic can't put you to sleep. You are affected by effects 
  which effect humanoids as well as those that effect 
  constructs. 
       Finally, your body is already armored, and you cannot 
  wear additional armor, though you may wield a shield. 
  Your Armor Class equals 14 + your Dexterity modifier.  
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following Channel Divinity option. 
       Emulate Upgrade. Your body is constructed from a 
  transmutive material which can pattern after Magitech 
  Upgrades. You may select 1 Magitech Upgrade for which 
  you meet the prerequisites. You must expend your Channel 
  Divinity when you complete a short or long rest in order to 
  activate this upgrade, and you may change your upgrade 
  selection at that time. 
       You are always considered to be wearing magitech 
  armor and your magitech level is equal to your paladin 
  level. Upgrades that cast a spell require no verbal or 
  somatic components. If an Upgrade calls for a saving 
  throw, it uses your Spell Save DC. 
       You may select an additional Magitech Upgrade at 11th 
  level (2 upgrades), and at 20th level (3 upgrades.) These 
  upgrades may be used as prerequisites for others. 
   
   
  Magitech Upgrades 
  Magitech Upgrades, first presented in 
  the Magitech Hero martial archetype, 
  can be found in Appendix A. 
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  Aura of Law 
  At 7th level, you and all friendly creatures within 10 feet of 
  you have advantage on Concentration checks. 
       At 18th level, the range of this aura increases to 30 feet. 
  Armor Fortification 
  At 11th level, you can select an armor fortification from 
  below. This selection cannot be changed once made. 
       Energy Deflection. You have resistance to lightning 
  damage. 
       Maneuverable Fibers. Your base movement speed 
  increases by 5 feet. 
       Reinforced Fibers. Your Armor Class increases by 1. 
  Construct Sense Upgrade 
  At 15th level, select a construct sense upgrade from below. 
  This selection cannot be changed once made. 
       Auravision. As a bonus action on your turn, you can 
  cast detect magic without expending a spell slot. After 
  using this ability, you must complete a short or long rest 
  before using it again. 
       All-Frequency Scan. As a bonus action on your turn, 
  you can gain truesight until the beginning of your next turn. 
  After using this ability, you must complete a short or long 
  rest before using it again. 
       Darkvision. You gain darkvision with a range of 120 
  feet. 
       Thermal Vision. Even in heavily obscured conditions, 
  you can see the location of creatures within 30 feet that 
  aren't constructs or undead. However, you cannot discern 
  distinguishing details of these creatures, nor can you see 
  what they are carrying. 
  Golem Resistance 
  Beginning at 20th level, as an action on you turn, you or 
  one willing creature within your reach becomes immune to 
  a spell of your choice for 1 hour. After using this ability, 
  you cannot do so again until you finish a short or long rest. 
  Ranger Archetypes 
  The ideal of the ranger can have many expressions. 
  Pursuer 
  Magitech is powerful, unwieldy, and dangerous. When a 
  Heart of the Machine goes rampant, or a construct goes 
  rogue, the ordinary town guard is often ill-equipped to 
  handle the ensuing disaster. It's for these reasons that a 
  Pursuer is called. You are no mere hunter, however.  
  The tools of your trade include special magitech    
  weapons, and you often must use exceptional   
  investigation skills to track your quarry. 
   
  Magitech Scanner 
  Starting when you select this archetype at 3rd level, you 
  gain a handheld scanner which can detect the aura of 
  magitech devices. As an action, you can detect the unique 
  aura of each magitech device or construct within 30 feet, 
  and you can determine whether or not a unique construct or 
  device has been present in the area within the last hour. 
       The device can penetrate most barriers, but it is blocked 
  by 1 foot of stone, 1 inch of common metal, a thin sheet of 
  lead, or 3 feet of wood or dirt. 
  Laser Pistol 
  At 3rd level, you gain a special rechargeable laser pistol. 
  You have proficiency with this weapon. This laser pistol 
  does not have the reload property, but instead has 5 
  charges, 1 of which is expended when you fire it. The pistol 
  regains 1d4+1 expended charges daily at dawn. Due to 
  overheating, you many only fire your laser pistol once 
  when you take the Attack action on your turn. 
       If your laser pistol is ever lost or destroyed, you can 
  build a new one by expending 100 gp worth of materials 
  over 24 hours of work. 
       At 7th level, you expand the battery, which increases the 
  pistol's charges to 10, recovering 1d10 charges daily. At 
  11th level, you solve the overheating problem, allowing 
  you to fire your laser pistol more than once each turn. 
  Dodge Roll 
  Beginning at 7th level, you can expend 20 feet of your 
  movement to move 10 feet without provoking Opportunity 
  Attacks. 
  Power Conversion 
  At 11th level, as a bonus action, you can expend a number 
  of spell slots to regain 1 charge for every 2 spell levels of 
  the spells expended of a magic item you are holding. You 
  may not restore the charges of a legendary magic item or an 
  artifact using this feature. 
  Energetic Body Armor 
  By 15th level, you wear an advanced shielding system 
  which protects you from harm. Your shield grants you 
  resistance to one of the following damage types of your 
  choice: cold, fire, lightning, necrotic, or radiant. You can 
  change this selection as a bonus action. 
   
   
   
   
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  Futuristic Weapon: Laser Pistol 
  The laser pistol, as described in the Firearms section of the Dungeon Master’s Guide, 
  has the following statistics: 
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Laser Pistol 
  ─ 
  3d6 radiant 
  2 lb. 
  Ammunition (range 40/l20) 
   
  
   
