Mecha Magic

Your innate magic promise comes not from the chaotic, ever changing nature of the universe, but from the harmonious fusion between law and order found within the celestial plane of order. Within this realm there is no strife, hatred, or passion; only a singular unity of mind, body, and soul, working towards the benefit of the whole.

Perhaps your ancestors visited this realm and became infused with its power, or you have gained favor with the god of machines. Whatever the cause, your body has become attuned to the nexus of lawful energies. Like the intricate gears of a pocket watch, you are a piece of a greater design, seeking to preserve order and expunge those who would seek to disrupts it.

Blessings of the Technoverse

Starting at 1st level, you learn the mending cantrip. This cantrip do not count towards your cantrips known. You gain proficiency with tinker tools, if you already have proficiency, double it.

Faithful Sentinel

At 1st level, you learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, the familiar takes the form of a construct that resembles a creature of your choice. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

When you gain an additional sorcerer level, you can spend time dedicated to upgrading your construct, using your tinker tools. This upgrade takes place over the course of three days of work (four hours each day). When the upgrade is complete, the construct gains 1d6 + your Intelligence modifier maximum hit points. The construct gains additional AC equal to your proficiency modifier.

Arcana Ex Machina

Starting at 6th level, your construct familiar gains a spell slot. When you cast a 3rd level or lower sorcerer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and direct the casting towards your construct, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into the construct for later use.

The construct can hold a number of spells equal to the number of spell slots that it currently has. The construct gains an additional spell slot at 9th, then again at 12th, 15th, and 18th level. You can expend the use of 2 sorcerer points to have the construct cast one of the spells that was casted into it by spending one of its own spell slots, using your own spell attack modifier and spell save DC.

Sentinel Integration

At 14th level, you learn how to augment your body in new, strange ways. You can use your action to integrate your familiar construct into your body. Your skin becomes like metal, your veins like circuitry. While in this form, you can cast the stored spells in the familiar. To de-integrate is a bonus action.

Credit to Earl-Graey, Mechanical Owl from Creature Quest





As a bonus action, you can expend 2 sorcerer points to select and apply an augment from the augmentations list below. The augmentation disappears when you finish your next long or short rest. You can only have two differrent augmentations at a time. If you use this feature while you already have two augementations, the augmentation that was applied first disappears.

Embrace Nirvana

Beginning at 18th level, your mind and body gain perfect harmony. You do not need to eat, but you can ingest food and drink if you wish, and you do not age.

In addition, you gain access to new Augmentations.