Warning:
This subclass is old, badly balanced, and is no longer being supported. Do not use this in play. I will leave this document here in its entirety for inspiration or ideas for future content, but this subclass, as written, is bad and incomplete.
Arcane Tradition: Mechanist
A Mechanist can spend their entire life or even span multiple generations working on a single masterpiece of engineering. Not satisfied with the simple machines or magical tricks, these mad wizards combine magic and clockwork to create mechanomagical masterpieces that are truly beautiful and all their own. Some build machines of necessity, mechanical limbs to replace lost ones, or clockwork wheelchairs for mobility, while others build fearsome suits of armor and faster modes of transport for themselves and their allies. The possibilities are endless!
Mechanomagical Frame
When you choose this path at 2nd level, you begin your project with a simple machine, a frame of your glorious creation to come. Different frames have different benefits, as listed in the Frames section on this page. As you gain levels and add modifications to your frame, it grows in complexity and size, eventually forming a final creation.
This contraption is made specifically for you, and as such other creatures cannot operate it easily if at all. If another creature attempts to operate your machine, it must first make an intelligence saving throw against your spell save DC. If the creature fails, the machine does not function for them.
When a machine falls to zero hit points or below, it is considered disabled. When a machine is disabled it cannot be used or worn, but can be repaired during a long rest. If a machine takes damage that reduces its hit points to a negative value equal to its maximum, either in one attack or over multiple, it is permanently destroyed. You may only have one machine at any given time, built from one frame. You may choose another frame and begin building from scratch only if you lose or destroy your previous one, as its enchantments are powerful and innately linked to you. Building a new frame from scratch requires one week of work and 50 gp in materials, plus an additional day and 100 gp for each modification to be added.
Modification
At 6th level, you learn to modify your creation to make it your own. You have a pool of Modification (or Mod) Points equal to half your Mechanist level rounded down. You can spend these points to apply modifications to your creation from the Modifications list that starts on page 4.
Offensive Modifications
Any modification that grants any kind of attack can only be used once on each turn unless otherwise noted. Modifications requiring saving throws of any kind use your spell save DC.
Changing Modifications
You can remove and replace one modification you have equipped during a long rest. Some light, uninterrupted work, and 25 gp in materials allows you to gently replace, re-modify, and recalibrate your machine's components. Alternatively, whenever you gain a Mod Point, you can choose to reconfigure any number of modifications to suit your new Mod Point total.
Modifications and Costs
Setting gold costs for features in subclasses can be a tricky topic, as many different worlds have many different economies. Feel free to change the gold costs of adding, rebuilding, and changing modifications, but try to preserve the ratios of costs (i.e. rebuilding modifications from scratch should cost more than modifying them during a rest, etc.)
Frames
Prosthetic-Type
Your grand creation is a part of your body, either replacing or encasing up to two of your limbs and enhancing your abilities with mechanomagical might. Prosthetics can appear as anything from a false hand or hook to an entire arm of exposed clockwork or an exo-skeleton of brass and gold encompassing your legs. This frame can be one of two forms: Arms or Legs.
Arms
One or both of your arms is replaced by false limbs made of fine metals, clockwork, and an assortment of magical devices. These limbs are engineered perfectly for you, look as you design them to, and respond as if they were flesh and bone. The magic and clockwork used to make the limb actually causes it to be stronger than one of flesh. When you choose this frame and have it attached to you, you have advantage on Strength (Athletics) checks made using your arms
Legs
One or both of your legs is replaced by false limbs made of fine metals, clockwork, and an assortment of magical devices. These limbs are engineered perfectly for you, look as you design them to, and respond as if they were flesh and bone. The designs and actuators in these legs grant them a quicker reaction time than a normal leg. When you choose this frame and have it attached to you, you have advantage on Dexterity (Acrobatics) checks made using your legs.
Transport-Type
Your grand creation will be a mechanically complex wheelchair, or a self-propelled carriage, or even just a flat plate that hovers above the ground. When you choose this frame, it begins its life moving only slightly faster than you normally do. When you pilot your machine, its base speed is 35 feet and seats a single operator.
Armor-Type
Your grand creation will be a piece of armor you wear. This could range from a simple breastplate and gauntlets to a full suit of armor. This frame is treated as light armor, and is identical to any other piece of armor that can be donned and doffed. Its base AC is equal to 11 + your Dexterity Modifier (though this can be increased through modification). This armor is specially fitted to your size and proportions. You have proficiency with this armor and it does not inhibit your spellcasting abilities.