  Otherworldly Patrons 
  The beings that serve as patrons for warlocks are mighty 
  inhabitants of other planes of existence—not gods, but 
  almost godlike in their power. Various patrons give their 
  warlocks access to different powers and invocations, and 
  expect significant favors in return. Some patrons collect 
  warlocks, doling out mystic knowledge relatively freely or 
  boasting of their ability to bind mortals to their will. Other 
  patrons bestow their power only grudgingly, and might 
  make a pact with only one warlock. Warlocks who serve 
  the same patron might view each other as allies, siblings, or 
  rivals. 
  The Enhanced 
  The path to power often lies across a mire of hardship and 
  strife. For many, that can mean years of hard study and 
  practice; for some, it can mean deals with people or entities 
  that man was not meant to deal with. For a small few, 
  though, their power is thrust upon them, often against their 
  own wishes. It is from this small group of individuals that 
  the Enhanced pull their ranks. 
       The Enhanced are warlocks with a peculiar patron, that 
  of one of the whirring, clicking entities of Mechanus. In 
  most cases, an enhanced is a righteous, law-abiding 
  individual who suffer's some form of ignominious or 
  horrific near death; the servants of Mechanus collect the 
  poor soul, craft him a new, powerful body, and bestow 
  upon him great power. Rarely, they will offer a sprig of 
  divine inspiration to one who has lost all hope, and that 
  inspiration allows the chosen one to craft the means to 
  change his life. 
       Whatever the case may be, the Enhanced are uniformly 
  odd and alien when viewed by common folk, seeming to 
  share much more in common with golems than man. 
  Enhanced Expanded Spells 
  Spell Level 
  Spells 
  1st 
  magic missile, shield 
  2nd 
  enhance ability, scorching ray 
  3rd 
  haste, lightning bolt 
  4th 
  fabricate, locate creature 
  5th 
  destruction wave, wall of force 
  Summon Armor 
  At 1st level, you gain the ability to summon a suit of armor. 
  As a bonus action, this armor appears on your person, fitted 
  and ready to go. You are proficient with this armor, it has 
  no strength requirement, and you suffer no drawbacks from 
  sleeping in this armor. It always appears as a full-body suit 
  of heavy, fully-sealed plate armor made of some alien 
  material, but its ability to protect you grows as your 
  warlock level grows. 
      You may dismiss your armor as a bonus action. You may 
  summon any version of your armor for which you meet the 
  level prerequisite. Should you obtain suit of magical armor, 
  you may integrate its abilities into your armor plating; 
  doing so requires a ritual that requires 8 hours, after which 
  your armor plating gains the magical enchantment. You 
  may only integrate one magical suit of armor at a time, and 
  you must still attune to it, if required. 
  Armor Plating 
  Warlock Level 
  Armor Class (AC) 
  Type 
  1st 
  14 + Dex modifier (max 2) 
  Medium 
  5th 
  15 + Dex modifier (max 2) 
  Medium 
  7th 
  16 
  Heavy 
  9th 
  18 
  Heavy 
  Probability Matrix 
  At 6th level, your mental capacity receives a profound 
  upgrade. Following a short or long rest, select either 
  Intelligence or Wisdom based skills. You add half your 
  proficiency bonus to all skills of that type that you are not 
  proficient in until you again a short or long rest. 
       Additionally, your benefactors offer you the chance to 
  augment your intelligence at the cost of your emotions. 
  Upon reaching 6th level, you may swap your Intelligence 
  score and your Charisma score; this process takes 24 hours, 
  and is permanent. Should you choose this, your pact magic, 
  invocations, and all other warlock features that utilize 
  Charisma now instead use Intelligence instead. 
  Ablative Coating 
  At 10th level, your armor begins to generate a field of 
  ablative energy. Following a short or long rest, select two 
  of Radiant, Lightning, or Force damage. While you are 
  wearing your armor plating, your gain resistance to the 
  chosen damage type until you use this ability again. 
  Omni-Cannon 
  At 14th level, you unlock the full power of your enhanced 
  frame. As an action, you may fire a massive blast of energy 
  in a 10-foot wide 120-foot long line. Each creature in this 
  area must make a Dexterity saving throw. On a failed save, 
  the creature takes 5d10 Radiant and 5d10 force damage, or 
  half as much on a successful one. After using this ability, 
  you must take a short or long rest before you can do so 
  again. 
   
   
  8 
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  New Pact Boon 
  Your otherworldly patron bestows a gift upon you for your 
  loyal service. 
  Pact of the Arm 
  You gain a special spell focus that fuses to your one of or 
  both of your arms: A magical gauntlet, a pair of palm-
  mounted focusing crystals, an arm-mounted crossbow, 
  whatever it may be. Whichever form it takes, its function is 
  to focus your spell attacks, granting them additional power. 
       Any time you make a ranged spell attack, it gains a +2 
  to attack roll. Your Arm focus does not inhibit your normal 
  use of that hand or arm, but that hand must be free in order 
  to use your focus. Additionally, you gain one cantrip that 
  uses a ranged spell attack from any class list. 
  New Invocations 
  If an eldritch invocation has prerequisites, you must meet 
  them to learn it. You can learn the invocation at the same 
  time that you meet its prerequisites. 
  Energetic Blast 
  Prerequisite: 7th level, Pact of the Arm feature 
  You may focus powerful elemental energies through your 
  Arm Focus, charging your eldritch blast. When you cast 
  eldritch blast, you may choose for it to deal Radiant, 
  Lightning, Fire, or Force damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Focused Blast 
  Prerequisite: 9th level, Pact of the Arm feature, eldritch 
  blast cantrip 
  You can divert additional energy into your Arm when you 
  focus your eldritch blast on a single opponent. If all of your 
  beams target a single creature when you cast eldritch blast, 
  you may use your bonus action to create one additional 
  beam targeted at this creature. 
  Charged Blast 
  Prerequisite: 12th level, Pact of the Arm feature 
  You may spend a bonus action to charge energy into your 
  Arm focus. If you do so, the next spell you cast that deals 
  damage deals an additional die of damage to each target or 
  creature affected by the spell. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Chapter 3: Backgrounds
  Every story has a beginning. Your character’s background 
  reveals where you came from, how you became an 
  adventurer, and your place in the world. Your fighter might 
  have been a courageous knight or a grizzled soldier. Your 
  wizard could have been a sage or an artisan. Your rogue 
  might have gotten by as a guild thief or commanded 
  audiences as a jester. 
       Choosing a background provides you with important 
  story cues about your character’s identity. The most 
  important question to ask about your background is what 
  changed? Why did you stop doing whatever your 
  background describes and start adventuring? Wwhere did 
  you get the money to purchase your starting gear, or, if you 
  come from a wealthy background, why don't you have 
  more money? How did you learn the skills of your class? 
  What sets you apart from ordinary people who share your 
  background? 
  Airship Master 
  You once helmed the wheel of an airship which ferried 
  either people or cargo between major cities. Having seen it 
  all from the clouds, you are familiar with all major 
  landmarks and cities without consulting maps. You are 
  equally well-versed in the mechanisms powering airships, 
  and are fascinated by the newest models. 
  Skill Proficiencies: Arcana, Perception 
  Tool Proficiencies: Navigator’s kit, vehicles (air) 
  Equipment: A navigator’s kit, a spyglass, a set of 
  explorer’s clothes, and a belt pouch containing 10 gp. 
  Feature: Free Ride 
  One way or another, you can find free fare on an airship if 
  you need it. Whether this means calling in a favor with an 
  associate you once ran deliveries for, or using your 
  knowledge of the nooks and crannies in airships to 
  stowaway for the trip, you can always get into the sky. 
  Suggested Characteristics 
  Natural explorers and pioneers, airship masters are rarely 
  comfortable in one place, but are fearless when entering the 
  unknown. After having the freedom of commanding an 
  airship of their own, most airship masters are reluctant to 
  go back to following orders 
   
