Biomechanic Remastered

Biomechanic returns, rebuilt and better than ever! We’ve cleaned out all its gears, polished all its pipes, and thoroughly oiled all its pistons; all you need to do is put a new pair of AAs into its back, and it’ll run like brand new.

Cyborgs are a tough character archetype to pin down, and so as with the original biomechanic, we chose to go wide rather than narrow. The subclass has access to an expanded and refined list of augments, letting each character you build feel that much more distinct and specialized. Whichever sci-fi character or Keanu cyberpunk protagonist you’re trying to build into 5e, biomechanic’s latest patch has even more goodies for you to tinker with!

We’re having a lot of fun fixing up our old creations; it’s been a great way to really see how much we’ve learned as brewers, and to revisit the feedback you’ve been sharing all this time. We don’t just do it for ourselves, though, since all of our remasters are voted for by our patrons on Patreon! Our supporters there have the chance to both choose the old pieces that get voted on, and then vote to decide what it is we rework next! That’s just one of the many perks to being on our Patreon feed; all sorts of exclusive new homebrew comes out there, too. And if you want to hear about all our diabolical new postings as fast as you can, plug yourself into our public Discord, where all our updates go as soon as they appear! We post all across the web, but the Discord is where you can go to get every regular post direct from the source. We hope to see you there soon!

Donate and let us know what needs a new layer of chrome next!

Artificer Specialist: Biomechanic

Something between a surgeon, an engineer, and a mad scientist, biomechanics integrate the study of artifice with that of humanoid biology. They use their vast knowledge of both subjects to supplement their own bodies with powerful artificial augmentations, turning themselves into anything from machines of war to covert operatives. Whatever their specialty, the body of a biomechanic is an ongoing experiment subject to constant innovation.

Bonus Proficiencies

3rd-level Biomechanic feature

You gain proficiency with the Medicine skill. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Biomechanic Spells

3rd-level Biomechanic feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Biomechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Biomechanic Spells

Artificer Level Spells

3rd comprehend languages, thunderwave

5th gentle repose, pass without trace

9th lightning bolt, nondetection

13th death ward, greater invisibility

17th mislead, raise dead

Bionic Arm

3rd-level Biomechanic feature

You have replaced or otherwise augmented your arm with magical technology. You can use your bionic arm as a spellcasting focus for your artificer spells. Unarmed strikes made with it deal 1d8 bludgeoning damage, and you can use your Intelligence modifier for its attack and damage rolls. In addition, you choose a form for your bionic arm to take. You can spend 1 hour during a long rest to retool your arm to a different form.

Grappleclaw Launcher. You can make unarmed strikes as a ranged attack with a range of 30 feet. In addition, as an action, you can choose an unoccupied space adjacent to a surface that you can see within 30 feet. You fire your grappleclaw to the adjacent surface and zip through the air directly to that space.

Megapress Bracer. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can also make Athletics checks with your Intelligence modifier instead of your Strength modifier.

Precision-Tuned Digits. You can use your arm as thieves’ tools or a set of artisan’s tools of your choice, and can use your Intelligence modifier to make checks with it.

Supplemental Prosthetic

3rd-level Biomechanic feature

Thanks to your exceptional artifice, you have augmented your body in unique physical ways. When you reach 3rd level in this specialization, and again at 9th and 15th level, choose a supplemental prosthetic. You can’t take a prosthetic option more than once. When you gain a level in this class, you can change a supplemental prosthetic you have with another from this list.

Adamantine-Fused Skeleton. Any critical hit against you becomes a normal hit.

Cranial Memorybank. You can prepare additional artificer spells equal to half your proficiency bonus (rounded down).

Featherflight Footsprings. Your speed increases by 5 feet and your jump distance is doubled.

Medicardio Pump. When you roll a Hit Die to regain hit points, you regain an additional number of hit points equal to your Intelligence modifier (minimum of one).

Noxguard Respirator. You can breathe air and water, and you are unaffected by effects that act on your respiratory system, such as the stinking cloud spell.

Ocular Scopelens. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Reinforced Exoskin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can also use your reinforced exoskin to determine your AC if the armor you wear would leave you with a lower AC. You can use a shield and still gain this benefit.

Shock-Absorber Jointgrafts. When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your artificer level.

Verbaflex Voicebox. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. You can make this check with your Intelligence modifier instead of your Charisma modifier.

Supercharged Arm

5th-level Biomechanic feature

Your bionic arm can power up your attacks and spells. When you make an attack with your bionic arm, an attack with a weapon held in your bionic arm, or when you use your bionic arm to cast a spell, you can add 1d8 to one damage roll for that attack or spell. You can gain this bonus only once on each turn.

Body Autoregulation

9th-level Biomechanic feature

You have carefully balanced the mechanisms of your body, allowing it to regulate itself and operate at peak efficiency. You have advantage on saving throws against disease and poison, and you gain resistance to poison damage. You also cease to visibly age, your life span is doubled, and you no longer suffer the frailty of old age.

Neuroenhancements

15th-level Biomechanic feature

You have developed neural implants that ensure a minimum cognitive ability at all times. When you make an Intelligence or Wisdom check, treat a roll of 9 or lower on the d20 as a 10.

Your implants also allow you to better resist outside influences on your mind. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws.

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