Advanced Machine
At 10th level, you improve upon your frame, gaining additional benefits.
- Prosthetic-Type Arms You begin to add more mechanical parts to your joints, strengthening them and the arm itself. Whenever you would increase your Ability Scores, your maximum possible Strength score is treated as 22.
- Prosthetic-Type Legs By polishing every gear and improving upon the enchantments that control your legs, you improve their reaction time even further. Whenever you would increase your Ability Scores, your maximum possible Dexterity score is treated as 22.
- Transport-Type Reducing its weight and empowering the enchantments that move it, you create an even faster machine. When you are piloting your machine, you have advantage on all Dexterity saving throws
- Armor-Type Immovability enchantments and several enchanted gears at the back mean that your machine is both easier to use and more protective. While you are wearing your mechanomagical armor, you have advantage on Strength saving throws made to resist forced movement effects, and can now don and doff the armor as a bonus action.
Masterful Materials
By 14th level, you have added a number of modifications to your machine, bringing it ever closer to your final masterpiece. You begin to retrofit outdated parts with rare materials, granting your machine additional properties.
You may only choose one material to use in your machine, you cannot change this material unless you choose to rebuild your machine from scratch as a result of it being destroyed or lost.
- Thermium A rare silver-blue metal that can only be found deep underground, thermium's chemical makeup leaves it largely unstable. The metal is constantly giving off a strong heat due to its chaotic internal structure, and yet it is still as strong as any iron known to exist, and takes an extremely long time to break down. A machine made of this material allows its user to maintain a comfortable temperature even in extreme cold. Additionally, if a thermium machine is hit by a melee attack, the attacker recieves fire damage equal to half your mechanist level, as the impact stirs its internal reaction and generates dangerous heat.
- Adamantium The infamous Adamantium is a sharp silver metal, normally without even the slightest imperfection on its surface. This material cannot be found naturally, and can only be produced by a skilled smith in conjunction with an adept mage. A machine enhanced with adamantium cannot be destroyed by physical means, and can only be destroyed by magic effects greater than those of a 6th level spell. Additionally, the user of an adamantium machine negates all of the damage of any single effect or attack dealing less than half your level in damage.
- Dimeritium The Mage's Bane, Dimeritium posesses the curious property of cancelling magical energy. This deep brown-gold metal is found naturally, but only in extremely rare surface deposits, and most dimeritium is now produced through magical smithing. Extremely careful placement of dimeritium shards in a machine can enable it to simultaneously disable hostile spells, while allowing its user to cast uninhibited. A dimetirium machine allows its user advantage on any saving throw made to resist spell effects of 3rd level or lower. Additionally, spell attack rolls for spells of 3rd level or lower have disadvantage when targeting this machine or its current user.
- Orichalcum Deep blue, opalescent, and devastatingly beautiful, orichalcum is a magical crystal normally found within other raw metals. The crystal itself is quite delicate, but orichalcum's value stems not from its strength, but rather from its ability to empower magic abilities. A machine enchanced with small shards of orichalcum has all of its small enchantments bolstered, almost managing to service itself while you use it. All modifications which can only be used a number of times before requiring a long rest can be used one additional time. In addition to this, Orichalcum can be made to glow brightly as a bonus action, causing your machine to emit light as if under the effects of the Light cantrip
- Iron Cold, hard, and abundant! While not incredibly advanced, Iron makes up most swords, armors and shields, and it works remarkably well in a variety of applications. what it lacks in special properties, it makes up for by being easily workable, naturally occurring, and inexpensive, allowing a machine made of it to be modified quickly and easily. A machine made up of iron is granted an additional 2 Modification Points.
Superior Servicing
At 17th level, you have completed your final creation, all that's left to do is add some minor modifications and adjustments. Meanwhile, you have enchanted your machine to service itself in dire situations. This technique requires a large amount of precise magical energy, however, and it can only be performed once before needing a long rest.
As an action, you can choose to spend a spell slot of 3rd level or higher to service your machine magically. This is identical to the effects of a long rest for your machine.
1-Point Modifications
Arcane Artillery
You enchant a weapon with evocation magic, allowing it to store and fire magic darts. You have a reserve of 3 magic darts and can launch one as a bonus action on your turn. The dart hits a creature within 30 feet and deals 1d4 damage to its target. The enchantment replenishes all magic darts when you finish a long rest.
