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Neophyte • Spell Weaver

Neomachinist

The Great Machine

“Where others see the death of nature, we see its evolution. Steel and vine are not enemies—they are partners.”

History

In the aftermath of the Sundering War, the world of Adamah lay in ruins, its once-vibrant natural beauty devastated. The Druids, long the protectors of nature, found their sacred bond with Lumindra, the realm of life, severed. As they struggled to adapt to this new reality, two distinct paths emerged among the Druids' descendants. While some sought solace and power within the ethereal mysteries of dreams, becoming the Dreamwalkers, others turned to the rapidly advancing field of technology to find new ways to protect the remnants of the natural world. These pioneers became known as the Neomachinists.

The Sundering War left Adamah in a state of technological and magical chaos. In this desolate landscape, a group of Druids, cut off from their traditional sources of power, began to explore the potential of technology. They saw in machinery, cybernetics, and nanites a new way to preserve and restore the natural world. This marked the birth of the Neomachinists, a sect dedicated to the fusion of ancient druidic traditions with cutting-edge technology.

Drawing inspiration from the principles of the Industrial Revolution and the advancements in electricity and machinery, the Neomachinists began to integrate these technologies into their practices. They developed a deep understanding of how to manipulate technology to enhance their power, using it as both a tool and an extension of their own bodies. This era of innovation allowed them to bridge the gap between the organic and the mechanical, creating a new form of druidic magic that was uniquely suited to the challenges of the post-Sundering world.

The Neomachinists turned to nanite technology, infusing it with magic to create a powerful synergy. This allowed them to transform their bodies, integrating machines, and cybernetic enhancements seamlessly with their physical forms. By merging their consciousness with machines, Neomachinists could manipulate and control technology with unparalleled precision, integrating these devices into their bodies to enhance their power and effectiveness.

In the devastated post-war world, the Neomachinists emerged as formidable protectors of the natural world. Their mastery over machines, cybernetics, and nanotechnology enabled them to repair and rejuvenate damaged ecosystems, using technology as an extension of their own bodies.

Subclass Breakdown

Core Stats

Intuition

Weaving Modifier

Intuition

Aptitude

+1 Skill & +1 Toolkit of choice

Aptitude Dice

d6

MAB

6

Spell Weaving

d20 + MAB

Neo Points

5 + Level + Intuition Stat. Short Rest: regain half (rounded up). Long Rest: fully restore.

Swarm Dice

1d6 — Miasmic damage. Scales at Adept (2d6), Master (3d6), and Pinnacle (4d6).

Key Mechanics

Swarm Circuitry

While your Nanite Familiar is active, treat it as the origin point for any Spell or Subclass Feat.

Nanite Erosion

Your class debuff. The target's Armor becomes Vulnerable to Physical Damage until the end of their next Turn (unless stated otherwise).

Cybernetic Shape

Transform using the Beast Shape Guide. Threat Level progresses: Minor (L4), Moderate (L8), Significant (L12), Formidable (L16).

4

Emergence Protocol

At level 4 you unlock the Emergence Protocol. Choose 2 of the 4 Core Feats below. You also gain the Swarm Protector synergy.

Synergy

Swarm Protector

AP: 1 | R | Range: 3 m

When an ally within Range of your Nanite Familiar is targeted by an attack, the Familiar absorbs half the damage from the attack.

Cybernetic Shape

AP: 1 | QA | 3 Neo Points | Duration: 3 Rounds, Concentration (or until you die)

Assume the shape of any creature using the Beast Shape Guide. You use the beast’s STR/END/AGI but retain your COG/INT/CHA. The beast’s HP becomes THP. Equipment is unusable and you cannot Weave Spells, but you retain all Feats and Skills.

Bonuses: +2 Fortitude Defense, Resistance to Non-Magical Bludgeoning, Immunity to Environmental Radiation. Threat Level starts at Minor and progresses at Levels 8 (Moderate), 12 (Significant), and 16 (Formidable).

Miasmic Swarm

AP: 2 | CA | 1 Neo Point | Range: 10 m

You unleash a cloud of nanites at a target within Range. They must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 1 Swarm Dice Miasmic damage and suffer Nanite Erosion.

