Arcane tradition: Mechromancy
Wizards are well known for their expansive mind and fearsome magical repertoire. Yet what is that power if their mortal flesh is so fragile? How are they to reach their full potential, if their physicality threatens to betray them at any time? Wizards who ask these questions often seek out the ways of the Mechromancy. Seen by some of their colleagues as taboo, these wizard improve their bodies with prosthetics, often losing their humanity in the process.
Tools of the Mechromancer
Starting at 2nd level, you gain proficiency in tinker's tools. You can use these tools as a spellcasting focus for your wizard spells.
Function over Form
Addtionally at 2nd, you begin to modify your own body, to make up for its shortcomings. Choose one of the prostethics below to improve your body. These prostethics enhance or replace your original bodyparts as stated and cannot be reverted through non-magical means.
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Crushing arms: Your unarmed melee attacks deal 1d4 + your Int modifier as bludgeoning damage. Additionally, you learn the Shield spell and can cast it once without expending a spell slot.
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Omni-directional legs: You can use a bonus actions to Dash. Additionally, you learn the Jump spell and can cast it on yourself once without expending a spell slot.
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Bio-scanner eyes: You gain darkvision with a range of 60 feet. If you already have darkvision, its range is increased by 30 feet. Addtionally, you learn the Detect magic spell and can cast it once without expending a spell slot
You regain all expended uses at the end of a long rest. Should you lose one of your prostethics, you can replace it at the end of a long rest by using the artisan tools you're proficient with.
Multitude of Fleshcrafting
While the Mechromancer is designed with machine prosthetics in mind, you are free to customize the manner in which your wizard improves their body. Perhaps they use weaver's tools to sew on scavenged body parts, or they might use alchemical concoctions to grow mutated organs. Talk with your DM about this and change the tool proficiency gained accordingly.
Embrace Progress
At 6th level, you further adapt improve your crude biomass, as you gain one additional prostethic from Function over Form.
Additionally, you can supercharge one of your prostethics for a short time.
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Arcanacharged arms: As a bonus action, you infuse your arms with raw arcane power. For 1 minute, after making an unarmed melee attack, you can as a free action cast a cantrip with the range of Touch.
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Hypervelocity legs: As an action, you move up to 60 feet in a straight line. This movement can cross gaps, passes through creatures space and doesn't provoke attacks of opportunity. After reaching your destination, all creatures you've passed through must make a Dexterity saving throw against your spell save DC or take 8d6 magical slashing damage. On a successful save they take half damage.
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Poly-occular eyes: As a bonus action, choose a number of creatures up to your Int modifier within 30 feet of you. Until the end of your next turn, you have true sight of these creatures, and spells cast on these creatures are cast at one level higher.
You can use this feature once for free and regain all expended uses after a long rest. Once you've expended all free uses, you can continue using this feature, gaining one level of exhaustion every additional use.
Surpass Mortality
At 10th level, you gain the third prosthetic from your Function over Form feature. Additionally, you can use your Embrace Progress feature twice before incurring exhaustion.
The Ultimate Life Form
At 14th level you rid yourself of the final pathetic bodyparts holding you back from perfection. You gain one specialized prosthetic. You can overcharge this prosthetic once every long rest.
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Gyroscopic Limbs: You unarmed strikes have 15 feet range and you can attack twice, instead of once, whenever you take the Attack action on your turn. As a bonus action you can overcharge your arms for 1 minute, allowing you to make an Unarmed melee attack as a bonus action when using an Action to cast a spell.
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Particle Relocation Core: Your movement no longer triggers attacks of opportunity and you can move through solid objects as if it was difficult terrain. As a 10 minute ritual, you can overcharge your Core and create a Teleportation Circle which lasts for 7 days. During these 7 days, you can cast Teleportation Circle once again for free, linking the two Circles together. If you open a third Teleportation Circle, the oldest one collapses.
- Autonomous Assistant: You gain a third independent appendage, which functions as another arm and grants you blindsight with a range of 30 feet. As an action, you overcharge your appendage, unleashing a materia-reshaping beam. Choose a number of targets equal to your Int modifier. All targets chosen must make a Dexterity saving throw against your spell save DC. On a failed save, they take 1D6 damage of fire, cold, lightning, necrotic, radiant and force damage. Additionally, until the end of their next turn, they are blinded, knocked prone, can't take reactions or regain health, and their speed is reduced by 10