Your reserve of darts becomes 6 when you reach 11th level, and 9 when you reach 17th level.
Elemental Expungers
You enchant a series of small devices with targeted abjuration magic, dampening the effects of certain damage types. Choose one damage type from Acid, Cold, Fire, Force, Lightning, Poison, Psychic, or Thunder. you have resistance to that damage type.
This modification can be improved upon with more powerful protection enchantments, making it a 2-point modification. When improved, the damage resistance granted by this modification is also granted to all allied creatures within 10 feet of the machine.
This modification can be taken more than once in order to gain additional resistances.
Folding Crossbow
You've engineered a simple miniature crossbow, or other bolt-firing device into your machine. You can use an action on your turn to make a ranged weapon attack with a range of 60/240 feet. This attack deals 1d6 piercing damage on a hit. You are proficient in the use of this weapon.
This weapon's damage increases to 1d8 piercing damage when you reach 11th level, and 1d10 when you reach 17th.
Guiding Light
You house a small gem that gleams with divination magic within your machine. As an action on your turn you can activate this gem's enchantment to embolden yourself and your allies. The enchantment remains active for up to 1 minute while the gem glows, shedding bright light in all directions for 5 feet and dim light for another 5 feet. Allies within this enchanted light can add 1d4 to any saving throw once each round.
This effect ends when you fall to 0 hit points or when you end it early as a bonus action. Once you use this ability, it cannot be used again until you finish a long rest.
Ramming Gear
Requires: Transport Type
You add plates or spikes to your machine's front and enable it to accelerate rapidly. If your machine moves 15 feet or more straight toward a creature right before hitting it with a melee attack, that attack deals an additional 1d10 bludgeoning damage.
Rope Spool
You add a spool of simple hempen rope into your machine. The spool holds up to 100 feet of rope and has a winding mechanism not unlike that of a fishing rod attached to it. Objects can easily be tied to the end of the rope and swung like whips. The spool can withstand up to 1,000 pounds of force on the rope.
This modification can be improved upon with a more flexible mechanism and the addition of a transmutation enchantment, making it a 3-point modification. Once improved, you can use an action on your turn to launch the end of the rope up to 100 feet in a straight line. If an object at the end of the rope impacts a creature, the object stops and that creature must make a Dexterity saving throw versus your spell save DC, taking 1d8 bludgeoning damage on a failed save.
Additionally, you can fully retract the rope back into the spool as a bonus action, granted there is nothing obstructing the rope. When used for climbing, this equates to a climb speed of 40 feet. When used to pull an unwilling creature, that creature must succeed on a Strength saving throw against your spell save DC, being pulled up to 20 feet toward you on a failed save
Second Gear
Requires: Transport Type
You have included a series of extra transmutation gears into your machine that allow it to move at enormous speeds. Your machine's speed increases to 45 feet.
This modification can be improved with an additional gear set and a more rugged construction, making it a 3-point modification. When improved, your machine's speed increases to 60 feet. Additionally, your machine ignores movement penalties caused by difficult terrain.
Simple Operation
By adding instructive notes and employing simple illusion magic to demonstrate its use, other creatures can use your machine easily. Any creature with an Intelligence score of 6 or more can choose to automatically succeed on the Intelligence saving throw necessary to use your machine.
Supplementary Seating
Requires: Transport Type
You add extra passenger space to your machine, either with simple seats or conjuration-based extradimensional spaces, allowing others to ride along. Your machine can now hold and transport up to 4 medium or smaller creatures, including its operator.
If this modification is gained as a part of the Make it Bigger! modification, the machine can instead hold up to 6 creatures.
Levitation
Requires: Prosthetic Leg or Transport Type
You enchant your machine with transmutation magic, allowing it to levitate. Your machine hovers up to 5 feet above the ground directly below it. This ability can be activated or deactivated as an action on your turn. While levitating, you retain your base walk speed.
This ability does not mitigate falling damage.
Merged Weapons
Requires: Prosthetic or Armor Type
You deconstruct a mundane weapon and adapt it to your machine, ensuring it is always by your side. Choose one mundane weapon that lacks the special property you have within your possession. You can adapt that weapon into your machine by some appropriate means, whether it be a hidden dagger, an enchanted axe-arm that attaches to your machine, or a spear made of small segments that snakes up your arm and extends when in use.