Reclamation Protocol

AP: 1 | QA | # Neo Points | Range: Touch

You channel healing nanites into a creature you touch. They regain 1 Swarm Dice HP per Neo Point spent + your Intuition Stat. Also removes one Condition or Minor Injury.

Swarm Armor

AP: 2 | CA | 2 Neo Points | Duration: 2 Rounds or while THP persists | Self

Your nanites form a protective shell around you, granting +15 THP. When you take damage from an attack, the attacker takes 1 Swarm Dice damage.

5

Integrated Core

You gain all remaining Core Feats not chosen at Level 4. You may also choose one Specialized Character Refinement on page 371.

6

Adept Paths

Choose one of the three Adept Paths. Each grants a passive bonus, a signature Feat, and upgrades at Levels 8 and 10. You also gain Apprentice Loom-craft.

Path of Elemental Fusion

You learn to convert raw elemental force into a devastating augmentation of your nanite form.

Passive: When Cybernetic Shape is active, you gain Resistance to one Elemental Damage of your choice.

Elemental Fusion

AP: 1 | QA | 2 Neo Points | Duration: 3 Rounds

While Cybernetic Shape is active, fuse elemental energy (Cryo, Electric, Hydro, or Thermal) into your form. Change your Swarm Dice damage type to the chosen element. Attacks deal +1 Swarm Dice of the chosen damage and apply Nanite Erosion.

Level 8

Energy Booster

AP: 1 | QA | 1 Neo Point

While Elemental Fusion is active, when you deal Elemental Damage the target suffers Vulnerability to that Elemental type for the Duration.

Level 10

Elemental Radiation

AP: 2 | CA | 3 Neo Points | Self | Radius: 2 m

While Elemental Fusion is active, all creatures in the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 3 Swarm Dice of your chosen Elemental type.

Path of Reanimation

You've learned to infest the flesh of others, living or dead, using your nanites to override motor functions and turn corpses or captives into deadly puppets.

Passive: Gain +1 to your WAM.

Nanite Zombie

AP: 2 | CA | 3 Neo Points | Duration: 3 Rounds (alive) / 1 Hour (dead) | Concentration | Range: 12 m

Infest a target of Moderate Threat or lower. Living creatures must make a Will Defense Roll against your Spell Weaving. Dead or Unconscious creatures auto-fail. The Zombie retains its Feats and Attacks, dead targets have half max HP, 3 AP per Turn, and its own Initiative. If the Zombie hits 0 HP, your Familiar is destroyed until a Long Rest.

Level 8

Mass Reanimation

Passive

When using Nanite Zombie, you may target multiple Minor Threat creatures equal to your WAM.

Level 10

Zombie Bomb

AP: 1 | R | 4 Neo Points | Radius: 3 m

When your Nanite Zombie is dismissed or drops to 0 HP, it detonates. All creatures in the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure: 3 Swarm Dice + Nanite Erosion.

Path of the Swarmmind

Your body becomes a living swarm, capable of splitting, spreading, and infecting all it touches.

Passive: Gain +1 to Spell Weaving.

Swarm Merge

AP: 1 | QA | 3 Neo Points | Duration: 3 Rounds, Concentration

Dissolve into a Medium swarm. You gain 10 m Flight Speed, can pass through Small openings, deal +1 Swarm Dice damage, and gain Resistance to Non-Magical Slashing and Piercing. You cannot Weave Spells but may use Feats and Abilities.

Level 8

Virulent

AP: 1 | QA | 3 Neo Points | Self | Radius: 3 m

While Swarm Merge is active, when you deal damage all hostiles in the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure: 2 Swarm Dice + Nanite Erosion.

Level 10

Hive

AP: 2 | CA | 5 Neo Points

While Swarm Merge is active, split into two Small swarms. They share Feats, Stats, HP, THP, and Subclass Points. You gain +1 AP, can act from either location, and +1 Reflex Defense.

7/9

Adept Bracket Pool

Choose one Feat at Level 7 and one at Level 9.

Defensive & Offensive

Amplified Ammunition

AP: 1 | QA | 2 Neo Points

Imbue a weapon with nanites. Your next attack deals +2 Swarm Dice damage and applies Nanite Erosion.

