One of my players, my son actually, wanted to play something that was robot orientated considering the setting I thought it was a good idea. Decided to take the ranger and add a new archetype called mechromancer heavily influenced by Gaige from Borderlands 2. It also fits really well with the fact he is an android with the archaeologist background. So far it’s working well in the game. You can see D374-TP for an example robot I built which my son ended up using. It’s essentially a re-skinned boar with robotic traits. The mechromancer uses the spell-less ranger option as its base with the following additions and changes.
Ranger’s have access to a new archetype – mechromancer. The mechromancer archetype embodies a love (obsession?) between the Nimmerian natives and the artificial denizens of the crashed starcraft.
United in focus, machine and man work as one to fight the monstrous foes that threaten civilisation. Emulating the mechromancer archetype means committing yourself to this ideal, working in partnership with an acquired or constructed robotic companion. The favoured terrain choices of a mechromancer are initially limited to urban and wasteland (i.e. Nimmeria, post-apocalyptic).
At 3rd level, you gain a robotic companion that accompanies you on your adventures and is programmed to fight alongside you. Choose a robot that is no larger than Medium and that has a challenge rating of 1/4 or lower (an example is listed below). Add your proficiency bonus to the robot’s AC, attack rolls, and damage rolls, intelligence, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. The robot obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the robot where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. The robot is intelligent but not creative so it can be expected to act logically but not necessarily with initiative. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the robot to take the Attack action. While travelling through your favoured terrain with only the D374-TP, you can move stealthily at a normal pace. If D374-TP is destroyed, you can rebuild it by spending 8 hours working on repairs.
Beginning at 7th level you may choose one upgrade. You may also take an upgrade at any time in lieu of an ability increase.
At 11th level, you may pick another upgrade. See D374-TP for details.
CALL ROBOT ALLIES
Starting at 13th level, when you are in an area of your favoured terrain (only city or wasteland), you can signal robotic creatures from that terrain to fight on your behalf, using your attunement to the apocalyptic or urban landscape to convince them to aid you. The DM chooses robots appropriate to the terrain to come to your aid from among those that could hear you and that are within 1 mile of you, in one of the following groups:
- One robot of challenge rating 2 or lower (example Collector)
- Two robots of challenge rating 1 or lower (example Repairbot)
- Four robots of challenge rating 1/2 or lower (example arachnid robot)
- Eight robots of challenge rating 1/4 or lower (example mechanical viper)
These robots approach you from their current location and will fight alongside you, attacking any creatures that are hostile to you. They are friendly to you and your comrades, and you roll initiative for the called creatures as a group, which takes its own turns. The DM has the creatures’ statistics.
After 1 hour, these robots return to their previous location. Once you use this feature, you cannot use it again in the same general area for 24 hours, since the same robots will not repeatedly heed your call.
TWO POINT O
When you reach 15th level you may select the final upgrade for Deathtrap.
Additionally, unlike other archetypes, Mechromancer is chosen at level one as its assumed to be a lifelong obsession for the Mechromancer. The Mechromancer starts with a lasgun and 20 charges instead of a longbow as well as proficiency with energy class weapons. Animal Handling is replaced with Cybertheurgy (Intelligence) and is considered a class skill.
This ancient family heirloom has been passed down for generations and lovingly maintained and cared for. Unlike many other tech artefacts, this item is not timeworn and it is worth a king’s ransom to the right person. It has a matte green finish with a strange icon emblazon on muzzle in gold – a winged skull. Its meaning is lost to time.
Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses ten pieces of ammunition.
Under the right circumstances, the latent AI of the weapon can become self-aware and turn into a legacy item.
Art credit for Gaige and Deathtrap.