Professional Documents
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The Mechanic
I n a thieving crew, the members often
take specialties: the brains, the face, the
muscle… In every crew, however, there is at
DC = 8 + proficiency modifier + Intelligence
Modifier
You can safely deploy your Aethergear a
least one member you can count on to number of times per day equal to half of
always have the right tool at the right time: your Intelligence modifier, rounded up
the mechanic. (minimum 1) before requiring a long rest.
Using their technological prowess, the You can maintain your Aethergear’s form
mechanic constructs a wondrous marvel: for a number of hours equal to one-third of
the Aethergear. Able to modify their your rogue level (rounded up) before
abilities, the Aethergear is a transformative requiring you to expend an additional use
device that is made to be adaptable to any to maintain your transformation.
situation. Stored in a backpack, a satchel, You can attempt to push your limits and
or a wheelchair: the mechanic’s Aethergear transform your Aethergear additional times
is able to be deployed at a moment’s past your maximum. If you do so, you must
notice, and is controlled using a link to the make a DC10 Intelligence saving throw. On
mechanic’s own mind. a failure, you still deploy your Aethergear,
but you also gain one short-term madness
Mechanic Features after the transformation ends.
If you attempt to push your limit and fail
Rogue Mod second time before taking a long rest, roll
Level Feature Slots on the long-term madness table instead; on
Aether Gearhead, I a third failure, roll on the indefinite
3rd 1 madness table; on a fourth failure, your
Have a Tool for That
9th That’s a Keeper 1 mind irreparably fractures from the strain
and at the end of the transformation you
More Power to the
13h 2 die.
Engines
Regardless of success or failure, the
17th Safety Not Guaranteed 2 duration you can maintain your form when
pushing your limits is measured in minutes
Aether Gearhead instead of hours, and the saving throw DC
Starting at 3rd level, you have finally increases by 5 for each additional
constructed an Aethergear. As a bonus transformation past your maximum before
action on your turn, you can transform your a long rest.
Aethergear and gain certain abilities.
You start with three different Aethergear I Have a Tool for That
transformations: the Corsair, the Delver, At 3rd level, you have assembled a
and the Brute, which are detailed at the end collection of spare tools from various kits
of this document. Each transformation to assist you in your abilities.
grants different abilities. If you make a skill check which would
If your Aethergear abilities require a require a tool set or kit that you are not
saving throw, you use your Intelligence proficient in, you can make the check even
modifier to calculate your DC. if you do not own the tool. When doing so,
you add half of your proficiency bonus to
the check, rounded down.
Safety Not Guaranteed
If you use this feature to craft an item At 17th level, you have unlimited uses of
using a tool, you require twice the amount your Aethergear and you Intelligence score
of time and material cost to do so. increases by 2, up to a maximum of 22..
You can also use this kit to craft You also gain advantage on saving
modifications for your Aethergear during throws against madness, and you can
your downtime, which are detailed at the choose to ignore one or more indefinite
end of this document. These modifications madness effect that you have as a result of
are placed into mod slots. When you gain overuse of your Aethergear.
this feature, you have one mod slot. You Additionally, when you deploy your
gain one additional slot at level 13. Aethergear, you can choose to push your
If you wish to have more modifications limits and willingly gain one short term
than you have available mod slots, you can madness after your deployment ends. If
choose to use your magical item you do so, your deployment is measured in
attunement slots to substitute for mod minutes and your Sneak Attack damage
slots. while transformed increases by 3d6.
If you have multiple modifications built,
you can change an installed modification
for a different one you own by spending 8
Aethergear Forms
hours doing so. Corsair Form
A land-vehicle like contraption, this
That’s a Keeper transformation has an aether-charged plow
At 9th level, you can deconstruct magical able to ram enemies as you quickly engage
items for use in upgrading your Aethergear. them.
When you spend downtime crafting a
Traits: Gain +10 movement speed while in
modification for your Aethergear, you can
this form.
spend an additional amount of time equal
to half of the crafting time to recycle an Charge!: When you Dash using your
identified magical item (though you do not Cunning Action feature, you can move
have to identify it). through the space occupied by a creature.
You can apply the full value of this item You must move at least 10 feet in a
to your crafted modification. The DM will straight line before entering the creature’s
determine if the item is applicable to the space, and you cannot end your movement
modification you are crafting. in an occupied space.
When you do so, each creature in your
More Power to the Engines line of travel must make a Dexterity saving
At 13th level, you gain one additional mod throw versus your mechanic DC. On a
slot. You can use this slot to either install success, the creature is pushed 5 feet into
another mod into your Aethergear or to the nearest unoccupied space. On a failure,
attune to a magical item. The process of the creature is knocked prone.
switching from a modification to attuning If you move through at least one
to a magical item takes 8 hours. creature’s space using this feature, then
your next weapon attack that hits a
separate creature deals Sneak Attack
damage.
Delver Form additional attack, dealing 1d6 bludgeoning
damage (no modifier).
Four mechanical arms sprout out from your
If you hit with both attacks, you may roll
device, assisting you in climbing and
Sneak Attack damage on the second attack,
maneuvering in rough terrain.
provided you have not already used sneak
Traits: Gain a climbing speed of 30ft and attack on this turn.
the ability to climb very difficult surfaces,
such as a sheer cliff-face, through the use
of a deployable grappling hook. Aether Mods
You have a number of mod slots available
Grapple Gear: You can use your action to
as per the feature list at the beginning of
make a special ranged attack (range:
this document. You can use these to create
20ft/60ft) using your Intelligence modifier.
modifications for your Aethergear on your
On a hit, the target takes piercing damage
downtime. Each modification requires one
equal to 1d8 + your Intelligence modifier
slot to use and list the forms that it can be
and must make a Strength saving throw.
used for.
On a failure, the creature becomes
Mods are able to be upgraded at an
grappled.
additional cost without requiring the use of
The grappled creature can use an attack
an additional slot. Unless otherwise noted,
or action to try to break the grapple during
when you upgrade a mod you retain your
its turn, and you may only have one enemy
previously crafted benefits.
grappled like this at a time.
If you move on your turn, you can drag
the grappled creature with you but can only Exploration Mod
move at half movement speed. (Form: All | Cost: 100gp | Time: 1 week)
Additionally, you can use a bonus action to This increases the exploration potential of your
pull the grappled creature 10 feet towards Aethergear. You build an extra-dimensional
you. storage compartment weighing 15 pounds
Weapon attacks you make against which is able to hold up to 150 pounds with a
volume not exceeding 32 cubic feet.
creatures grappled using this ability deal
Sneak Attack damage on a hit. Upgrade: Increased Storage
(Form: All | Cost: 200gp | Time: 2 weeks)
Brute Form You increase the storage capability of your
The Aethergear transforms to encase your extra-dimensional compartment. It is now able
body, providing you with durability at the to hold up to 500 pounds with a volume not
expense of mobility. exceeding 64 cubic feet.