Infectious Swarm

AP: 1 | QA | 2 Neo Points | Radius: 3 m

When using Miasmic Swarm, expand the effect to all creatures in the Radius. Each must make a Fortitude Defense Roll against your Spell Weaving. On failure: 1 Swarm Dice + Nanite Erosion.

Swarm Enemy

AP: 1 | QA | 2 Neo Points | Duration: 3 Rounds, Concentration | Range: 10 m

Force a target to make a Fortitude Defense Roll against your Spell Weaving. On failure: 1 Swarm Dice per Round and their healing is halved.

Path Specific

Energy Swarm

PassiveElemental Fusion

When using Energy Booster, all creatures in Melee Range must make a Fortitude Defense Roll against your Spell Weaving. On failure: Vulnerability to your chosen Elemental type.

Lingering Bomb

Passive | Duration: 3 Rounds | Radius: 3 mReanimation

When activating Zombie Bomb, creatures entering or starting their Turn in the Radius take 2 Swarm Dice.

Magical Swarm

PassiveSwarmmind

You may Weave Innate Spells while Swarm Merge is active.

Utility

Adept Swarm Dice

Passive

Your Swarm Dice are now 2d6. Gain +1 to Cognition or Intuition.

Assimilate

AP: 1 | QA/R | 2 Neo Points

Sacrifice your Nanite Familiar to recover half your maximum ARC. You cannot resummon it until a Long Rest.

Bonded Control

AP: 2 | CA | 2 Neo Points | Duration: 3 Rounds | Range: 5 m

Bond with a Non-AI Machine and use its functions as Quick Actions. If destroyed, you take 1d10 Psychic Damage. One machine at a time.

Land Transmog

AP: 2 | CA | 5 Neo Points | Duration: 4 Hours, Concentration

Transform into a Medium or smaller Land vehicle. Use vehicle STR/END/AGI/Speed, your HP becomes THP. Cannot Weave Spells. Cybernetic Shape feats apply.

Salvaging Swarm

Passive

While any Swarm Feat is active and you are touching an Unconscious, Dead, or technological target, make a Salvage Check (d20 + COG Mod) to extract materials of varying value.

Specialized Character Refinement

SCR

Gain an additional Specialized Character Refinement.

10

Core Upgrades

At Level 10, all Core Feats receive permanent upgrades.

Swarm Protector Upgrade

Passive

Your Familiar now absorbs full damage instead of half when protecting an ally.

Cybernetic Shape Upgrade

Passive

You can outfit your Cybernetic Shape with a Ranged Weapon you have Aptitude in. You gain +1 Swarm Dice damage and the weapon does not need to be reloaded.

Miasmic Swarm Upgrade

Passive

Miasmic Swarm now deals 2 Swarm Dice. Creatures already suffering from Nanite Erosion take an additional +1 Swarm Dice.

Reclamation Protocol Upgrade

Passive

When a creature drops to 0 HP, Reclamation Protocol can stabilize them and restore them to 15 HP.

Swarm Armor Upgrade

Passive

Duration increases to 4 Rounds. THP increases to +25.

11

Master Paths

Choose one Master Path. You also gain the Swarm-est Regards synergy: when an ally is surrounded (2+ hostiles within 2 m), your swarm encircles them, allowing movement without Opportunity Attacks until the end of their Turn (1 AP, Reaction). You also gain Master Loom-craft.

Path of the Overwhelming Swarm

Your nanite swarm has grown beyond containment. It spreads, it feeds, and what it touches stops fighting back.

Passive: Gain Resistance to Miasmic Damage.

Engulfing Swarm

AP: 2 | CA | 4 Neo Points | Duration: 3 Rounds | Range: 10 m | Radius: 5 m

All creatures in the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure: 2 Swarm Dice at the start of each of their Turns + Confused + Nanite Erosion.

Level 13

Siphon

AP: 1 | R | 3 Neo Points

When a creature in Engulfing Swarm takes damage, choose one: Transfer 2 Swarm Dice as HP to yourself or an ally within 10 m, or siphon 1d6 of the creature’s ARC/Charges as Subclass Points or ARC.

