Mechwarden: Aggregation Expansion!
More features to add to our mechanical friend.
Oh, my, hello, readers! I realize that reaping rocky roots can really cause you to reconsider radical reactions!
The aggregation list for the mechwarden class will get a lot longer. Before reading this post, you have to read this post about the mechwarden class. Otherwise, this will make zero sense.
Without further ado, here is the expanded mechwarden aggregation list!
Reminder: the saving throw DC for aggregations is 8 + Intelligence modifier + proficiency bonus.
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Chained Buzzsaw (requires: arms and level 9)
You spin around a buzzsaw that is attached to your arm via chain. As an action, you can cause all creatures within 5 ft. of you must make a Dexterity saving throw or take 3d6 slashing damage. On a successful save a creature takes half damage.
You can use this aggregation a number of times equal to your Intelligence modifier (minimum of 1) before a long rest.
Self-Sufficiency (no requirements)
You no longer require food or water, you can hold your breath for 1 hour, and the duration of your short and long rests is shortened by half.
Superior Evasion (requires: leg)
You have installed springs into your calves that allow you to evade attacks. Taking the dash action gives you an additional 15 ft.
Additionally, when you are forced to make a Dexterity saving throw that makes you take half damage if you succeed, you instead take no damage at all.
Spike Slam (requires: arm and level 9)
You slam the ground, causing spikes to jut out of the floor. Choose up to 4 targets within 20 ft. of you that are on the same ground as you are. Targets must make a Dexterity saving throw or take 2d12 piercing damage. If a creature fails by more than 5, they are also knocked prone. On a successful save, a target takes half damage and isn’t knocked prone.
You can use this aggregation a number of times equal to your Strength modifier before you must make a long rest.
Undying Core (requires: heart and level 6)
When you drop to 0 hit points, you instead drop to 1 hit point and you gain an amount of d4s of temporary hit points equal to how many enemies there are within 10 ft. of you.
You must take a long rest before using this aggregation again.
Mechanical Makeover (requires: heart or head and level 6)
You can cast the disguise self spell of yourself. The DC to determine if the disguise is fake is equal to your aggregation DC.
Hologram (no requirements)
You gain the minor illusion spell, except instead of magic, it is with the use of holograms. Additionally, you can use this aggregation to use the major image spell once per long rest.
Man’s Best Friend (requires: arm and level 9)
As an action, you can pop one of your arms off and toss it up to 15 ft. When the arm lands, it transforms into a robot dog with the stats of a mastiff, except its armor class is 15, its hit points are 25, and it has a multi-attack action, which is two bite attacks. The mastiff takes its turn after yours and follows your instructions (no action required). When the mastiff’s hit points drop to 0, it reverts to an arm, which you can pick up and reattach. The arm that was formally the mastiff, however, cannot be used in any way, as it is too damaged. Throughout a long rest, you can bring the arm back to its original functionality.
Triad Magnum (requires: arm and level 12)
As an action, you tips of your index, middle, and ring fingers can pop open, and high-caliber bullets shoot out. Choose 3 targets within 45 ft. and make attack rolls against them. You can choose to target the same creature with all three, while still needing to only make 1 attack roll. On a hit, each bullet deals 5d4 piercing damage.
You can use this aggregation 2 times before you must spend 2 gp to construct new ammunition throughout a long rest.
Medic Shield (requires: head or heart and level 12)
As an action, you can summon a 15 ft. wide sphere of energy. This shield has an AC of 13 and 40 hit points. Creatures can move freely through it, enemy or ally. Allies that end their turn inside of the shield regain 2d4 hit points. Creatures cannot shoot projectiles from inside of the shield, as they will hit the shield itself.
You can use this aggregation 1 time before you spend 1 gp to refuel yourself with a special fuel throughout a long rest.
Armor Up (requires: heart or leg and level 12)
Once per long rest, you can use a bonus action to add +3 to your AC for 1 minute. You also gain 3d6 temporary hit points. After the 1 minute, at the start of every turn, you lose 3 temporary hit points due to their slow decay.
Sentinel (requires: arm or leg and level 15)
You can take opportunity attacks on creatures that take the disengage action. You have advantage on opportunity attacks when the creature does not use disengage. You cannot be targeted with opportunity attacks if you hit a creature with a melee attack.
