Class: Mechanist

by deannedeeclasses

Search GM Binder Visit User Profile

Mechanist

Metal tools and papers full of mechanical diagrams fill a worktable where a gnome sits. He is hunched over delicately filing down a fine-toothed gear as sweat beads on his forehead. He pulls out a small pocket watch and curses. He’ll have to finish in the morning.

A troop of orcs sit around a camp in a clearing. The captain takes a swig a of grog when a smoking orb lands by the fire, lobbed from the nearby trees. The captain looks at the orb quizzically. A loud explosion rings throughout the forest, drowning out the cackling of a dragonborn who lights another bomb.

A flash of gunpowder erupts as a human fires his gun behind him at a pursuing direwolf. As he runs up to a huge crevasse, coils launch from the heels of his boots propelling him into the air. Just as he begins to plummet to the scattered rocks below, a cloth covered metal frame bursts from his back, catching the air and gliding him safely to the other side.

Singular Genius

Mechanists are ahead of their time. Their creations are nothing their world has ever seen. Almost no one else could comprehend them, let alone create them. As such these mechanical wizards are considered amazing marvels. Lauded as creators of amusements by idle royalty, revered by the common folk as shapers of the impossible, and envied by other boundary pushing thinkers for the technical genius, an mechanist can be surrounded by accolades and aplomb. In a world where magic is mundane, it the unique brilliance of mechanist shines bright.

Mad Inventor

In a world where common spells can create wondrous comforts, and powerful spells can alter the framework of reality itself, the mechanist instead devotes their time to developing and creating poor mechanical substitutes. Instead of tapping into the arcane for a fireball, they carefully measure sulfur, charcoal, and saltpeter to create their own version. Instead of transmuting their legs to give them powerful leaps, they construct springs to launch them skyward. Mechanists would rather blaze their own trail into the dark, unknown caverns of knowledge than follow a thousand wizards down the same grooved path.

As such mechanists can be thought of as quite mad, especially to established arcanists. For why would a person struggle and work tirelessly attempting to invent these novelties? Failing and failing again, until finally they learn for themselves how a physical law works or discover what necessary piece was missing when they might as simply cast a spell? What could possibly be driving their pursuits.

Creating an Mechanist

Keep in mind where your mechanist’s mechanical genius comes from and how they wish to use it. Do they rail against a world of magic? Do they wish to put their inventions in the hands of all to better their lives? Or do they like hoarding their devices for themselves, driven by their own sense of mental superiority? Perhaps they have never even thought that far ahead, and merely create for its own sake.

Your devices are well beyond anything anyone has crafted. How did you come to create them? You may be a student of the trade world naturally bringing your masonry or smithing to its next logical step. You may have derived your inventions purely from mathematical study and scientific experimentation. You may not even quite sure where your ideas come from, a true genius seemingly granted divine inspiration from a higher power.

Quick Build

You can make a mechanist quickly by following these suggestions. First, Intelligence should be your highest ability score. Make Dexterity your next-highest. Unless you plan to be a Gunsmith, then Dexterity should be the highest with Constitution or Intelligence as the next-highest. Second, choose the noble background.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose mechanist as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Dexterity and Intelligence score of 13 to take a level in this class or to take a level in another class if you are already a mechanist.

Proficiencies Gained. If mechanist isn't your initial class, here are the proficiencies you gain when you take your first level as a mechanist: all armor, smith’s tools, tinker's tools, and one skill from the class’s skill list.

Class Features

As an mechanist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per mechanist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Crossbows, light hammers, handaxes
  • Tools: Smith's tools, tinker's tools, one other artisan's tools of your choice

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Acrobatics, Athletics, History, Investigation, Medicine, Persuasion, Performance, and Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) chain shirt and a light crossbow with 20 bolts
  • (a) a burglar’s pack or or (b) a diplomat’s pack
  • A light hammer, smith’s tools, and tinker’s tools

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.

The Mechanist
Level Proficiency Bonus Features
1st +2 Expertise, Devices
2nd +2 Conference
3rd +2 Devices
4th +2 Ability Score Improvement
5th +3 Devices, Refinement (+1)
6th +3 Expertise
7th +3 Conference feature, Devices
8th +3 Ability Score Improvement
9th +4 Conference feature, Devices
10th +4 Utility Satchel
11th +4 Devices, Refinement (+2)
12th +4 Ability Score Improvement
13th +5 Devices
14th +5 Conference feature
15th +5 Devices
16th +5 Ability Score Improvement
17th +6 Devices, Refinement (+3)
18th +6 Conference feature
19th +6 Ability Score Improvement
20th +6 Mechanical Exoskeleton

Expertise

At 1st level, choose two of your skill proficiencies, one of your skill proficiencies and one of your tool proficiencies, or two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with tools) to gain this benefit.

Devices

Starting at 1st level, you are able to construct wondrous contraptions. Choose one of the items from the 1st level devices. Your devices are detailed at the end of the class description. You complete another device of your choice from the appropriate list when you reach certain levels in this class: 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level. Instead of one of the devices listed, you can instead make a similar device of your own design (DM’s discretion).