   
   
   
   
   
   
   
   
   
  d8 Personality Trait 
  1 
  I superstitiously perform a small number of rituals before 
  take-off. 
  2 
  I flew an airship in the royal navy. After raining death from 
  the sky upon so many others, I learned to abhor violence, 
  except when absolutely necessary. 
  3 
  I become apprehensive if I'm underground for any length 
  of time. 
  4 
  I can always be found wearing my favorite cloak. 
  5 
  I regard any place outside of a major city as the middle of 
  nowhere. 
  6 
  My best trait is my arrogant confidence. 
  7 
  I am skeptical of anything I can't be shown. I don't take 
  chances on things that aren't certain. 
  8 
  I collect trinkets from the places I visit. 
   
  d6 Ideal 
  1 
  Freedom. I dictate my own destiny. (Chaotic) 
  2 
  Exploration. I live to be the first. (Neutral) 
  3 
  Duty. I travel the world for a greater good. (Good) 
  4 
  Greed. Airships are a very lucrative business. (Neutral) 
  5 
  People. My crew and passengers come above all else 
  (Good) 
  6 
  Survival. I will sacrifice anyone flying with me as long as I 
  can keep flying. (Evil) 
   
  d6 Bond 
  1 
  I once saw a dragon made of crystal flying in the northern 
  mountains - I fly in the hopes of seeing this creature 
  again. 
  2 
  I seek revenge on the bandits who raided my airship and 
  blew it out of the sky. 
  3 
  My first mate died when I misjudged the winds and 
  piloted the airship into a terrible storm. I refuse to repeat 
  such a mistake. 
  4 
  I will visit the four corners of the globe, filling in the blank 
  spaces on maps as I go. 
  5 
  Someone close to me arranged a mutiny aboard my 
  airship, stranding me in the desert. I seek my old airship 
  and revenge against the mutineers. 
  6 
  I yearn to explore far off lands and the unmapped areas of 
  the world from the helm of an airship. 
  10 
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  d6 Flaw 
  1 
  I think I'm an expert at everything, even things I've never 
  tried. 
  2 
  My restless legs tend to wander me into trouble. 
  3 
  I hold grudges against dozens of people I've met in my 
  travels. 
  4 
  Whenever I'm in a major city, I tend to gamble my 
  earnings away. 
  5 
  I have a paralyzing fear of dragons, thanks to a near-death 
  experience in the mountains. 
  6 
  I would rather leave behind a friend, even all of my 
  friends, rather than be stranded myself. 
  Mechanic 
  Whether or not you were formally trained, mechanical 
  things come second nature to you. When the moving, 
  physical bits of magitech, especially constructs, break 
  down or malfunction, you're called to do the repairs. 
       You're familiar with the makes and models of perhaps 
  hundreds of models of magitech gear, and carry with you 
  tools to do most types of mundane repairs. Your skills do 
  not go as far as smithing new parts, nor are you trained in 
  enchanting or imbuing mundane constructs with motion, 
  but you are excellent at keeping things running. 
  Skill Proficiencies: Insight, Persuasion 
  Tool Proficiencies: Tinker’s Tools, one type of artisan’s 
  tools 
  Equipment: Tinker's tools, a supply of mundane parts 
  (kept with your tools), a bill of sale for a number of tools, 
  welding goggles, and a belt pouch containing 10 gp. 
  Feature: Trade Ring 
  Among the streets of the bustling marketplace, you have a 
  small network of vendors from whom you can purchase 
  almost any magitech component, even illegal ones, and 
  often at a marginal discount. This networks consists of a 
  tight-knit group of experts and hobbyists, allied in both 
  common interest and trade. Your merchants would never 
  sell you out; so neither should you. 
  Suggested Characteristics 
  Mechanics spend so much time working on machines, their 
  minds often work quite mechanically. Dedicated mechanics 
  find a great deal of enjoyment in experimenting with and 
  constructing small projects as fits their fancy. 
   
   
   
   
  d8 Personality Trait 
  1 
  I compulsively use long words and jargon, even when 
  inappropriate. 
  2 
  I am constantly covered in oily splotches and grease. I do 
  not know the definition of formal-wear. 
  3 
  I never leave home without at least one complete toolkit. 
  4 
  When I start working on a machine, I whistle the same 
  (incredibly annoying) tune. 
  5 
  When I buy something, I take it apart to understand how 
  it works and try to put it back together. 
  6 
  I love a good riddle, but I'm rubbish at understanding 
  jokes. 
  7 
  I'm fascinated by ancient machines and traps. I copy 
  these designs into my notebook. 
  8 
  I always have a good anecdote about my dwarven uncle 
  (even if I'm not a dwarf.) 
   
  d6 Ideal 
  1 
  Innovation. Elegant solutions are a thing of beauty 
  (Lawful) 
  2 
  Workmanship. A man's worth can be judged by his skill 
  (Neutral) 
  3 
  Experimentation. I believe in discovery for discovery's 
  sake. (Neutral) 
  4 
  Progress. The way forward lies through advancing 
  technology. (Good) 
  5 
  Greed. I’m only in it for the money. (Evil) 
  6 
  Aspiration. I work hard to be the best there is at my craft. 
  (Any) 
   
  d6 Bond 
  1 
  I am constantly working on a mechanical pet project. It's 
  ambitious, and maybe a little crazy, but I'm constantly 
  shopping around for the parts to make it work. 
  2 
  Getting a robotic limb installed would be pretty cool. 
  3 
  I possess the diagram of an ancient device, devised by a 
  civilization long past, and I seek to discover its purpose. 
  4 
  I want to accrue enough wealth that I can open my own 
  machine shop. 
  5 
  I owe a great debt to a wealthy noble family due to an 
  accident involving a construct I repaired. 
  6 
  I seek immortality by means of a new construct body. 
   
