dauntless/content/Classes/Mechanist/Craft of the Metallurgist.md
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source: "[[ToV - Players Guide.pdf]]"
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![[assets/18ee82e7cffb98e9119a77187338ffba_MD5.jpg|Annadel Cinco|371x315]]
Mechanists who pursue the Metallurgists craft delight in the thrill of combat and engineered armaments. Metallurgist creations are awesome to behold in battle, though few enemies live to spread tales of their terrifying metal mechanisms.
||**Metallurgist Progression**|
|---|---|
|**Mechanist Level**|**Features**|
|3rd|Augment: Absorbing, Mystic Metal|
|7th|Heavy Hitter (d6)|
|11th|Heavy Hitter (d8), Juggernaut|
|15th|Full Metal, Heavy Hitter (d10)|
# Augment: Absorbing
_3rd-Level Metallurgist Feature_ 
You gain the following unique effect for your Augment feature. This effect cant be replaced and doesnt count against the number of effects that you know, as shown in the Augment Effects Known column of the Mechanist Progression table.
# Absorbing
_Item Requirement: Armor or Shield_ 
You empower armor or a shield with the ability to absorb and adapt to different damage types. When you take a single instance of acid, cold, fire, force, lightning, poison, or thunder damage while wearing or wielding the item, you can use your reaction to reduce the damage taken by an amount equal to twice your **INT** modifier. You then gain resistance to the triggering damage type for 1 minute or until you use this feature to absorb a different damage type. 
You can use this feature a number of times equal to your **PB**, regaining all expended charges when you finish a long rest.
# Mystic Metal
_3rd-Level Metallurgist Feature_ 
You learn to transmute armor into a mystical form. If you spend 1 hour of uninterrupted focus in contact with a non-magical suit of armor (which can be done as part of a short or long rest), you can transmute that armor into a suit of mystic metal. The transformation lasts until you choose to end it or until you use this feature to transmute a different suit of armor.
Any ongoing effects from your Augment feature on the armor automatically end when the armor reverts to its normal state. If anyone other than you attempts to don the mystic metal, it instantly reverts to its normal state.
Once transformed, the mystic metal resembles a head-to-toe suit of metallic armor, but you choose its color, style, and other cosmetic details. Regardless of appearance, mystic metal armor is not made of natural materials such as metal or wood. Therefore, it isnt affected by magic like the heat metal spell or abilities like that of a rust monster. The mystic metal is lightweight and doesnt hinder movement, and you are considered proficient with it. 
Your mystic metal functions as a magic suit of armor with the following properties:
- Each gauntlet of the armor functions as a simple melee weapon with the Light property (which you are proficient with). You can choose whether you use your **STR** or **INT** modifier to determine the attack bonus and damage dealt by the gauntlets. On a successful hit, a gauntlet deals 1d6 + your **STR** or **INT** modifier (your choice) magical bludgeoning damage.
- If it is on the same plane as you, you can use a bonus action to summon the armor. When you do so, you choose whether the armor appears in an unoccupied space within 5 feet of you or if it appears on you, fully donned. If you are already wearing armor when you summon the mystic metal armor, it cant appear on you.
- While worn, the armor is attached to your body and cant be removed against your will.
- While you wear the armor, your AC equals 13 + your **INT** modifier.
Creatures who handle or inspect the mystic metal can tell it isnt a true magic item. Otherwise, it follows the rules of a typical magic item (see Magic Items in Chapter 5).
# Heavy Hitter
_7th-Level Metallurgist Feature_ 
You learn to upgrade the offensive capabilities of your Mystic Metal feature. While wearing the armor, you gain the following benefits
- When you deal damage with a weapon attack, you deal an additional 1d6 force damage. This extra damage increases at higher levels, becoming 1d8 at 11th level and 1d10 at 15th level.
- When you make a weapon attack, you score a critical hit on a roll of 19 or 20. 
# Juggernaut
_11th-Level Metallurgist Feature_ 
While wearing the armor from your Mystic Metal feature, you have proficiency in the Athletics skill, and you have advantage on any check made to initiate a grapple or shove, or to perform any weapon option that requires a **STR** check.
In addition, if you move at least 15 feet on your turn before making a melee weapon attack, you have advantage on the attack roll.
# Full Metal
_15th-Level Metallurgist Feature_ 
While wearing the armor from your Mystic Metal feature, you can use a bonus action to transform it into a nigh-impervious state for 1 minute. If you are reduced to 0 HP, you can choose for the Full Metal feature to automatically activate (no action required). 
While this state is active, you are immune to bludgeoning, piercing, and slashing damage, and you have resistance to all other damage types.
Once this state is used, you cant activate it again until you complete a long rest.