Restorator

A goggled dwarf strikes a chisel with a mallet, finally detaching a large chunk of rusted metal from the chest of a huge construct. It nags at the dwarf as it looks up from its prone position, only to have the dwarf push its head back down before returning to work on another patch of corrosion.

A dragonborn cowers before a chuckling orc as it approaches him, axe drawn. The dragonborn begs for mercy as the orc draws closer. Suddenly, the dragonborn's face is full of almost giddy relief. The orc cocks its head in confusion, then turns, just in time to feel a large metal fist meet its face.

Staring up at the open window of an evil wizard's 1000-foot stone tower, and then down at the beginning of the internal staircase, a half-elf in metal-encased leather turns up to her huge companion. "So, that's an awful big staircase to hike up, and I could do that, or..." The massive construct looks down at her curiously. "Fastball special?" it inquires. She smiles a wicked grin and nods, "Fastball special."


Bound by Blood and Steel

Many heroes of old are sung to have gained their strength internally, from their own powers and through their own will. But not all heroes must be this way. A Restorator is an arcane engineer and protector who works for and with a huge arcane construct of stone and metal called an Altus Mechanicus. Together, they can achieve epic feats, though they are weak apart.

The power of a Restorator comes primarily from his or her assigned Altus Mechanicus, and their bond formed through shared trials and tribulations. A Restorator on their own is naught more than a man with a sword and a penchant for arcane tinkering, and an Altus Mechanicus without a Restorator is doomed to a death by corrosion, falling apart, or worse. They grow together as the Restorator learns more and more about the Altus Mechanicus and its hidden functions, and the construct itself learns to harness its own strength. They become an unstoppable team, and learn to complement each others abilities such that they become greater than the sum of their parts.

Altus Mechanicus

Altus Mechanicus are huge constructs, comparable to Eberron's warforged only much bigger. They are also constructed of machined, metal components in addition to stone. However, the Altus Mechanicus are so ancient that their components have begun to corrode and fall apart, which is where the Restorators come in. As the Altus Mechanicus are too large to maintain themselves, the Restorators often assign an individual to the maintenance of a single Altus Mechanicus.


Protective Nature

A Restorator is typically very protective of their assigned Altus Mechanicus, and that protective nature often rubs off on the titanic construct itself. As it becomes more confident in its abilities, the natural reaction is usually to return the favour for all the many years of protection, guidance, and maintenance that a Restorator provides.

Not every member of the Restorators achieves such a deep connection with their assigned Altus Mechanicus, nor do they necessarily grow to become as heroically powerful; some meet tragic, untimely ends. But they all have the potential to, under the right circumstances.

Restorators make great adventurers because they are always curious about ancient sites of arcane activity or technology, as are their partners. Such sites could hold the key to the mysterious origins of the Altus Mechanicus. A Restorator and their Altus Mechanicus can also provide a great many utilities to a group of adventurous souls, not to mention the full strength of a 15-foot metal construct.


Creating a Restorator

Restorators are members of an order of individuals who have made it their mission to find, protect, maintain, and study the Altus Mechanicus people so that they may survive and hopefully, one day, discover their origins. But what is more important than being an official member of the Restorators is being a restorator at heart. Perhaps you are not a Restorator, but you were lost and hurt in a dangerous cave system when you stumbled across a severely damaged Altus Mechanicus, before working together to find a way out and survive. Or you are indeed a Restorator, and you went on a perilous journey to locate and protect a specific Altus Mechanicus who was under threat by looters or other ne'er-do-wells.

Did you learn to tinker with arcane constructs from an apprenticeship within the Restorators, awaiting the fateful day that they finally assigned you an Altus Mechanicus? Or did you stumble across one in the wilds as it awoke from its ancient slumber, only learning to take care of it afterwards? Perhaps you were already self-taught, and heard stories of the "sleeping titans", and decided to go out and find one deliberately. Or perhaps you were taught about magical contraptions by your Restorator father, from whom you inherited an Altus Mechanicus assignment.


