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Mechanist


Hit Points

Hit Dice: d8 per Mechanist level
Hit Points at first Level: 7
Hit Points at Higher Levels: 1d8 + Constitution Modifier

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: Tinkerer's Tools, One other tool of your choice
Saving Throws: Constitution, Intellegence
Skills: Choose two skills from: Acrobatics, Athletics, History, Insight, Slight of Hand, Perception, and Survival

Class Features

As a Mechanist, you gain the following class features.   Hit Points Hit Dice: 1d8 per Mechanist level Hit Points at 1st Level: 7 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fighter level after 1st   Proficiencies Armor: All Armor Weapons: Simple weapons Tools: Tinkerer's Tools, Smith Tools Saving Throws: Intellegence or Strength, Dexterity or Constitution Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Slight of Hand, Perception, and Survival   Equipment You start with the following equipment, in addition to the equipment granted by your background:   (a) chain mail or (b) leather armor, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer’s pack or (b) an explorer’s pack a) Tinkerer's tools   Gear Head At first level, you gain 1 engineer die per long rest. This engineer die can be added when making an ability check that deals with the following situations or other situations the DM finds appropriate:   Repairing or operating a device or mechanism in which you have at least a basic understanding of. Researching the nature of complex machinery or foreign technology. Arming or disarming simple traps or other hazards that use non-magical mechanism to function. If the item is mechanical in nature, you can attempt to repair it with slight of hand ability check   A Touch of Elbow Grease You think in schematics and formulas and sometimes that translates into good ideas! At 1st level, you gain the ability to tinker objects and put your mechanical know-how to good use. When performing a task that requires proficiency in Cobbler's, Carpenter's, Jewelers,or Mason's tool set, if you do not have proficiency in that tool, you may use your tinker's tools make the check at disadvantage.   If you succeed the check by 10 or more, you can use this ability without imposing disadvantage the next time a similar task is attempted (within 3 days)   Upgrade Module With your ever increasing need to improve upon the world has led you to creating the perfect (?) upgrade! Starting at 2nd level, you can create a small device during a long rest that can augment any melee or ranged simple weapon. The appearance of the item is at the discretion of the creator, but it can be no larger than 1 foot on any side and weigh no more than 1 pound. The module will be expended after the first attack that the bonus it gives is applied.   When creating the module, use the Upgrade table to determine the difficulty rating of the item. Then, make a DC 5 + Difficulty rating Slight of Hand check in order to create the item. If you fail the check by 5 or more, then you create a volitile version of the module. In 1d4 hours or after the module is used, the item does Force damage equal to your engineering die x the difficulty level of the module to creatures within 10 feet of the module.   At 9th level, you can add additional effects to your module   Professional Archetype At 3rd level, you put your studies as an apprentice to the test as you begin to specialize in a craft. You may choose between being an Exo, A Winder, or an Augemented. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 14th, 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Tinkering Heart At 5th level, you can begin creating simple projects using blueprints. During a long rest, you can create a blueprint by describing to the DM what it is you'd like to create. The DM determines the difficulty of the item and the resources needed. You also get enhancements to your upgrade creations.   Widget Awareness Beginning at level 6, your mastery of technology you can spend 1 uninterrupted Minute you can tell where all technology is in 5 miles. It can be narrowed down with another minute of concertation to focus on the general type of technology (you can tell the direction and rough distance to it in miles). This action cannot be used again till after a long rest. At 10th This ability can be used up to 3 times before a long rest.   Whispering Sprokets Beginning at 9th level, when you create an upgrade, you may add an additional use of it's abilities. You can also make a new Slight of Hand ability check against the difficulty rating of another upgrade and apply it to the module instead.   At 13th level, you may add an additional upgrade to the module.   Gear Artisan At 13th level, you can start creating more complicated blueprints. The DM determines the difficulty of the task. You also can create a second upgrade module when creating one.   Boom Doom     Wiz Kid At 20th level, your tinkering has become a work of art! Your tinkering tools proficeincy can be used for any ability check that requires a tool. You can also create more complex items using your blueprint ability. The DM will determine the difficulty of the item being created and will determine the checks needed to create the item. Also, the durability of your upgrades and creations is increased by 2 x 2 engineering die years.
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   (a)leather armor, a Pistol, and 20 bullets (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer’s pack or (b) an Tinkerer’s pack


Subclass Options

Exo

  At 3rd level, you can equip yourself with a modular set of armor that is infused with Mana, becoming known as an Exo. The suit of armor changes itself to work with its pilot and fights in unison with the Mechanist. When you choose this subclass, select one of the following configurations for the battlesuit.  
  • Assault
  • Sentry
  • Blitz
  You may choose to load more configurations as part of the battlesuit, but it will take materials and currency to build and integrate the parts necessary for that configuration.   While the armor is equipped, your AC becomes 12 + DEX + CON and you gain temporary hit points equal to STR/CON/DEX + level +  