This weapon keeps its mundane statistics, but gains the following properties:
- You cannot be disarmed when using this weapon.
- You gain proficiency in the use of this weapon while this modification is equipped.
- If the weapon had the light property, you gain advantage when trying to hide or conceal it.
- If the weapon had the thrown or versatile properties, it no longer does.
You can only have one weapon from this modification at any given time, but can change this weapon to another whenever you change your modifications. Removing a weapon from this modification destroys it.
Power Legs
Requires: Prosthetic Leg Type
Your prosthetic legs are enhanced with transmutation magic and extra mechanical parts, allowing them to propel you high into the air. Your maximum long-jump distance is now 40 feet, and your maximum high-jump distance is now 30 feet. Additionally, you no longer require a running start to perform a long jump.
2-point Modifications
Armor Plating
Requires: Armor-Type
You add plates of varying materials enchanted with abjuration magic to your armor, strengthening its defense. Your armor is considered medium armor, and its armor class is 13 + your Dexterity modifier (maximum of +2). You also have disadvantage on stealth saving throws.
This modification can be improved upon with more armor and enchantments, making it a 4-point modification. When improved, your armor is considered heavy armor and your armor class is 17. You continue to have disadvantage on stealth saving throws.
Cannon
You create a devastating magical cannon to add to your machine using evocation magic. As an action on your turn, you launch a ball of energy at a point within 40 feet of you. All creatures within 10-foot sphere centered on that point must make a Dexterity saving throw against your spell save DC, taking 4d8 fire damage on a failed save, or half as much on a successful one. This cannon can hold a maximum of two charges, both of which are regained when you finish a long rest.
Alternatively, The cannon can be loaded with any number of other projectiles to be launched. The projectile must fit within a 1-foot cube and weigh less than 10 pounds. You can use an action on your turn and expend a cannon charge to launch the projectile up to 60 feet in a straight line or arc in front of you. If the object would impact a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving, with both the object and what it strikes each taking 3d8 bludgeoning damage.
Dagger Dispenser
Requires: Prosthetic Type
You add a small mechanized compartment to your prosthetic. The compartment houses localized conjuration enchantment which always creates a simple dagger. The dagger has no special properties, but it is visibly magical. A maximum of three daggers of this type can exist at any time, disapparating the oldest whenever a fourth dagger is created. Daggers obtained from this device are treated as drawing a weapon on your turn, and can be thrown or used as part of the same turn.
Expandable Shield
Requires: 11th level or higher, Prosthetic Arm Type
You build a mechanical shield, which can fold into your arm using a mix of clever clockwork and transmutation enchantments. You are proficient with this shield and can don and doff it as a bonus action.
Habitation Systems
Requires: Transport Type
You add several components to your machine, allowing it to transform into a comfortable home in times of rest. When you take a short rest within your machine, you recover an additional number of hit points equal to your spell attack modifier for each hit die you spend. When you take a long rest with your machine, you regain all spent hit dice, instead of half your total.
Other creatures can also benefit from these effects when they rest if you have the Supplementary Seating modification.
Mechanical Knuckle / Heel
Requires: Prosthetic or Armor Type
You augment one of your fists or feet with powerful pistons, a heavy plate, and a hearty helping of evocation magic. This heavy melee weapon augments your unarmed strikes, which now deal 1d10 bludgeoning damage but can only be used once on your turn.
This modification can be improved with stronger evocation enchantments, making it a 4-point modification. Once improved, you can make two unarmed strikes with this modification as part of the attack action on your turn.
Swim Gear
You add fins and a strong transmutation enchantment to your machine. You gain a swim speed of 30 feet and can breathe underwater.
3-point Modifications
Arrow Acquisition Apparatus
Requires: Prosthetic Arms type
Using conjuration magic and mechanical systems, you have created a device for creating arrows and quickly delivering them to your bow. When you wield a bow with this modification, you can attack twice with that bow as part of your attack action, as the apparatus creates an arrow and delivers it into your bowstring effortlessly.
The apparatus can create an infinite number of arrows, but each arrow disappears when the next is created. The arrows have no special properties, but are visibly magical.
Additionally, if you have the Folding Crossbow Modification, it is considered a bow for the purposes of this modification.
Burrowing Gear
You add drill-like mechanisms or evocation enchantments to your machine, allowing it to displace earth quickly and allow for diggind and burrowing. Your machine gains a Burrow speed of 15 feet.