Quick Build

You can make a Restorator quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Dexterity. Second, choose the sage background.


Class Features

As a Restorator, you gain the following class features.


Hit Points


  • Hit Dice: 1d6 per Restorator level
  • Hit Points at 1st level: 6 + your Constitution modifer
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifer per Restorator level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, shortsword, hand crossbow
  • Tools: Tinkerer's tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Arcana, History, Insight, Investigation, Medicine, Perception, Persuasion, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a shortsword
  • (a) a hand crossbow and a case of 20 crossbow bolts or (b) a shortsword
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • Leather armor, a dagger, and tinkerer's tools

The Restorator
Level Proficiency Bonus Features
1st +2 Altus Mechanicus Assignment, Restorator Safety Rig
2nd +2 Dynamic Duo
3rd +2 Linked, Core Upgrade
4th +2 Ability Score Improvement
5th +3 Combat Synergy, Extra Attack
6th +3 Ability Score Improvement (Altus Mechanicus)
7th +3 Core Upgrade
8th +3 Ability Score Improvement
9th +4 Link Feature
10th +4 Ability Score Improvement (Altus Mechanicus)
11th +4 Core Upgrade
12th +4 Ability Score Improvement
13th +5 Link Feature
14th +5 Ability Score Improvement (Altus Mechanicus)
15th +5 Core Upgrade
16th +5 Ability Score Improvement
17th +6 Link Feature
18th +6 Core Upgrade
19th +6 Ability Score Improvement
20th +6 Overclocked Core

Altus Mechanicus Assignment

As a respected member of the Restorators, you have been assigned to an Altus Mechanicus construct. Your job is to study, protect, and maintain this construct, however your relationship with it will vary.

At 1st level, you gain an Altus Mechanicus construct NPC companion that accompanies you, and whom you must accompany at all times.

The Altus Mechanicus stat block is detailed at the end of the class description. It adds your proficiency bonus to its AC and its hit point maximum increases by 1d10 (or 6) + its Constitution modifier per Restorator level.

The Altus Mechanicus cannot take short rests, and only regains hit points from finishing a long rest if you begin a long rest at the same time while within 5 feet of it.

It is assumed that you spend a significant portion of your downtime performing maintenance on the Altus Mechanicus, which requires tinkerer’s tools. All attempts to repair or modify the Altus Mechanicus also require tinkerer’s tools.

Your relationship with the Altus Mechanicus depends on your shared history and personalities, but most commonly the Altus Mechanicus would consider you a close friend and ally who has a personal interest in helping it. It typically trusts you enough to obey most commands when in combat, but will rarely tempt death, if ever.

The Altus Mechanicus takes its turn on your initiative, though it normally doesn't take an action unless you command it to. On your turn, you can verbally or somatically (hand signals) command it where to move (no action required by you). You can use your action to command it to take the Attack, Dash, Disengage, Dodge, or Help action.

Restorator Safety Rig

As part of your assignment to an Altus Mechanicus, you have been equipped with an R.S.R (Restorator Safety Rig). This is a mechanical shock-absorption device that attaches externally to your armor, and which only you are trained to use and maintain. All assigned Restorators are given one to help protect them from the inherent hazards involved in working with a 15-foot metal construct.

At 1st level, you gain resistance to bludgeoning damage.


Dynamic Duo

At 2nd level, your ability to work as a team with your Altus Mechanicus partner enables you to more quickly provide instructions during combat.

On your turn, you can use your bonus action, instead of your action, to command the Altus Mechanicus to take the Attack, Dash, Disengage, Dodge, or Help action. All other commands (e.g. from class features) cost a bonus action. Issuing a second command after having already spent your bonus action to issue a command costs an action.


Linked

At 3rd level, using a specially-designed arcane contraption, the Altus Mechanicus can magically interface with your R.S.R, and you have learned how to access specific types of abilities through this link. Your commands no longer require any overt hand signals or verbal components, and you both automatically succeed all Wisdom (Survival) checks made to track each other.

