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 Ability
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 Modifier. 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).
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 mWhen 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 mYou 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: TouchYou channel healing nanites into a creature you touch. They regain 1 Swarm Dice HP per Neo Point spent + your Intuition Modifier. Also removes one Condition or Minor Injury.
Swarm Armor
AP: 2 | CA | 2 Neo Points | Duration: 2 Rounds or while THP persists | SelfYour nanites form a protective shell around you, granting +15 THP. When you take damage from an attack, the attacker takes 1 Swarm Dice damage.
Integrated Core
You gain all remaining Core Feats not chosen at Level 4 and +1 to any Ability Score.
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
Elemental Augmentation of Cybernetic Shape. You infuse your transformations with raw elemental power, turning your beast forms into walking natural disasters.
Passive: When Cybernetic Shape is active, gain Resistance to one Elemental Damage type of your choice.
Elemental Fusion
AP: 1 | QA | 2 Neo Points | Duration: 3 RoundsWhile 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 PointWhile 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 mWhile 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
Nanite Puppetry. You infest the bodies of the living and the dead, bending them to your will through sheer nanite domination.
Passive: +1 to your Weaving Ability Modifier.
Nanite Zombie
AP: 2 | CA | 3 Neo Points | Duration: 3 Rounds (alive) / 1 Hour (dead) | Concentration | Range: 12 mInfest 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
PassiveWhen 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 mWhen 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
Becoming a Living Swarm. You dissolve your physical form into a living cloud of nanites, becoming the swarm itself.
Passive: +1 to Spell Weaving Checks.
Swarm Merge
AP: 1 | QA | 3 Neo Points | Duration: 3 Rounds, ConcentrationDissolve 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 mWhile 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 PointsWhile 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.
Adept Bracket Pool
Choose one Feat at Level 7 and one at Level 9.
Defensive & Offensive
Amplified Ammunition
AP: 1 | QA | 2 Neo PointsImbue 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 mWhen 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 mForce 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 FusionWhen 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 mReanimationWhen activating Zombie Bomb, creatures entering or starting their Turn in the Radius take 2 Swarm Dice.
Magical Swarm
PassiveSwarmmindYou may Weave Innate Spells while Swarm Merge is active.
Utility
Adept Swarm Dice
PassiveYour Swarm Dice are now 2d6. Gain +1 to Cognition or Intuition.
Assimilate
AP: 1 | QA/R | 2 Neo PointsSacrifice 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 mBond 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, ConcentrationTransform 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
PassiveWhile 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.
Voice Box
PassiveWhile your Nanite Familiar is active, you can speak through it. Gain +2 to Dishonesty, Coercion, and Persuasion Skill Checks.
Specialized Character Refinement
SCRGain an additional Specialized Character Refinement.
Core Upgrades
At Level 10, all Core Feats receive permanent upgrades.
Swarm Protector Upgrade
PassiveYour Familiar now absorbs full damage instead of half when protecting an ally.
Cybernetic Shape Upgrade
PassiveYou 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
PassiveMiasmic Swarm now deals 2 Swarm Dice. Creatures already suffering from Nanite Erosion take an additional +1 Swarm Dice.
Reclamation Protocol Upgrade
PassiveWhen a creature drops to 0 HP, Reclamation Protocol can stabilize them and restore them to 15 HP.
Swarm Armor Upgrade
PassiveDuration increases to 4 Rounds. THP increases to +25.
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
Devastating Nanite Cloud Effects. You blanket the battlefield in a living storm of nanites, corroding and confusing all who stand against you.
Passive: Resistance to Miasmic Damage.
Engulfing Swarm
AP: 2 | CA | 4 Neo Points | Duration: 3 Rounds | Range: 10 m | Radius: 5 mAll 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 PointsWhen 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
PassiveAllies 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
Haunting the Battlefield. You project your nanites into ever-larger vessels, puppeteering significant threats and spectral forms.
Passive: If your Nanite Familiar is destroyed, you may Weave Innate Spells through its corpse until the end of the Encounter.
Nanite Phantom
AP: 2 | CA | 5 Neo Points | Duration: 4 Rounds (alive) / 24 Hours (dead) | Concentration | Range: 12 mInfest 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 RoundsThe 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 mWhile 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
Unstoppable Overdrive. Your Cybernetic Shape becomes a relentless engine of destruction, no longer requiring your concentration and pushing beyond all limits.