Level 15

Support Swarm

Passive

Allies inside your Engulfing Swarm gain +2 Swarm Dice to one damage roll per Turn and +1 to Attack Rolls against targets with Nanite Erosion.

Path of the Phantom

You've learned to haunt the battlefield through your nanites, turning corpses into vessels and the living into unwilling hosts.

Passive: If your Nanite Familiar is destroyed you may still Weave Innate Spells until the end of the Encounter.

Nanite Phantom

AP: 2 | CA | 5 Neo Points | Duration: 4 Rounds (alive) / 24 Hours (dead) | Concentration | Range: 12 m

Infest a target of Significant Threat or lower. Living targets must make a Will Defense Roll against your Spell Weaving. Dead or Unconscious targets auto-fail. The Phantom retains its Feats and Attacks, dead targets have half max HP, 4 AP per Turn, and its own Initiative. If the Phantom hits 0 HP, your Familiar is destroyed.

Level 13

Spectral Form

AP: 1 | QA | 4 Neo Points | Duration: 5 Rounds

The Phantom becomes Incorporeal: Resistance to all Non-Magical Damage, can move through creatures and objects as Challenging Terrain, and heals for half the damage it deals (full if the target has Nanite Erosion).

Level 15

Fear the Reaper

AP: 1 | QA | 2 Neo Points | Duration: 3 Rounds | Radius: 2 m

While Spectral Form is active, creatures in the Radius must make a Reflex Defense Roll against your Spell Weaving. On failure: Paralyzed for the Duration.

Path of the Unyielding Shape

You blur the line between mortal and machine, entering an unstoppable overdrive of speed, resilience, and fury.

Passive: When you make any successful Defense Roll, you may immediately move up to 4 m without triggering Reactions.

Extended Form

Passive

While Cybernetic Shape is active: it no longer requires Concentration, lasts 5 Rounds or until dismissed. Once per Long Rest, when you drop to 0 HP, shift into Cybernetic Shape as a Free Action instead of falling Unconscious.

Level 13

Cybernetic Resistance

Passive

While Cybernetic Shape is active: Immune to Confusion, Paralyzed, Poison, Toxicants, and Stunned. Gain +2 Fortitude Defense.

Level 15

Overdrive

AP: 1 | QA/R | 4 Neo Points

While Cybernetic Shape is active: your Movement is doubled, you gain +2 AP per Round, and you reduce all damage taken by 1 Swarm Dice.

12/14

Master Bracket Pool

Choose one Feat at Level 12 and one at Level 14.

Defensive & Offensive

Infestation

AP: 1 | QA/R | 1 Neo Point | Radius: 2 m

When a creature ends its Turn within Range of your Familiar, it must make a Fortitude Defense Roll against your Spell Weaving. On failure: 1 Swarm Dice + Nanite Erosion.

More Swarm

AP: 1 | QA | # Neo Points

When using Miasmic Swarm, add +1 Swarm Dice per Neo Point spent.

Nanite Shield

AP: 2 | QA/R | 3 Neo Points | Duration: 3 Rounds | Range: 5 m

Grant an ally +4 Fortitude Defense. Their THP equals your Familiar’s current HP.

Smoke Screen

AP: 1 | QA/R | 2 Neo Points | Duration: Until start of your next Turn | Radius: 5 m

Hostile Vehicles cannot enter the Radius. All creatures inside gain Significant Cover.

Path Specific

The Friendly Phantom

PassivePhantom

If using Nanite Phantom on an ally: the ally gains your Familiar’s HP as THP and can still use their own Spells.

Mechanized Spell Weaver

PassiveUnyielding Shape

Extended Form grants the ability to Weave Spells while in Cybernetic Shape.

Swarm Assist

AP: 1 | QA/R | 3 Neo Points | Range: 8 mOverwhelming Swarm

When a hostile takes damage from Engulfing Swarm, choose an ally to Run or Withdraw as a Free Action.

Utility

Cybernetic Junkie

Passive

Equip one additional Wetware, ignoring Chrome Capacity.