In addition, you choose a link that you have with your Altus Mechanicus: Combat Link, Defense Link, or Utility Link, all detailed at the end of the class description. Your link grants you features at 3rd level, and then again at 9th level, 13th level, and 17th level.


Maintenance Cabin

At 3rd level, the Altus Mechanicus can open a compartment in its chest, seemingly designed to allow internal maintenance without impeding its movements.

At any time, you can command the Altus Mechanicus to open or close its maintenance cabin.

The interior of the cabin is roughly the shape of a 5-foot cube. The cabin is airtight, but has an unlimited internal air supply. Anything inside the cabin is considered to be carried by the Altus Mechanicus and counts towards its carrying capacity.


Core Upgrade

Over the time you’ve spent studying and maintaining the Altus Mechanicus, you have managed to unlock one of its long-forgotten abilities.

At 3rd level, and again at 7th, 10th, 15th, and 18th level, you gain a core upgrade of your choice. Your upgrade options are detailed at the end of the class description.


Core Points

At 3rd level, you have unlocked some excess energy from within the Altus Mechanicus’ core.

You have a number of core points equal to your Intelligence modifer plus your proficiency bonus. You regain all spent core points after the Altus Mechanicus finishes a long rest.

You cannot spend any core points if the Altus Mechanicus’ core is damaged.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Combat Synergy

Beginning at 5th level, you and the Altus Mechanicus are able to use your link to become increasingly efficient in combat.

The Altus Mechanicus adds your proficiency bonus to its attack rolls, and its slam attack deals an additional 1d8 bludgeoning damage.

This feature’s bonus to damage increases when you reach 11th level (2d8) and 15th level (3d8).

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.

You can make one attack yourself and you can command the Altus Mechanicus to take an Attack action.

Ability Score Improvement (Altus Mechanicus)

The Altus Mechanicus has learned how to better utilise certain physical or mental attributes of itself.

When you reach 6th level, and again at 10th and 14th level, you can increase one of the Altus Mechanicus’ ability scores of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.


Overclocked Core

At 20th level, the two of you have found a way to generate power for the core without the Altus Mechanicus entering its shut-down state.

The Altus Mechanicus can now take short rests. Whenever the Altus Mechanicus finishes a short rest, you regain a number of spent core points equal to 1d4 + your Intelligence modifier.


Different Restorators have many features in common, including their dedication to the pursuit of knowledge and their engineering prowess in the field of arcane constructs. But when they work with their assigned Altus Mechanicus constructs, they each follow different paths to achieve their goals, represented by the Restorator links. Your choice of link is a reflection of your and your Altus Mechanicus construct's preferred method of dealing with threats.

You and your construct friend take the most straightforward approach to those who would challenge you; offensive action. You prefer to be ready to attack when necessary, and train yourselves to better utilise each other's strengths to become a formidable fighting force.


Empowered Weapon

At 3rd level, you can command the Altus Mechanicus to connect to your R.S.R and empower your weapon with its magic. Until it leaves your hand, one weapon that you are holding becomes a magic item, granting a +1 bonus to attack and damage rolls.

Once you use this feature, you cannot use it again until the Altus Mechanicus has finished a long rest.


Charged Strike

Beginning at 9th level, your R.S.R is constantly charged with arcane energy from the Altus Mechanicus. Once per turn, when you hit with a weapon attack, you can make your attack deal an additional 1d6 lightning damage.

This feature’s damage increases when you reach 13th level (2d6) and 17th level (3d6).


Adaptive Armament

At 13th level, you can command the Altus Mechanicus to deploy a diverse array of weapons from its hands. When you do so, choose a damage type. For 1 minute, the Altus Mechanicus' melee attacks deal that type of damage instead of bludgeoning.


Army of Two

At 17th level, you and the Altus Mechanicus have become a two-person war machine. While you are within 10 feet of the Altus Mechanicus, both you and the Altus Mechanicus gain a +2 bonus to attack and damage rolls.