  d6 Flaw 
  1 
  Frustration over a broken machine or a tough to solve 
  problem tends to provoke my explosive temper. 
  2 
  I have trouble breaking information down to make it 
  understandable for other people. 
  3 
  When I design a new nonlethal trap, I tend to try it out on 
  my companions. 
  4 
  A bad experience has left me with a crippling fear of very 
  small constructs. 
  5 
  I am paranoid of constructs rising up and taking over the 
  world. 
  6 
  I horde broken and/or damaged magitech components in 
  the hopes that they'll one day be useful. 
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  Professor 
  You have spent a number of years teaching in the highest 
  levels of academia. Whether you were teaching the science 
  of engineering lightning rails, the art of crafting spells, or 
  just teaching gym class, you lived a comfortable, and likely 
  intellectual, life. 
       You can speak at length on your chosen subject, but you 
  may lack common sense in other areas. 
  Skill Proficiencies: Arcana, History 
  Languages: Two of your choice 
  Equipment: A bottle of black ink, a quill, a small knife, a 
  letter from a dead colleague posing a question you have 
  not yet been able to answer, a set of common clothes, and 
  a belt pouch containing 10 gp.  
  d6 Why I Left the University 
  1 
  I haven't; I'm on sabbatical, researching in the field. 
  2 
  I haven't; classes have been suspended following a 
  disaster at the University that left part of the campus in 
  ruin. 
  3 
  I resigned following a deep personal tragedy. 
  4 
  I resigned in disgrace over a scandal with a student. 
  5 
  I was fired when a rival stole my research and claimed it 
  for himself. 
  6 
  I was forced into retirement due to old age. 
  Feature: Collegiate Connection 
  You have at least one professional connection within the 
  University. Whether this individual was 
  formerly your student, a fellow 
  professor, or the headmaster himself, 
  he or she can provide insight and 
  information into the University, along 
  with a safe place to retire for up to a 
  month, provided that you concede to 
  handling much of their menial 
  paperwork. 
  Suggested 
  Characteristics 
  Professors are defined by their 
  scholar pursuits and their 
  connection with the University. 
  This position is lofty, granting 
  resources to aid in research, but 
  is also isolating. Processors are 
  likely to be erudite, with a number of 
  strange quirks. 
   
  d8 Personality Trait 
  1 
  I know the name of every famous wizard, king, and 
  engineer of the last hundred years. 
  2 
  I am aloof, and spend much of my time with my face 
  buried in a good book. 
  3 
  I constantly misplace my small personal possessions. My 
  friends never dare lend me things. 
  4 
  I can't see my hand in front of me without my spectacles. 
  5 
  Don't even ask about borrowing my books or scrolls. 
  They're mine. 
  6 
  No matter where I end up, the first place I locate is the 
  library. 
  7 
  I am horribly, horribly awkward in social situations. 
  8 
  Forbidden knowledge mesmerizes me. 
   
  d6 Ideal 
  1 
  Knowledge. The path to s better world comes through 
  learning the truth in all things. (Neutral) 
  2 
  Excellence. I seek perfection in all things. (Lawful) 
  3 
  Education. Noone should be barred from pursuits of the 
  mind. (Good) 
  4 
  Power. The University’s influence is power. (Evil) 
  5 
  Rediscovery. Recovering forgotten knowledge is a noble 
  pursuit. (Neutral) 
  6 
  Success. Sometimes getting to the top requires stepping 
  on a few people. (Evil) 
   
  d6 Bond 
  1 
  I seek an ancient scroll that might illuminate a secret that 
  has perplexed me for decades. 
  2 
  I seek to make discoveries so profound, I am rocketed to 
  position of headmaster at the University. 
  3 
  One of my siblings has left a blight on my otherwise 
  unblemished family name. I seek to sort out the truth in 
  this matter. 
  4 
  Someone had been publishing books and papers under 
  my name, directly undermining my research. I must find 
  this person and restore the integrity of my research. 
  5 
  I've compiled a list of places and things, which I've only 
  read about, to see in the real world. 
  6 
  I have a pet theory that I intend to try out in the real 
  world. 
   
  d6 Flaw 
  1 
  I am often so engrossed in thought that I don't hear what 
  others are saying around me. 
  2 
  I am often condescending to less-educated people, which 
  includes practically everyone. 
  3 
  I'm convinced of the superiority of my chosen subject, 
  compared to other subjects within the same field. 
  4 
  I am quite careless with money, and am often in debt. 
  5 
  I have a number of nervous compulsions and tics, which 
  come out in times of stress. 
  6 
  I have a habit, (I'm insistent it’s not an addiction) to a 
  smoking herb. 
   
  12 
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  Chapter 4: Trinkets 
  Trinkets 
  d100 
  Trinkets 
  1-2 
  A handheld glass tube which, when shook, produces an 
  extremely dim light visible in darkness 
  3-4 
  The serial number plate from a discontinued all-purpose 
  construct 
  5-6 
  A shipping label, stamped many times, implying the 
  package it applied to traveled by lightning train, airship, 
  and by human courier 
  7-8 
  A small clockwork toy of a frog which leaps when wound 
  9-10 
  A small replica airship. The model depicted only recently 
  became obsolete 
  11-12 
  A burned-out servo engraved with "3942A 2.5dm Pell 
  Mtech" 
  13-14 
  Shaded replacement lenses for airman goggles 
  15-16 
  A bear tooth forged from solid steel engraved with the 
  number '34' 
  17-18 
  The very last page from a Manual of Golems 
  19-20 
  A talisman representing one of the Universal Gear, a 
  token of good faith from the Gearpriests 
  21-22 
  A marble owl statue whose head always rotates to face 
  its holder 
  23-24 
  A carefully folded page detailing several different types 
  of screws, nuts, and bolts 
  25-26 
  An airship master's spyglass, which can look directly at 
  the Sun without harming the viewer 
  27-28 
  A small, printed children's story about a construct in the 
  far future that learns how to love 
  29-30 
  A ring bearing the insignia of a powerful bank. 
  31-32 
  A black arrow that whistles in flight 
  33-34 
  A seal which etches a coat of arms into metal plate 
  35-36 
  A pamphlet of lightning rail arrival and departure times 
  37-38 
  A corked vial containing several faintly glowing crystals 
  39-40 
  A stranger's small, leather-bound diary. Reading it feels 
  like deja vu 
  41-42 
  A girl's silver hairbrush. The back s polished to resemble 
  a mirror 
  43-44 
  A feather quill that writes in red ink and never runs out 
  45-46 
  The tip of a gorgon's horn 
  47-48 
  A lead box, engraved with the number 235. Inside is a 
  small clump of metal that is warm to the touch 
  49-50 
  A perfectly shaped apple with a shiny metallic skin. 
  Perhaps it was grown on Mechanus 
   
   
   