Flamethrower
Requires: 11th level or higher
You craft a compact flame-launching device using evocation magic. This modification has 2 charges and can be used in one of two ways:
Gout of Flame. As an action, you can expend 2 charges to create a forward blast of flame in a 15ft cone in front of you. Creatures within the blast must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.
Scorching Line As an action, you can expend 1 charge to release flames in a 5-foot by 15-foot line in front of you. Creatures within that area must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a successful one.
All expended charges are regenerated when you finish a long rest.
Illusionary Appearance
Requires: Armor or Transport Type
you enchant various strategic points on your machine with strong illusion magic, allowing the machine to be veiled in a false appearance. Outside combat, your machine can appear any way you wish. The general shape of your machine cannot change, however. For example, you can't make an armor-type machine appear as a quadripedal creature, but you could possibly disguise it as a standing closet or as a humanoid creature.
A creature that examines the illusion can make an Intelligence (investigation) check contested by your spell save DC in order to see through it. A creature that sees through this illusion can't be fooled by it again for the next 24 hours.
Slippery Skates
Requires: Prosthetic Leg Type
Your legs have a pair of transmutation-enchanted blades built into the soles of their feet, allowing you to slide across the ground as if it were ice. Your movement speed increases by 10 feet as you slide across solid ground. You also ignore any difficult terrain caused by ice or snow.
Additionally, these blades can be used to empower standard kicks, making them a menacing weapon. This melee attack action deals 1d6 slashing damage and 1d6 cold damage on a hit.
Springtrap Mechanism
Requires: Prosthetic Arm Type
Within one of your prosthetic arms is a transmutation-driven clamp, which can be used to reliably immobilize your opponents. When you attempt to grapple a creature with a strength roll of less than 16, you can choose to treat this roll as if it was a 16 instead. This substitution can be made before or after the result of the grapple attempt is declared.
Supreme Weapon
Requires: 11th level or higher
You tune one of your weapons to perfection, making it much more effective. Choose one of the following modifications that you have equipped: Folding Crossbow, Hidden Stiletto, Melded Weapons, Dagger Dispenser, Mechanical Knuckle/Heel, or Slippery Skates. You gain a + 2 bonus to attack and damage rolls made with weapons from this modification.
You can equip this modification multiple times to enhance several weapons, but it may only effect any single weapon once.
4-point Modifications
Autonomous Operation
Requires: 11th level or higher, Armor or Transport Type
In a true feat of mechanomagical mastery you've given your creation the ability to act autonomously. Whenever you exit your machine, you may choose to have it enter an "Autonomous Mode". While in this state, your machine will respond to any of your verbal orders it can hear. If it is not given orders, your machine will do nothing unless it is attacked, in which case it will attempt to defend itself. Your machine has access to all of its normal benefits while acting autonomously. If you are separated from your machine by more than 100 feet while it is acting autonomously, it immediately shuts down completely until you wear or operate it again.
In combat, your machine takes its own turns, has its own initiative, and can make skill checks and saving throws independently from you. Statistics for your machine can be found in the Machines Without Their Mechanists Note.
Your autonomous machine communicates, emotes, and reacts in the way you design it to, you may choose to give your machine a personality, have it react robotically, or any other way you make it.
Deflection Wave
Your machine is enchanted with powerful Transmutation magic, enabling you to release a forceful blast of energy in all directions. As a reaction when your machine is targeted by a melee attack but before its result is declared, you can release an energetic blast that imbalances any medium or smaller creatures within melee range. These creatures must make a Strength saving throw against your spell save DC, being pushed 10 feet away from you and knocked prone on a failed save. An attacking creature that fails its save also fails its attack roll immediately.
Once used, you must finish a short rest before you can use this modification again. This modification gains one additional use when you reach 11th level, and again when you reach 17th level.
Make it Bigger!
Requires: 11th level or higher, Armor or Transport Type
You double the size of your creation, making it much larger than yourself. Your machine's size is now Large. All attack modifications grow to fit your new machine. The
Folding Crossbow, Hidden Stiletto, Melded Weapons, Mechanical Knuckle/Heel, Cannon, and Flamethrower
modifications all deal an additional 1d6 damage when they are used to deal damage to a creature or object. Your machine also has advantage on Strength-based checks and saving throws.