I’ve Got a Feeling

Passive

Add your Intuition Stat to all Cognition-based Skill Checks.

Master Swarm Dice

Passive

Your Swarm Dice are now 3d6. Gain +1 to Cognition or Intuition.

Not a Mimic

AP: 1 | QA/R | 1 Neo Point

Your Nanite Familiar transforms into a Small non-magical Mundane Object or Weapon you’ve previously touched.

Swarm Storage

Passive

During a Short Rest, store 1 Spell or Subclass Feat in your Familiar. Activating it uses the Familiar’s Core Action but your ARC/Subclass Points/stats. Lost if Familiar is destroyed.

Technorganic Merge

AP: 2 | CA | 4 Neo Points | Duration: 1 Hour

Fuse with a construct, drone, or vehicle (Sentience 2 or less). Gain its Movement and Senses, and Weave Spells through its position. If destroyed: 4d10 Force Damage.

Water Transmog

AP: 2 | CA | 5 Neo Points | Duration: 5 Hours

Transform into a Medium or smaller Water vehicle. Same rules as Land Transmog.

Specialized Character Refinement

SCR

Gain an additional Specialized Character Refinement.

16

Pinnacle Paths

Choose one Pinnacle Path. You also gain the Swarm and Fuzzy synergy: create a stabilizing nanite shield on an Unconscious ally at 0 HP, making them Immune to all damage until the start of their next Turn (1 AP, Reaction). You also gain Pinnacle Loom-crafting.

Path of the Hive Processor

You've offloaded your mind into a distributed cluster of swarm-cores and execute from a field of logic.

Passive: Gain +1 to your Spell Weaving.

Swarm Node

AP: 2 | CA | 4 Neo Points | Duration: 3 Rounds | Range: 20 m

Your Familiar fractures into 3 static nodes (15 HP each). You may Weave Spells, Feats, and Abilities from any node once per Round. Hostiles within 2 m of a Node roll twice on Defense Rolls against your Spells and use the lower result.

Level 18

Parallel Processing

Passive

While Swarm Node is active: use 2 Subclass Feats per Turn. Each Node can hold Concentration on 1 Spell.

Level 20

Hive Stack

AP: 2 | CA | 6 Neo Points

While Swarm Node is active: duration extends to 5 Rounds. Allies near a Node gain +2 to Spell Weaving and Concentration Checks. Each Node can Weave one memorized spell (Mystagogue or lower) without ARC or AP, once per activation. Subclass Feats deal +2 Swarm Dice.

Path of the Lich

By merging necrotic magic with cybernetic swarm logic, you give rise to a new form of unlife, one immune to time, reason, and decay.

Passive: If your Nanite Familiar is destroyed you may resummon it once per Long Rest.

Nanite Lich

AP: 2 | CA | 6 Neo Points | Duration: 7 Rounds (alive) / Permanent (dead) | Range: 12 m

Infest a target of Formidable Threat or lower. Living targets must make a Will Defense Roll against your Spell Weaving. Dead or Unconscious targets auto-fail. The Lich retains its Feats and Attacks, dead targets have half max HP, 4 AP per Turn, and its own Initiative. If the Lich hits 0 HP, your Familiar is destroyed.

Level 18

Lich Aura

AP: 1 | QA | 3 Neo Points | Duration: 3 Rounds | Radius: 3 m

Hostiles starting their Turn in the Radius take 3 Swarm Dice + Nanite Erosion. Allies in the aura gain +2 Will Defense.

Level 20

Phylactery

AP: 2 | CA | 8 Neo Points | Range: 10 m

While your Nanite Lich is in Range: if you are reduced to 0 HP, the Phylactery absorbs the damage. The Lich stays at 1 HP and the Phylactery is destroyed. If the Lich starts its Turn at 1 HP, it regains 10 HP.

Path of Predatory Evolution

The wild never died, it evolved. You are the apex realization of that truth, a biomechanical beast forged from instinct, steel, and nanites. Muscle, fang, and circuitry. Built to hunt. Built to last.

Passive: Gain +1 Beast Feats to your Cybernetic Shape.