   
   
  d100 
  Trinkets 
  51-52 
  A bell enchanted to be silent. In areas of wild magic, the 
  enchantment breaks and the bell rings normally 
  53-54 
  A leather pouch containing individual vials containing 
  salts and reagents used in alchemy 
  55-56 
  A hat made from owlbear fur and feathers 
  57-58 
  A small whittled wooden horse, inscribed with the 
  initials MSH 
  59-60 
  A magitech sparker, which can produce a flurry of 
  harmless sparks with the press of a button 
  61-62 
  A small glass bottle of perfume shaped like an exotic 
  bird 
  63-64 
  A humanoid construct's hand, severed forcefully from 
  the wrist, which still mysteriously twitches every few 
  seconds 
  65-66 
  A sliver handheld nut-cracker 
  67-68 
  A hand-stitched flag emblazoned with a coat of arms 
  familiar to you 
  69-70 
  A bundle of knotted cables and wires 
  71-72 
  A wooden mask painted to resemble a warforged 
  73-74 
  A magitech auto-hammer, which can drive a nail without 
  being swung 
  75-76 
  A tile belonging to a popular strategy game 
  77-78 
  A key, whose head is shaped like an apple. It must fit a 
  most bizarre lock 
  79-80 
  A bottle enchanted to chill its contents 
  81-82 
  A well-used brass fork 
  83-84 
  This aromatic pine box is fragrantly enchanted, and 
  smells pleasant, in spite of the fact that it currently 
  contains a mummified human finger  
  85-86 
  A wooden cane with an ivory manticore-shaped handle 
  87-88 
  A bandolier of black dragonhide 
  89-90 
  A lone Gauntlet of Ogre Power. It is powerless without 
  its matching gauntlet 
  91-92 
  A necklace consisting of three bottle caps from different 
  beverages on a plain leather cord 
  93-94 
  A very fancy hat, worn by noblemen and bankers 
  95-96 
  An acorn-sized natural magnet which sticks firmly to 
  metal surfaces 
  97-98 
  A simple magitech alarm that rings once every 24 hours 
  99-00 
  An ivory wand of unknown purpose  which has no 
  charges, and can be charged by no means you have 
  discovered 
   
   
   
   
  \ 
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  Chapter 5: Magic Items
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Magic items are gleaned from the hoards of conquered 
  monsters or discovered in long-lost vaults. Such items grant 
  capabilities a character could rarely have otherwise, or they 
  complement their owner's capabilities in wondrous ways. 
  Clockwork Armor 
  Armor (plate), rare (requires attunement) 
  This early prototype of powered armor features dozens of 
  exposed, whizzing gears exposed inside a rigid outer frame.  
    To become attuned to this armor, you must learn to  
            operate the internal controls, requiring 1 hour and a  
             successful DC 14 Intelligence check. 
             Your Strength score is 19 while you wear this armor,  
         If was not already higher than 19. Additionally, while  
     wearing it, your base speed increases by 5 feet. This 
  armor has no Strength requirement. 
       However, the clockwork armor is made from a deeply 
  flawed design; it is dependent on hydraulics and servos that 
  the metals and materials can't quite sustain. Whenever you 
  take more than 5 cold damage on one turn while wearing 
  the armor, the hydraulics freeze and your speed is reduced 
  by half, or is reduced to 0 if you take more than 15 cold 
  damage. This reduction lasts until the armor thaws during a 
  short rest. 
       The armor is extremely cumbersome, and adds 1000 
  pounds to your weight. Additionally, the armor requires 
  twice as long to don and doff. You cannot cast spells while 
  in this armor, even if you are proficient with it. 
       Creatures can attack the armor directly. The armor has 
  an AC of 14 and 50 hit points. If the armor is reduced to 0 
  HP, you are restrained within your armor until another 
  creature can help you escape, which requires 1 minute of 
  effort. Repairing your armor to its maximum HP and 
  restoring its movement requires repairs over a long rest.  
  Crawling Shield 
  Armor (shield), rare (requires attunement) 
  This shield, about the size of a buckler, is also a construct 
  with four mechanical legs embedded on the underside. 
  Once attuned, this shield crawls about your body, 
  deflecting blows as a regular shield, and granting the same 
  bonus to Armor Class, but without requiring a free hand to 
  use. However, the shield's movement will often throw off 
  your balance, and you have disadvantage on Acrobatics 
  checks unless you choose to hold the shield in one hand. 
   
   
  Clockwork  
  Armor 
  Spell Clock 
  14 
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  Sorting Beast 
  Wondrous Item, very rare 
  The sorting beast is a six-legged construct with eyes and 
  antennae at both ends and an array of measuring devices 
  near its center. It has a set of legs on both ends, and either 
  set can manipulate and hold objects up to 30 points in 
  weight. 
       When activated as an action, the sorting beast sets about 
  collecting and sorting all loose valuable items within 100 
  feet. It sorts all gold pieces, silver pieces, and copper pieces 
  into neat stacks of 10. For material goods, such as precious 
  stones, the sorting beast can appraise value by weight and 
  quality, before producing sorting the goods appropriately 
  and printing the result on a fine paper strip. The sorting 
  beast continues sorting until finished or deactivated as an 
  action. 
       Additionally, the sorting beast can cast the spell identify 
  on one object you designate each day. 
  Spell Clock 
  Wondrous Item, uncommon (single use), very rare 
  (periodic)  
  A spell clock is a device which stores a single spell cast 
  into it, casting it after a set duration. The clock appears as a 
  square box with a face of enameled pewter with either two 
  or three gold or black hands that show the time remaining 
  until the next spell it contains is released. When operating, 
  a spell clock always produces a loud ticking noise. 
        Storing a spell in the spell clock and setting the timer 
  requires 1 minute, casting the spell you wish to store, and 
  expending a spell slot and components as normal. The 
  clock can only hold spells of 5th level and lower.  
       When the spell is cast, it targets the nearest creature, or 
  centers the effect on the spell clock, as appropriate.  
       There are two varieties of spell clocks. Single Use spell 
  clocks produce the spell once on a delay, and are destroyed, 
  but can accept duration in a number of minutes. Periodic 
  spell clocks produce a spell every hour (or any number of 
  hours) once they are stored, but are destroyed when they 
  are deactivated. Any type of spells clock will be destroyed 
  if it centers a destructive spell, such as fireball, on itself. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Chapter 6: Monsters 
  Cadaver Collector 
  Cadaver collectors are ghastly constructs, layered in thick 
  plates of metal and stone from which protrude a multitude 
  of various spikes, all barbed and covered in gore. Upon 
  these spikes a cadaver collector mounts the corpses it 
  collects for it master, if it still has one. They are massive 
  constructs, standing about 12 feet tall hunched over, and 
  weighing about 4,000 pounds. 
       Body Gatherers. Cadaver collectors were originally 
  built to serve exactly the purpose their name implies. Those 
  with an interest in collecting the dead would deploy the 
  constructs to bring bodies back from a battlefield. Corpses 
  gathered in this fashion are sometimes used by generals to 
  provide information on an enemy's forces, as well as to fuel 
  magical or medical research. Most often, though, cadaver 
  collectors were dispatched to gather bodies for the creation 
  of undead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       Abandoned Titans. In times of peace, cadaver collectors 
  usually sit idle, finding out-of-the-way locations near the 
  site of their last great battle to wait for a new master to give 
  them new orders. Others find employment performing their 
  grisly task for masters who are not so discriminating about 
  where corpses are collected. Still others have found, 
  through a certain perverse twist of logic, that if no battle 
  can be found, they can find ways to start a conflict so that 
  bodies become available and they can realize their purpose 
  once more. Some have just ceased to function correctly. 
  With a lack of purpose, they are unable to distinguish 
  between bodies living or dead, and collect each 
  indiscriminately.  
       Constructed Nature. A cadaver collector doesn't require 
  air, food, drink, or sleep. 
  Cadaver Collector 
  Huge construct, lawful neutral 
  Armor Class 18 (natural armor) 
  Hit Points 189 (18d10 + 90) 
  Speed 25 ft. 
   