You both are all-too-aware of the fragility of life, let alone the fragility of the Altus Mechanicus' rusty joints. You prefer to prepare for threats by building up a strong defense, and train yourselves to minimise damage taken, becoming a near-impenetrable wall when necessary.


Defibrillator

Beginning at 3rd level, when you start your turn unconscious and dying, the Altus Mechanicus will automatically connect to your R.S.R and send a surge of electrical energy into your body, stabilising you immediately.

Once you use this feature, you cannot use it again until the Altus Mechanicus has finished a long rest.


Defensive Maneuvers

Beginning at 9th level, your link enables the Altus Mechanicus to help you avoid attacks. While you are within 10 feet of the Altus Mechanicus, you gain a +1 bonus to your AC.

This feature’s bonus to your AC increases when you reach 13th level (+2) and 15th level (+3).


Titanic Resistance

Beginning at 13th level, the Altus Mechanicus has honed its ability to defend you from danger. The Altus Mechanicus gains resistance to nonmagical bludgeoning, piercing, and slashing damage.

In addition, while you are within 10 feet of the Altus Mechanicus and you fail a saving throw that would cause you to take damage that is not poison, thunder, or psychic damage, you can use your reaction to command the Altus Mechanicus to suffer the damage instead.

Once you use this feature, you cannot use it again until the Altus Mechanicus has finished a long rest.

You can use this feature twice between long rests at 17th level.


Forcefield

Beginning at 17th level, you can command the Altus Mechanicus to generate a wall of magical force. When you do so, the Altus Mechanicus creates an effect identical to the wall of force spell at a point you choose within 60 feet of the Altus Mechanicus. The effect lasts for 10 minutes.

Once you use this feature, you cannot use it again until the Altus Mechanicus has finished a long rest.


The Altus Mechanicus has myriad hidden functions, and you both agree that these mysterious internal contraptions and magics are your best chance of survival when you're in a tight spot. You prefer to spend as much time as possible studying and unlocking the abilities within the Altus Mechanicus, turning it into a walking multi-tool with a solution to almost any problem.


Altus Vision

At 3rd level, you can command the Altus Mechanicus to connect to your R.S.R, allowing you to know each other’s exact location and see and hear through each other’s senses for up to 1 hour. You can freely switch between each of your senses for the duration.

Once you use this feature, you cannot use it again until the Altus Mechanicus has finished a short or long rest.


Unbreakable Tether

At 9th level, you have discovered a magical tether within the chassis of the Altus Mechanicus. As an action, you can attach or detach the tether to or from your R.S.R. While the tether is attached to your R.S.R, you cannot move further than 100 feet away from the Altus Mechanicus; upon reaching 100 feet, the tether reaches its limit and pulls taught.

The tether is indestructible, however its indestructability is magical in nature.


Teleport

At 13th level, you have unlocked one of the more esoteric functions within the Altus Mechanicus. Once per short rest, you can command the Altus Mechanicus to magically teleport up to 60 feet.

Gravitational Manipulation

At 17th level, you find that the Altus Mechanicus has within it a contraption that can magically manipulate gravity. You can command the Altus Mechanicus to change the direction of gravity within a 50-foot cube. The effect is identical to the reverse gravity spell, with the exception that gravity can be altered to force creatures in any direction, rather than only upwards. The effect lasts for 1 minute.

Once you use this feature, you cannot use it again until the Altus Mechanicus has finished a long rest.

Core Upgrades

If a core upgrade has Prerequisites, you must meet them to choose it. You can choose the core upgrade at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. The upgrades are presented in alphabetical order.


Action Surge

The Altus Mechanicus can temporarily act much more quickly.

On your turn, you can spend 3 core points to command the Altus Mechanicus to take one additional action on top of its regular action and a possible bonus action. As part of the initial bonus action to issue this command, you can also command the Altus Mechanicus of what actions and bonus action to take.


Active Camouflage


  • Prerequisite: 15th level

The Altus Mechanicus can use an internal magical contraption to make itself invisible.