Fighting styles:

When selecting this subclass, you can select one of the following fighting styles:   Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense While you are wearing armor, you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  

Battle Configuration:

When selecting this subclass, you may choose between one of the following configurations:   Assualt Gain proficiency in Martial Waepons. While making an attack with your Integrated Weapon, You can add your Engineering die to the attack roll.   Sentry While in Sentry form you gain the following: You gain + 1 AC while your integrated weapon is equipped. You create a magical barrier around you and any ally within 10 feet of you gains half cover. While active, your movement speed is reduced to 20 feet. When attacking with your integrated weapon, until the end of the round, you can impose disadvantage on the target when it makes an attack on an ally other than yourself   Blitz While in Blitz form you gain +5 Movement speed and a Climbing speed equal to your movement. If you hit with an attack using your Integrated weapon, you may use the Dodge or Disengage Action as a bonus action.    

Overdrive:

Starting at 7th level, by temporarily releasing the limiters set in the armor, you gain a brief boost of power that augments the functionality of the Exosuit. Once per long rest, if you have an upgrade attached, you can use Overdrive and overload the gadget for 1 minute. Your suit gains the following bonus, based on it's configuration:   Assault - Add your engineer dice to your damage roll. The engineer die damage becomes magical and deals lightning, fire, or cold damage.   Sentry - When you are attacked by non-magical bludgeoning, slashing, or piercing damage, decrease the damage taken by 1 Engineering die. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Blitz - Your body begins to move at an alarming speed. Creatures that make an attack against you have 1 Engineering Die subtracted from the Attack Roll.   If a creature misses an attack against you, Until the end of your turn, you do not invoke attacks of oppurtunity from that creature   If you deactivate your current configuration or change to a different one, the effects of Overdrive end.   at 15th level, you will gain additional features and an additional use of Overdrive.   At 18th Level, you will gain 3 uses of the Overdrive ability.    

Gear shift

At 10th level, you can choose a second upgrade Module to add to your integrated Weapon. The second Module has to have a difficulty rating less than the first module attached.  

Overdrive Boosted

At 15th level, you gain an additional use of the Overdrive feature. The effects of Overdrive are also changed:   Assault-When rolling your engineering, if the attack made on a creature is a critical, you do max damage on that die and then role an additional die. You can also select Thunder, Force or Poison damage when rolling the engineering die.   Sentry-While your shield is up, you have resistance to non-magical bludgeoning, slashing, and piercing damage made against you. Also, you provide full cover for allies affected by your barrier.   Calvary-When giving temporary hit points to an ally, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. When a creature makes an attack on an ally within 20ft of you, you can subtract from the attack roll 1 engineering die + half your Mechanist level.  

Code:Regalia

At level 18, you have unlocked the full potential of your combat suit and can unleash that power unto the world! You now can use all 3 configurations at the same time and, as a bonus action, switch between them. Each configuration also has a upgraded abilities:   Assualt: You can now Attack an additional time during your turn, but the attack has to be made with your integrated weapon. When rolling your engineering die for an attack, you can now select Necrotic, Radiant, or Force damage for the damage type.   Sentry: While your shield is active and an enemy come within 5ft of you or an ally affected by the barrier, they must make a Strength saving throw or take one engineering die of force damage and be pushed 10ft away from that creature. Your barrier can now be placed on any ally within 30ft of you and will affect them until the end of your next turn that your shield isn't active.   Calvary: You can select 1 engineering die of creatures around you and lend them a piece of your armor. When this piece attaches to your ally, they gain the effects of Aura of purity (range is themselves only) and immediately after being affected, they can move up half their movement speed and use one action to attack, or use an object. Any hostile creature that is affected by this aura must make a Constitution Saving throw (DC = 10 + 1 engineering die) on a failure, the creature(s) become blind and stunned until the end of their next turn and will have disadvantage on the next attack or ability check they make within the next 1 minute.


DifficultyEffectPrerequisitesDurability
0Can knock a target prone. DC10 Strength to save.none3
0Can increase the movement speed of the wearer by 5none3
0Applies Disengage to the wearer3 gp3
0Adds +1 to attack rolls3 gp3
0Add 1 engineering die to checks involving tools you have proficiency with.level 33
2Add 1 engineering die to stealth or acrobatics checks.level 32
2Add 1 engineering die to strength or Slight of Hand checkslevel 32
2Imposes disadvantage on a creature that is hit with this attack. DC10 Wisdom to save.level 52
2Plus +1 to attack and damage rolls (item is considered magical)level 52

Created by

Unlikelyhero.

Statblock Type

Class Features

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