Top of the Food Chain

Passive

When using Cybernetic Shape at Huge size or larger: up to 2 Medium or smaller creatures can ride you with Partial Cover. Lasts until Rest, dismissed, or death.

Level 18

Adaptive Shape

AP: 1 | QA | 4 Neo Points

While Cybernetic Shape is active: change up to 2 features (Phylum, Sense, Beast Feat, or Size/Threat Level).

Level 20

Ultimate Form

AP: 1 | QA | 6 Neo Points

While Cybernetic Shape is active at Huge+ size: up to 3 riders with Significant Cover. Attacks deal +1 Swarm Dice per Neo Point spent. +5 Fortitude Defense. Movement doubled. You take 1 fewer Swarm Die of damage from Opportunity Attacks.

Path of the World-Forger

With every breath, you remake the battlefield into a living, shifting terrain under your control.

Passive: Gain Immunity to being Restrained.

Living Landscape

AP: 2 | CA | 5 Neo Points | Duration: 5 Rounds | Range: Self | Radius: 10 m

Allies in the Radius gain +2 Movement and +1 Defense. Hostiles treat it as Challenging Terrain and must make a Reflex Defense Roll on entry. On failure: 2 Swarm Dice at the start of each Turn.

Level 18

Constructive Instinct

AP: 1 | QA | 3 Neo Points

While Living Landscape is active, spawn a structure in an Unoccupied Space: Wall (4×4 m, Significant Cover), Platform (2×2 m, elevates 4 m), or Pit Trap (1×1 m, Reflex vs Spell Weaving or Prone). 25 HP each.

Level 20

Terra-former

AP: 2 | CA | 6 Neo Points

While Living Landscape is active: Hostiles in the Radius must make a Fortitude Defense Roll. On failure: 4 Swarm Dice + Confused + Nanite Erosion. Allies regain 2 Subclass Points and can Run as a Free Action once per Round. Structures gain +10 HP. You may detonate structures for 2 Swarm Dice in a 3 m Radius.

17/19

Pinnacle Bracket Pool

Choose one Feat at Level 17 and one at Level 19.

Defensive & Offensive

Binding Swarm

Passive

When a creature fails a Defense Roll against you, they are Restrained until the end of their next Turn.

Cybernetic Retcon

AP: 1 | R | 8 Neo Points | Range: 10 m

When you drop to 0 HP with your Familiar in Range: dismiss the Familiar and regain HP equal to half its current HP. The Familiar is destroyed until a Long Rest.

Field of Corrosion

AP: 2 | CA | 4 Neo Points | Duration: 3 Rounds | Range: 10 m | Radius: 5 m

Hostiles starting their Turn or entering the area must make a Fortitude Defense Roll. On failure: –2 to Defense Rolls + Nanite Erosion. Constructs and Cybernetics take 1 Swarm Dice.

Overclocked Hive

Passive

Your Familiar gains +2 to Attack Rolls. If your Familiar hits 0 HP, it explodes for 2 Swarm Dice in a 2 m Radius.

Path Specific

Colossi in Training

PassivePredatory Evolution

Adaptive Shape can set your Cybernetic Shape to Threat Level Deadly.

Get Lich or Die Tryin’

PassiveLich

You can use the Nanite Lich creature’s own Spells.

Node Amplifier

PassiveHive Processor

When Weaving a Spell through a Swarm Node: +1 Swarm Dice to damage or healing.

The Gardener

PassiveWorld-Forger

You can place Living Landscape on any space you can see within Range.

Utility

Aviation Transmog

AP: 2 | CA | 5 Neo Points | Duration: 6 Hours

Transform into a Medium or smaller Aerial vehicle. Same rules as other Transmogs.

Pinnacle Swarm Dice

Passive

Your Swarm Dice are now 4d6. Gain +2 to any one Core Stat or +1 to any two Core Stats.

Specialized Character Refinement

SCR

Gain an additional Specialized Character Refinement.

20

Swarm Sovereign

At Level 20, you unlock your Pinnacle Path capstone and the Resonate Spell-Loom.

Resonate Spell-Loom

Passive | Level 20

You can co-forge legendary spells with other Spell Weavers. Helpers donate their AF and add +1 to the Encoding Check.