On your turn, you can spend 1 or more core points to command the Altus Mechanicus to become invisible, as the invisible spell, for a number of rounds equal to the number of core points you spent.


Adaptive Armor

The Altus Mechanicus can activate a mechanism that moves large armored plates around its body to intercept attacks.

On your turn, you can spend 1 or more core points, up to a maximum of 3, to command the Altus Mechanicus to gain +1 AC for 8 hours. After activating this upgrade, you cannot activate it again for the duration.

For every core point you spend after the first, the Altus Mechanicus gains an additional +1 AC.


Arcane Protection System

The Altus Mechanicus can activate an arcane, shoulder-mounted beam that deflects or destroys incoming projectiles.

When a creature makes a ranged attack against a target within 30 feet of the Altus Mechanicus, you can spend a reaction and 2 core points to command the Altus Mechanicus to make the attack automatically miss.


Arcane Slam

The Altus Mechanicus can release an explosion of magical force from its fists.

On your turn, you can spend 1 or more core points to command the Altus Mechanicus to perform an arcane slam. When you do, the Altus Mechanicus slams its fists down on a target point within 15 feet. All creatures within 10 feet of that point must make a Strength saving throw (DC 8 + Altus Mechanicus' Strength modifier). On a failed save, a creature takes 1d6 force damage and is knocked prone, while on a successful save, a creature takes half as much damage and is not knocked prone.

For every core point you spend after the first, the arcane slam deals an additional 1d6 force damage.


Antimagic Bubble


  • Prerequisite: 7th level

The Altus Mechanicus can generate an antimagic field around itself.

On your turn, you can spend 2 or more core points to command the Altus Mechanicus to create a 20-foot-radius antimagic field centred on itself. The field dissipates after a number of rounds equal to the number of core points you spent.


Energy Shield

The Altus Mechanicus can generate a forcefield of energy around itself.

On your turn, you can spend 1 or more core points to command the Altus Mechanicus to gain temporary hit points equal to half your Restorator level, rounded down.

For every core point you spend after the first, the Altus Mechanicus gains additional temporary hit points equal to half your Restorator level, rounded down.


Full Sensor Suite


  • Prerequisite: 10th level

The Altus Mechanicus can activate one of two powerful sensor devices.

On your turn, you can spend 1 or more core points to command the Altus Mechanicus to gain tremorsense for a number of rounds equal to the number of core points you spent.

On your turn, you can spend 2 or more core points to command the Altus Mechanicus to gain truesight for a number of rounds equal to half the number of core points you spent, rounded down.

Grapple Fists

The Altus Mechanicus can launch its fists out of its arms, while they remain connected by a metal chain.

On your turn, you can spend 1 or more core points to command the Altus Mechanicus to fire its fist at a creature or object within 60 feet of itself. The Altus Mechanicus makes a ranged weapon attack against the target, adding a bonus to the attack roll equal to double the number of core points you spend. On a hit, the target takes 1d10 bludgeoning damage and if the target is a creature they become grappled. The grappled creature is also pulled to a space within 10 feet of the Altus Mechanicus.

For every core point you spend after the first, the damage increases by 1d10.


Self-repair

The Altus Mechanicus can deploy a series of built-in repair mechanisms.

On your turn, you can spend 1 or more core points to command the Altus Mechanicus to heal 1d6 hit points. For every core point you spend after the first, the Altus Mechanicus heals an additional 1d6 hit points.

Core Laser


  • Prerequisite: 18th level

The Altus Mechanicus can release energy in its core in the form of a powerful energy beam.

On your turn, you can spend 1 or more core points to command the Altus Mechanicus to fire its core laser. A beam of intense energy forming a line of 100 feet long and 5 feet wide blasts out from the Altus Mechanicus in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 1d12 radiant damage on a failed save, or half as much on a successful one.

For every core point you spend after the first, the core laser deals an additional 1d12 radiant damage.