Additionally, once per long rest, you can use a bonus action to fortify yourself. While fortified, you cannot move and you have an AC of 20. You cannot attack while in this form unless you make an opportunity attack. While fortified, you can take opportunity attacks without using a reaction. You can end this effect as a bonus action.
Arcane Shielding (requires: level 15)
You cannot be targeted by the magic missile spell. Additionally, you have immunity to force damage and when a creature uses a magical ability to attempt to damage you with force damage, they instead take half of the damage you would have taken.
Once per long rest, you can give yourself immunity to one of these damage types for 5 minutes: fire, lightning, acid, thunder, psychic, necrotic, radiant, or cold.
Destroyer (requires: arm or head and level 15)
You gain an additional +4 to melee attack rolls and damage rolls. Additionally, you can roll melee damage dice three times, taking the highest number.
Pitch Black (requires: head or leg and level 15)
You can cast the darkness spell at will. Enemies that end their turn in the darkness take 1d6 necrotic damage and must make a Constitution saving throw or be poisoned for 1 minute. Creatures that are normally able to see in magical darkness still cannot see in this darkness.
Once per long rest, you can make the area of the darkness spell up to 150 ft. wide. You can select an amount of creatures equal to your intelligence modifier that can see in this darkness. The damage in this darkness is 1d10 instead of 1d6.
Picky (no requirements)
You gain proficiency with thieves’ tools. Additionally, you have a set of thieves’ tools built into your body. You have advantage on Sleight of Hand (Dexterity) checks to pick locks on doors.
Adamantine-Mythril Alloy (requires: level 18)
You gain +1 to AC, +1 to your Dexterity and Strength scores, and +5 to your walking speed. You gain proficiency in Stealth (Dexterity) checks, adding double your proficiency bonus to it. Creatures have disadvantage on Perception (Wisdom) and Survival (Wisdom) checks to track or find you. You gain +2 to attack rolls.
Elemental Power-up (requires: heart or head and level 18)
You gain the ability to cast the fireball, sleet storm, lightning bolt, and erupting earth spells at 4th level. You can use each spell in this aggregation 1 time before you spend 2 gp to reconstruct the mechanical part of that spell throughout a long rest.
Time Machine (requires: level 18)
If you spend 1 minute, you can revert your character to how they were 1 hour ago. This reverts their hit points, conditions, spell slots, aggregation usage, and anything else that makes sense to have reverted. You can use this aggregation 1 time before you spend 10 gp to reconstruct the materials throughout a long rest.
Usurper’s Cannons (requires: arm or heart)
As an action, you can summon up to 3 plasma turrets. You toss 3 small metal balls within 15 ft. of you. These balls expand and build themselves into medium-sized turrets that have 15 AC and 45 hit points. They take separate turns after. They cannot move and have 1 action. This action is called Plasma Cannon, where the turret makes an attack roll against a creature within 90 ft. with a +7 to hit. On a hit, the turret deals 2d10 force damage. If you move more than 150 ft. away from a turret, it malfunctions and explodes. Creatures within 10 ft. of the explosion must make a Dexterity saving throw or take 3d6 fire damage. Targets take half damage on a successful save.
You must spend 5 gp to construct a new turret throughout a long rest, totaling 15 gp to build all 3.
Snake Fangs (requires: head)
Two venomous fangs protrude from your mouth. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Once on your turn, you can force a creature hit with this attack to make a Constitution saving throw or take an additional 2d4 poison damage. You have proficiency with these horns and add your strength modifier to your attack rolls with these fangs.
Healer’s Mechanics (requires: heart or arm and level 6)
You gain proficiency with the Medicine (Wisdom) skill. You gain proficiency with the healer’s kit, which is now built into your body, and accessible at all times. Additionally, once per long or short rest, you can spend 5 minutes tending to a creature’s wounds. At the end of these 5 minutes, they heal 2d10 hit points.
Thank you for reading! Now I won’t need to worry about the mechwarden class for a long time, now that it has so many aggregations! Again, thank you, and remember, come back to the Homebrew Hermit… You may find something you like.
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