  STR 
  20 (+5) 
  DEX 
  8 (-1) 
  CON 
  20 (+5) 
  INT 
  5 (-3) 
  WIS 
  10 (+0) 
  CHA 
  3 (-4) 
   
  Damage Immunities: poison 
  Condition Immunities: charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses darkvision 60ft., passive Perception 10 
  Languages understands the languages of its creator but can't 
  speak 
  Challenge 10 (3,900 XP) 
  Magic Resistance. The cadaver collector has advantage on 
  saving throws against spells and other magical effects. 
  Spiked Armor. At the start of each of its turns, the cadaver 
  collector deals 11 (2d10) piercing damage to any creature 
  grappling it. 
  ACTIONS 
  Multiattack. The cadaver collector makes two attack, one with 
  its fist, and one with its spikes. 
  Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 16 (3d6 + 5) bludgeoning damage. 
  Spikes. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 22 (3d10 + 5) piercing damage. 
  Paralysis Gas (Recharge 5- 6). The cadaver collector exhales a 
  30 foot cone of gas. Each creature in that area must succeed 
  on a DC 16 Constitution saving throw or be paralyzed for 1 
  minute. A creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a success. 
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  Clockwork Constructs 
  Clockwork constructs consist of a vast array of specialized 
  mechanical servants, imbued by their magitech cores with 
  motion and limited reason. 
       Autonomous. Clockwork constructs are designed to 
  perform a simple task commanded by their master. Often, 
  each construct, or group of like-purposed constructs, 
  signify their master by a command word, and all other 
  creatures are merely neutral agents, which are either 
  ignored or treated with hostility, depending on their 
  commands. 
       Limited Intelligence. With a limited memory for 
  commands, each type of clockwork construct must perform 
  a specific task, and often fail if a task requires abstraction 
  to accomplish that task. They find it challenging, if not 
  outright impossible, to improvise solutions or deal with 
  paradoxical instructions, so a construct's master should be 
  extremely careful with his commands. 
       The possibility for greater intelligence in a clockwork 
  construct is not unheard-of, it's merely a matter of 
  sophisticated magic. No less than three distinct doomsday 
  scenarios involve awakening the numerous legions of 
  clockwork constructs with true intelligence, and their 
  subsequent uprising against their living overlords. Each of 
  these is more unlikely than the last, but it does fill a number 
  of people with paranoid dread to consider the possibility. 
       Immortal Servants. For all intents and purposes, a 
  construct does not age or die. Without regular maintenance, 
  they are likely to fall into disrepair over time, but provided 
  replacement parts and the ability to use them, a construct 
  will never become inactive. 
       During their operation, they will never meaningfully 
  deviate from their programming, and will always attempt to 
  complete the task to which they are assigned. It is possible 
  that, due to minor malfunctions, this programming can 
  become corrupted, resulting in bizarre behavior or 
  faulty logic in interpreting their orders, 
  but such situations are rare in the 
  short term. 
   
   
   
   
   
   
   
   
   
   
       Constructed Nature. A clockwork construct doesn't 
  require air, food, drink, or sleep. 
  Automaton 
  Automatons are an expendable, catch-all weapon platform. 
  Lacking arms capable of manipulating objects, and walking 
  on a pair of stubby legs, each automaton is constructed 
  around a simple type of weapon, which takes up the bulk of 
  their form. This design is inexpensive to implement and 
  repair, if marginally inelegant. 
       Automatons embody "dumb" constructs, lacking the 
  ability to strategize. They instead opt to walk directly 
  toward their target and swing wildly. However, in great 
  numbers this flocking behavior can easily overwhelm 
  unprepared opponents. 
  Clockwork Knight 
  The personal bodyguards of noblemen and foot soldiers of 
  many mechamancers, clockwork knights are reasonably 
  competent in battle. They are sleek, bipedal warriors, 
  equipped with an extendable sword embedded in one arm. 
  Each is able to maneuver in combat for a more 
  advantageous position, and press the offensive when their 
  opponent is weak, but this is the extent of their intelligence. 
  They have trouble handling abstraction, and are apt to fall 
  into traps. 
       Without manually changing their parameters, clockwork 
  knights have difficulty differentiating between hostile and 
  neutral agents after fighting for a course of weeks. For 
  example, if a party of clockwork knights spent a month 
  battling lizardfolk bandits in a swamp, they might 
  inadvertently attack innocent lizardfolk when they return to 
  the city. Thus, a clockwork knight abandoned for decades 
  is likely to find all creatures, including its own master, 
  hostile, and attack on sight. 
  Mechanical Spider 
  Often the scouts and couriers for mechanists and noblemen, 
  mechanical spiders are extremely nimble. Though merely 
  dumb constructs, mechanical spiders are trusted with 
  sensitive deliveries, as each comes equipped with a crude, 
  yet effective, failsafe: when tampered with, mechanical 
  spiders simply explode. The spiders lack offensive 
  capabilities unless modified extensively by a mechamancer 
  and are extremely fragile, but are irreplaceable to those 
  who trust them with their deliveries and confidential 
  information. 
       Mechanical Spiders are spindly and frail, and rarely 
  sustain more than one hit before requiring repair. 
   
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  Automaton (Arbalester) 
  Small Construct, lawful neutral 
  Armor Class 13 (natural armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 20 ft. 
   
  STR 
  10 (+0) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  2 (-4) 
  WIS 
  10 (+0) 
  CHA 
  4 (-3) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 7 
  Languages –  
  Challenge 1/2 (100 XP) 
   
  Death Burst. When an automaton dies, it explodes in a 
  burst of fire. Each creature within 5 feet of it must make a 
  DC 10 Dexterity saving throw, taking 7 (2d6) fire damage 
  on a failed save, or half as much damage on a successful 
  one. 
  ACTIONS 
  Multiattack. The automaton makes two attacks with its 
  light crossbow. 
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 7 (1d8 + 2) piercing damage 
   
  Mechanical Spider 
  Small Construct, unaligned 
  Armor Class 13 
  Hit Points 3 (1d4 + 1) 
  Speed 20 ft., climb 20 ft. 
   