Being so large makes your machine a larger target. Your machine receives a -2 penalty to its Armor Class when you are piloting a large machine. Additionally, you have disadvantage on Dexterity-based checks saving throws.
If your machine is a Transport Type, it also gains the Supplementary Seating modification for no additional mod points when you equip this modification.
Machines Without Their Mechanists
Frames and machines not being piloted or worn use the statistics of the Animated Armor creature (MM19), with the following exceptions:
- Armor Class: The Machine's Armor class is 10. If the Machine has the Armor Plating modification, its Armor Class is equal to the base Armor Class referenced in that modification with a Dexterity modifier of 0.
- Hit Points: The Machine's maximum hit points are equal to half of your own.
- Speed: Your Machine has a speed of 0. If it has the Autonomous Operation modification, its speed is equal to your speed while operating it.
- Abilities: Your machine does not have the False Appearance, Multiattack, or Slam abilities.
Retractable Wings
Requires: 11th level or higher
You carefully rig a pair of foldable cloth wings into your machine, to be deployed at the press of a button. The wings are also enhanted to ensure they fly smoothly. When your wings are deployed, you gain a fly speed equal to your machine's speed, or your walk speed.
Siege Engine
Requires: 11th level or higher, Armor Type
You add a multitude of mechanomagical stabilizers to your armor, allowing it to grip the ground and anchor itself in place. Powering this transformation is the siege engine, an arcane core that empowers the armor's abilities. You gain the ability to enter Siege Mode as an action on your turn. While in Siege Mode, you gain the following effects:
- Your speed is reduced to 0 and cannot be changed
- You cannot be forcibly moved by any force less than 8000 pounds
- Attacks made against you have advantage
- Your Ranged spell attacks have advantage.
- The range of all ranged spell attacks are doubled.
- Your attacks deal double damage to structures
While in Siege Mode, you can spend spell slots to unleash massive bursts of magical energy. As an action on your turn you can spend a spell slot to target one creature you can see within 100 feet of you with a ranged spell attack. The attack's damage is 3d12 + a number of d12 equal to the level of the spell slot spent.
Siege mode can remain active for up to 1 minute, and can be ended as a bonus action. If you fall to 0 hit points, or doff your armor, Siege mode ends immediately. After you use this ability you must finish a long rest to recharge the siege engine before you can use it again.
Mechanist v0.5
The primary goal of this version of the Mechanist is to gain feedback on... well a lot of things. There's a lot to this subclass and I'd welcome any feedback. I'm particularly worried about the interaction between mods and wizard spells.
Background
This subclass was a LOT of work. It initially begun as an archetype for the much maligned UA Artificer class. I liked the idea of it there (and admittedly it fit better thematically) but nearly nobody I've ever heard of plays the class, and even less were interested in this subclass. After I failed to find any real feedback for that archetype I decided that the subclass fit reasonably well with the Wizard, as a scholar and potential inventor, and so reworked a lot of the wording to fit. There has been a significant amount of revision between this and the artificer version, and I would go as far as to say that the old version is unbearably hideous comparably, but I've left it in the "My Other Works" section just in case anyone is interested.
The actual idea of this class was the child of Pathfinder's summoner class, which I enjoyed for its mechanical customizability, and the good old "fantasy Iron Man" idea so many people have had before. I thought that just a suit of armor wasn't enough, and wanted the class to be more open ended than that single item, so I added other frames and things just expanded from there. I realize that the reference to pathfinder (especially the incredibly complex summoner) will send some people into horrible flashbacks of calculators and character books, but I think this concept works best with its complexity, and its hard for me to dumb it down without neutering its whole essence. Yes its too complex for 5e, but we need complex options too sometimes.
This subclass is a real monster, but thanks for reading at least some of it!
- SubjectiveSloth
Artists and Art
All art used only with the permission of the artists
- "Ravenr" by LinaiPhung
- "Steampunk orc" by Vasylina
- "Gnome Tinkerer" by Windmaker
My Other Works:
- Fey-Touched Sorcerer
- Bloodrager and Whirlwind Barbarian Paths
- Spell Rarity System
- Tiefling Subraces for the Lords of the Nine
- Siren and Rusalka monsters
- Thediem, Master of Everything
- The Mechanist subclass for the UA Arteficer
- For Honor subclasses for 5e
- Naeris, The Mythic Dragon Monster
- Tieflings Reimagined
- Trapper Rogue
- Inner Self Monk