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.
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
Difficulty | Effect | Prerequisites | Durability |
---|---|---|---|
0 | Can knock a target prone. DC10 Strength to save. | none | 3 |
0 | Can increase the movement speed of the wearer by 5 | none | 3 |
0 | Applies Disengage to the wearer | 3 gp | 3 |
0 | Adds +1 to attack rolls | 3 gp | 3 |
0 | Add 1 engineering die to checks involving tools you have proficiency with. | level 3 | 3 |
2 | Add 1 engineering die to stealth or acrobatics checks. | level 3 | 2 |
2 | Add 1 engineering die to strength or Slight of Hand checks | level 3 | 2 |
2 | Imposes disadvantage on a creature that is hit with this attack. DC10 Wisdom to save. | level 5 | 2 |
2 | Plus +1 to attack and damage rolls (item is considered magical) | level 5 | 2 |