  STR 
  6 (-2) 
  DEX 
  16 (+3) 
  CON 
  12 (+1) 
  INT 
  2 (-4) 
  WIS 
  0 (+0) 
  CHA 
  4 (-3) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 7 
  Languages  –  
  Challenge 0 
   
  Death Burst. When a mechanical spider dies, it explodes in 
  a burst of fire. Each creature within 5 feet of it must make 
  a DC 10 Dexterity saving throw, taking 7 (2d6) fire damage 
  on a failed save, or half as much damage on a successful 
  one. 
  Spider Climb. The mechanical spider can climb difficult 
  surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  ACTIONS 
  Carry. The spider can pick up and carry or drop a single 
  object weighing no more than 5 pounds. 
   
  Clockwork Knight 
  Medium Construct, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 65 (10d10 + 10) 
  Speed 30 ft. 
   
  STR 
  18 (+4) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 
  10 (+0) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 14 
  Languages understands common but can't speak 
  Challenge 5 (1,800 XP) 
   
  Martial Advantage. Once per turn, the clockwork knight 
  can deal an extra 14 (4d6) damage to a creature it hits with 
  a weapon attack if that creature is within 5 feet of an ally 
  of the clockwork knight that isn't incapacitated. 
  Spell Immunity. The clockwork knight is immune to three 
  spells chosen by its creator. Typical immunities include 
  fireball, heat metal, and lightning bolt. 
  ACTIONS 
  Multiattack. The clockwork knight makes two longsword 
  attacks. 
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (1d10 + 4) slashing damage. 
  Thunderwave. The clockwork knight can cast thunderwave 
  with a spell save DC 15. 
   
  Variant: Effigy 
  Due to their humanoid builds, clockwork knights are sometimes engineered 
  with a sophisticated humanoid chassis in place of armor. These knights are able 
  to appear as an individual humanoid, rather than a construct. They can perform 
  simple programmed tasks, such as walking a particular route or responding to 
  specific questions with specific phrases. 
       However, effigies are not perfect representations. They move in vaguely 
  mechanical ways, and possess an uncanny, almost dead, look. To discern that an 
  effigy is not genuine, a creature can use its action to inspect its appearance and 
  must succeed on a DC 16 Intelligence (Investigation) check. This check is made 
  at disadvantage is the effigy is far away, in poorly lit conditions, or otherwise 
  obscured. 
       An effigy has 14 AC, a challenge rating of 3 (700 XP), and has the following 
  action option in place of the clockwork knight's longsword and multiattack: 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+4) 
  bludgeoning damage. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Warforged Titan 
  Among the first warforged created during the Last War of 
  Eberron, titans are a small step forward from massive, 
  mindless war golems. Warforged titans are not true living 
  constructs like other warforged; they are barely sentient, 
  with just enough intelligence to follow changing commands 
  in the heat of battle. 
       Standing 15 feet high, with an immense axe embedded 
  into one arm, and a maul embedded into the other, the 
  destruction a titan can inflict is plainly clear. Unlike the 
  sleek, humanoid warforged that were to follow them, the 
  titans were designed only for battle. 
       Forerunners of Living Constructs. The warforged 
  titans were an incremental step in the direction of truly 
  living constructs. Command of a successful army requires 
  troops that can follow orders, adapt to changing situations, 
  and learn from their experiences, and the experiences of 
  those around them. Titans perform better in all these areas 
  than golems and other constructs, but fall far short of a 
  living creature, thus necessitating the construction of truly 
  living constructs. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       Line Breakers. Warforged titans are deployed to crush 
  enemy lines and tear through their fortifications. Their 
  thick armor and massive weapons make them ideal to 
  sunder defenses, break down walls, and open a path for 
  infantry. 
       Constructed Nature. A warforged titan doesn't require 
  air, food, drink, or sleep. 
  Warforged Titan 
  Huge Construct, lawful neutral 
  Armor Class 18 (natural armor) 
  Hit Points 158 (15d10 + 75) 
  Speed 30 ft. 
   
  STR 
  26 (+8) 
  DEX 
  8 (-1) 
  CON 
  20 (+5) 
  INT 
  7 (-2) 
  WIS 
  10 (+0) 
  CHA 
  3 (-4) 
   
  Damage Immunities poison 
  Condition Immunities blinded, charmed, deafened, 
  paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 14 
  Languages understands commands given in any language 
  but can't speak 
  Challenge 13 (10,000 XP) 
   
  Concussive Swing. If a warforged titan hits a creature with 
  two attacks on its turns, that target must succeed on a DC 
  18 Strength saving throw or be knocked prone. 
  ACTIONS 
  Multiattack. The warforged titan makes three attacks, one 
  with its axe, and two with its maul, or two with his axe and 
  one with his maul. 
  Axe. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 26 (3d12 + 6) slashing damage. 
  Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 26 (3d12 + 6) bludgeoning damage. 
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  Appendix A: Magitech Upgrades 
  If a magitech upgrade has prerequisites, you must meet 
  them to learn it. 
  Armored Mind 
  You have advantage on saving throws against being 
  charmed and saving throws against being frightened. 
  Armored Stability 
  While you wear your armor, you have advantage on ability 
  checks and saving throws against being moved or knocked 
  prone, such as from a Shove action or Trip Attack 
  maneuver. 
  Burrow 
  While you wear your armor, you gain a burrow speed equal 
  to half your base movement speed. 
  Energy Shield 
  You can cast the spell shield. You can use this ability again 
  after taking a short or long rest. 
  Flame Thrower 
  You can fire a stream of flame at your foes as an action. 
  Each creature in a 15-foot cone must make Dexterity 
  saving throw. A creature takes 4d6 fire damage on a failed 
  save, and half as much damage on a successful one. You 
  must complete a short or long rest before using this feature 
  again. 
  Frost Missile 
  As an action, you may fire a Frost Missile. The missile 
  has a range of 5 feet times your magitech level. Make a 
  ranged attack. If it hits, the missile deals 2d8 points of 
  Cold damage, and the target is can move only half its 
  maximum speed until the beginning of your next turn. 
  Great Strength 
  Your armor assists you in physical exertion. While you 
  are wearing your armor, increase your Strength score by 1, 
  to a maximum of 20. In addition, your lifting and carrying 
  capacity is doubled. 
  Interpose 
  Your armor is so imposing that enemies cannot ignore your 
  presence. Any space that you occupy blocks the line of 
  sight and line of effect of any enemy attack on the same or 
  lower level of elevation as you. Thus this gives objects and 
  creatures total cover from effects that require a straight line 
  of effect through your square. Friendly creatures that are 
  familiar with your presence may target others through your 
  square normally. Enemies on higher elevation then you 
  ignore this effect, as do enemies that are larger then you. 
  Light Beams 
  As a bonus action, you may fire beams of light from your 
  eyes. The light beams have a range of 5 times your 
  magitech level (max 60 feet). Make a ranged attack. If it 
  hits, it deals 2d4 points of Fire damage. After you use this 
  ability you may not use it again for 1d4+1 rounds. 
  Planar Adaption 
  Choose a plane of existence other than the Material Plane. 
  You may move and act on that plane as if you were a 
  native, and do not take penalties associated with being a 
  non-native to this plane. This upgrade requires DM 
  approval, as the 
  cosmology of 
  various game 
  worlds vary 
  dramatically. 
   