Altus Mechanicus

The Altus Mechanicus are an ancient race of machine constructs, born in primordial forges and conceived by minds long since forgotten. They stand taller than three men, and wield the strength of ten. Their minds are their own, as they appear to exercise intelligence and free will like that of a human.

Altus Mechanicus constructs have existed for longer than most current societies, but their origins have been lost even to themselves. Now they are colloquially referred to as sleeping titans, or just titans, as most of them exist in a sort of hibernation state while they consider their lost origin and their purpose in the world.

Many of the titans have been in hibernation for so long that nature has overgrown their mechanical bodies, pulling them into the earth where they reside to this day.


Gentle Giants

The sleeping titans are so old that their mechanical bodies are beginning to weaken. Many have succumbed to corrosion, and more still have found that certain components simply fall off due to the fact that the titans were seemingly not built with the ability to maintain themselves.

They are made of mechanical parts that are too small and sophisticated for their large hands to manipulate effectively. For this reason, they tend to avoid exerting themselves.

A very small sect of society called the Restorators have made it their mission to study the titans so that they might be able to repair them and prolong their existence.


Enigmatic Engineering

The Altus Mechanicus seem to have been created by completely unknown arcane techniques, and so the way they work is completely mysterious to even the best and brightest wizards and artificers.

The Restorators have made the most progress in uncovering their inner workings, and even they admit that the fundamental principles at work within the Altus Mechanicus continue to elude them. They are especially fascinated by the core within every titan's head, which apparently contains their consciousness and soul. The secrets of the Altus Mechanicus are yet to be uncovered.


Wandering Colossi

An adventuring Altus Mechanicus can come about for any number of reasons. Although unlikely, it is possible that an Altus Mechanicus could feel that they have successfully determined their purpose in the world, and so would awake from its slumber to enact its purpose.

It is also possible that an Altus Mechanicus could be forcibly awoken by malicious people or environmental phenomena, at which point the titan may find a short-term purpose or curiosity.

In any case, titans who choose to enter dangerous situations will almost never do so alone, as they are all too weary of their fragility, lending them to joining parties of individuals who think twice before they enter combat.

Credits

Restorator v1.2

  • Designed and created by /u/At0micCyb0rg on Reddit
  • Balancing feedback provided by /u/SwagMasterJ72 on Reddit
  • Thanks to /r/DnDHomebrew for existing!

Original post



Altus Mechanicus

Huge construct (titan) unaligned


  • Armor Class 10
  • Hit Points 32(5d12)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 10 (+0) 16 (+3) 12 (+1) 10 (+0)

  • Condition Immunities poisoned
  • Damage Immunities poison
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Enigmatic Construct. The Altus Mechanicus is immune to disease, the poisoned condition, and poison damage. It does not need to eat, drink, or breathe, and performing any of those actions (e.g. drinking a potion, or breathing in poisonous gas) has no effect. To gain the benefits of a long rest, it must enter a fully shut-down state for 8 hours each day. It cannot awake prematurely from this state by any means. It cannot perform short rests.

Built-in Armor. The Altus Mechanicus' armor class is equal to 10 + its Constitution modifer.

Huge Build. The Altus Mechanicus' body is so large that it cannot equip any weapons or armor that were not specially designed for its size.

Titan Core. The Altus Mechanicus' very being resides within an enigmatic, glowing green-blue container inside its head, referred to by Restorators as its "core". If it is killed but its core is still intact, the Altus Mechanicus can be restored to life if its core is inserted into a functional Altus Mechanicus head. If the core is damaged, it will take on a red hue. The Altus Mechanicus may also experience one of the following effects (determined by 1d6). Any effects are removed after 1d10 days of reparation completed by a Restorator.

1 - Complete amnesia.

2 - Frightened of all neutral and hostile creatures.

3 - Shut-down state takes 16 hours instead of 8.

4 - Blinded and deafened.

5 - Unable to speak or understand any language.

6 - Speed reduced to 15 feet.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 10 (1d8 + 5)