Passive: On a successful Defense Roll, move up to 4 m without triggering Opportunity Attacks.
Extended Form
PassiveWhile 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
PassiveWhile 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 PointsWhile Cybernetic Shape is active: your Movement is doubled, you gain +2 AP per Round, and you reduce all damage taken by 1 Swarm Dice.
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 mWhen 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 PointsWhen 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 mGrant 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 mHostile Vehicles cannot enter the Radius. All creatures inside gain Significant Cover.
Path Specific
The Friendly Phantom
PassivePhantomIf 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 ShapeExtended Form grants the ability to Weave Spells while in Cybernetic Shape.
Swarm Assist
AP: 1 | QA/R | 3 Neo Points | Range: 8 mOverwhelming SwarmWhen a hostile takes damage from Engulfing Swarm, choose an ally to Run or Withdraw as a Free Action.
Utility
Cybernetic Junkie
PassiveEquip one additional Wetware, ignoring Chrome Capacity.
I’ve Got a Feeling
PassiveAdd your Intuition Modifier to all Cognition-based Skill Checks.
Master Swarm Dice
PassiveYour Swarm Dice are now 3d6. Gain +1 to Cognition or Intuition.
Not a Mimic
AP: 1 | QA/R | 1 Neo PointYour Nanite Familiar transforms into a Small non-magical Mundane Object or Weapon you’ve previously touched.
Swarm Storage
PassiveDuring 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 HourFuse 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 HoursTransform into a Medium or smaller Water vehicle. Same rules as Land Transmog.
Specialized Character Refinement
SCRGain an additional Specialized Character Refinement.
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
Distributed Swarm-Core Intelligence. You fragment your Familiar into a network of autonomous nodes, weaving spells from multiple positions simultaneously.
Passive: +1 to Spell Weaving Checks.
Swarm Node
AP: 2 | CA | 4 Neo Points | Duration: 3 Rounds | Range: 20 mYour 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
PassiveWhile 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 PointsWhile 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
Necrotic Cybernetic Unlife. You push your reanimation mastery to its terrifying apex, puppeteering formidable threats and anchoring your own life force in a phylactery.
Passive: If your 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 mInfest 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 mHostiles 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 mWhile 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 the Predator
Apex Biomechanical Beast Form. You push Cybernetic Shape to its absolute limit, becoming a colossal living war machine.
Passive: +1 Beast Feat available when using Cybernetic Shape.
Top of the Food Chain
PassiveWhen 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 PointsWhile 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 PointsWhile 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. Opportunity Attacks against you deal –1 Swarm Dice.
Path of the World-Forger
Remaking the Battlefield as Living Terrain. You reshape the very ground beneath your enemies, turning the environment into a weapon and a sanctuary.
Passive: Immunity to Restrained.
Living Landscape
AP: 2 | CA | 5 Neo Points | Duration: 5 Rounds | Radius: 10 mAllies 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 PointsWhile 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 PointsWhile 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.
Pinnacle Bracket Pool
Choose one Feat at Level 17 and one at Level 19.
Defensive & Offensive
Binding Swarm
PassiveWhen 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 mWhen 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 mHostiles 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
PassiveYour 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
PassivePredatorAdaptive Shape can set your Cybernetic Shape to Threat Level Deadly.
Get Lich or Die Tryin’
PassiveLichYou can use the Nanite Lich creature’s own Spells.
Node Amplifier
PassiveHive ProcessorWhen Weaving a Spell through a Swarm Node: +1 Swarm Dice to damage or healing.
The Gardener
PassiveWorld-ForgerYou can place Living Landscape on any space you can see within Range.
Utility
Aviation Transmog
AP: 2 | CA | 5 Neo Points | Duration: 6 HoursTransform into a Medium or smaller Aerial vehicle. Same rules as other Transmogs.
Pinnacle Swarm Dice
PassiveYour Swarm Dice are now 4d6. Gain +2 to any one Ability Score or +1 to any two Ability Scores.
Specialized Character Refinement
SCRGain an additional Specialized Character Refinement.
Swarm Sovereign
At Level 20, you unlock your Pinnacle Path capstone and the Resonate Spell-Loom.
Resonate Spell-Loom
Passive | Level 20You can co-forge legendary spells with other Spell Weavers. Helpers donate their AF and add +1 to the Encoding Check.