   
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  Power Fist 
  Your armor has a Power Fist built into one of its arms, 
  which is a one handed melee weapon that deals 1d8 
  bludgeoning damage, and cannot be disarmed. You are 
  proficient with the Power Fist. You may hold or otherwise 
  manipulate a weapon, shield, or other object on the same 
  arm as your Power Fist, though you may not attack with 
  your Power Fist and use an object or weapon held in that 
  hand on the same turn. 
  Repeating Crossbow 
  Your armor has a special repeating hand crossbow built 
  into one of its arms, which is a ranged weapon that deals 
  1d6 piercing damage, has range 30/120 feet, cannot be 
  disarmed, and possesses the Light weapon property. You 
  proficient with this weapon. You may hold or otherwise 
  manipulate a weapon, shield, or other object on the same 
  arm as your Repeating Crossbow (including a Power Fist). 
  Your armor contains an extradimensional space which can 
  store up to 100 bolts, and the repeating crossbow 
  automatically loads any stored bolt of your choice 
  automatically requiring no action. 
  Speed 
  Your base speed increases by 10 feet. 
  Spider Climb 
  While you are in your armor, you gain the effects of the 
  spell spider climb. 
  Webbing 
  You can cast the spell web. You cannot use this feature 
  again until you take a short or long rest. 
  Armored Sense 
       Prerequisite: Energy Shield 
  Your armor gains a limited sentience and may alert you 
  early to threats. You gain darkvision and the effects of see 
  invisibility with a range of 30 feet while you wear your 
  armor. You may add double your proficiency bonus to 
  Investigation and Perception checks (including Passive 
  Perception checks.) 
  Damage Reduction 
       Prerequisite: Energy Shield 
  You may cast the spell protection from energy. You must 
  complete a short or long rest before using this feature 
  again. 
  Dauntless 
       Prerequisite: Armored Mind  
  While you wear your armor, you longer need to eat or sleep 
  and are immune to magical sleep effects. You are also 
  immune to being poisoned. 
  Propulsion 
       Prerequisite: Speed 
  While you wear your armor, you gain a fly speed equal to 
  your base movement speed. You may not take the Dash or 
  Disengage actions while flying. Flying for more than 1 
  minute at a time drains your suit of power, after which you 
  fall and are incapacitated and can’t move for 1d4 rounds. 
  Repulsor Rays 
       Prerequisite: Power Fist 
  As an action, you can fire a number of rays equal to your 
  proficiency bonus. Make a ranged attack for each ray. 
  These rays each have a range equal to 5 feet times you 
  magitech level. If hit, a creature takes 1d6 plus your 
  Intelligence modifier force damage. In addition, creatures 
  hit by rays must make a Strength saving throw with a DC 
  equal to 5 times the number of rays that hit them. Each 
  creature hit makes only 1 saving throw. On a failed save, a 
  creature is pushed back 10 feet. 
  Stealth 
       Prerequisite: Speed 
  While you wear your armor, suffer no disadvantage on 
  stealth checks due to it and you may add double your 
  proficiency bonus to Dexterity (Stealth) checks. You may 
  also cast the spell invisibility. After using this, you cannot 
  cast invisibility again until you complete a long rest. 
  Transmutation 
       Prerequisite: Power Fist 
  As an action, you can change the shape and form of your 
  armor to assume the appearance of a normal set of clothing. 
  You can also take an action to Fortify your armor for 1 
  minute. During this duration, you move at half speed in 
  your armor, and have resistance to Bludgeoning, Piercing, 
  and Slashing damage. After using this, you cannot Fortify 
  your armor again until you complete a long rest. 
  Armor Sentience 
       Prerequisite: Energy Shield and Armored Sense 
  Your armor gains a more complete sentience and gains the 
  ability to transfer some if its magical power into spells. 
  Your armor has 6 charges. You can use an action and 
  expend 1 or more charges to cast one of the following 
  spells from it: lightning bolt (4 charges), magic missile      
  (1 charge), protection from energy (2 charges), or 
  thunderwave (1 charge). If you expend the armor's last 
  charge, you are incapacitated and can’t move for 1d4 
  rounds, after which the armor regains 1 charge. Your armor 
  regains 1d4 + 2 expended charges daily at dawn.  
   
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  Dive Attack 
       Prerequisite: Speed, Propulsion 
  If you move at least 10 feet downward before making a 
  melee attack against a creature, you have advantage on 
  your first attack against that creature and may add your 
  proficiency bonus to that attack's damage. 
  Evasion 
       Prerequisite: Speed and Stealth 
  You gain the rogue Evasion and Uncanny Dodge features.  
  Explosive Energy 
       Prerequisite: Power Fist, Repulsor Rays 
  As an action, you can channel all of the energy of your 
  Magitech Armor into an explosive electrical attack. Each 
  creature within a 30 feet of you must make a Dexterity 
  save. On a failed save a creature takes 3d6 points of 
  lightning damage for each point of your proficiency bonus, 
  or half as much on a successful one. After you use this 
  ability you are incapacitated and can’t move for 1d4 
  rounds. You must complete a short or long rest before 
  using this feature again. 
  Mecha Transformation 
       Prerequisite: Power Fist, Transmutation 
  Your armor can become a towering machine of war. As 
  an action, for 1 minute, your size triples in all 
  dimensions, and your weight is multiplied by 27. 
  This growth increases your size by two categories—
  from Medium to Huge, for example. You also has 
  advantage on Strength checks and Strength saving 
  throws. Your weapons do not grow to match your new 
  size, but your Power Fist does. While the Power Fist is 
  enlarged, your attacks with it deal double damage. In 
  addition, your armor is Fortified as per the Transmutation 
  feature while you are enlarged. You must complete a long 
  rest before using this feature again. 
  Repair 
       Prerequisite: Energy Shield, Damage Reduction 
  At the beginning of your turn, you heal a number of health 
  points equal to your proficiency bonus if you have no more 
  than half of your hit points left. You don’t gain this benefit 
  if you have 0 hit points. 
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Magitech Update 2.pdf