You are proficient with any attack roll or check with a weapon or device you make. Unless otherwise stated, any saving throw for your devices is a DC of 8 + your proficiency bonus + your Intelligence modifier.

Your devices are made sturdy and can take most any damage. However, should a device damage or break, the DM may ask for an ability check using your tinker’s tools to repair or replace the device.

Your devices are wholly unparalleled and illustrate your revolutionary ability. For a non-mechanist to use one of your devices it must have at least a Dexterity and Intelligence of 15, and it does not add its proficiency bonus on any roll required.

Conference

At the 2nd level, you join a mechanist's society of your choice: Grenadier, Gunsmith, Sapper, Tinkerer, Electromagnetist, or Magiktecknician all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 9th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.

Refinement

Starting at 5th level, your understanding of craft allows you to improve weapons. By spending 1 hour with a nonmagical weapon, you may give it a +1 bonus to attack rolls and damage for 24 hours.

This increases to a +2 bonus at 11th level and a +3 bonus at 17th level.

Utility Satchel

When you reach 10th level, you have devised efficient storage means to organize your devices and tools. When you stow a device, object, tool, or weapon as a part of interacting with objects, you may also draw a device, object, tool, or weapon.

Mechanical Exoskeleton

At 20th level, you’ve devised a powerful suit of heavy armor with an inner working of gears. You may upgrade your suit with your devices of your choosing, and you have the following properties while wearing it:

  • AC 21
  • Strength 19
  • You have advantage on all Strength checks and saving throws.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You have a -5 feet penalty to your normal Movement Speed.
  • You are at disadvantage on all Dexterity (Stealth) checks.
  • You may Dash as a bonus action. Recharge (4-6)
  • Explosive Jump. As a bonus action, you launch yourself 30 feet vertically. Each creature in a 10 foot radius must make a Dexterity saving throw. A target takes 4d8 fire damage on a failure or half as much on a success. Once you use this feature, you must spend 1 hour and 25 gold to resupply the explosives to your suit before using it again.

Conference

A mechanist's conference comprises of those working on a specific craft of engineering and the exchange of designs and breakthroughs with one another as a result. This exchange is almost never a true gathering, yet a mechanist will still study the devices of previous and contemporary crafters, improving them with their own work and ideas. This continual symposium allows mechanists to advance their specialization to further heights than their predecessors by directly learning from them.

Grenadier's Conference

Grenadiers have found the proper way to use black powder to create controlled explosion. Immense power released in a fraction of time; it is at the same time chaotic and precise. The more daring, or perhaps foolish, mechanists choose the life of a Grenadier.

Bombs

When you choose this conference at 2nd level, you are able to create bombs and start with four bombs of your choosing. The types of bombs you can craft are detailed in the Bombs section at the end of the grenadier branch features. To craft one bomb you must spend 1 hour and 5 gold although at times materials may be easier or harder to find and costs can vary (DM’s discretion).

Attacking with a bomb requires an action. You can aim at a creature or at any point within your bomb’s range. If targeting a creature, make ranged attack roll. On a successful attack, the target automatically fails any saving throw associated with the bomb. On an unsuccessful attack, the bomb still detonates on its spot and the creature makes a saving throw as normal. If a 1-2 is rolled on the attack roll, the bomb is a dud and will fail to detonate. When a creature must make a saving throw against your bombs, the DC equals 8 + your proficiency bonus + your Intelligence modifier.

Premature Detonation

Starting at 2nd level, if you are carrying an amount of bombs greater than your bomb save DC, you risk premature detonation. Whenever you take damage, roll an Intelligence check against a DC equal to the damage taken to see if a bomb detonates. If any of the damage was fire or force damage you double that damage for the DC check only. On a failure, a bomb detonates (the DM may choose or roll to determine which bomb explodes).

You also make this check if a bomb is attacked directly. Your bombs have an AC of 16.

Rigged Explosion

Starting at 7th level, you can rig a bomb to go off after certain conditions are met. You must spend one hour tinkering with the bomb in order for it explode when one of the following occurs:

  • After a certain amount of time.
  • After a certain amount of pressure is applied.
  • After a loud noise.
  • After an increase in heat.
  • After a certain mechanism is moved or touched.
  • After a certain spell effects it.
  • After a button is pressed on a handheld box with a wire up to 1000 feet long attached to the bomb.
  • Or any other similar trigger.

Trained Reflexes

When you reach 9th level, your experience around your explosions has heightened your reflexes. If you are in the blast radius of any of your bombs that deal damage, you take no damage if you succeed on the saving throw, and only half damage if you fail.

Cooked Grenade

Starting at 14th level, when you attack with a bomb as an action, you can use your bonus action to decrease or increase the radius of the explosion of one of your bombs by 5 feet.

Explosive Combination

When you reach 18th level, you may have one bomb be a combination of two bombs. The effects and damage of both are applied. The radius and range equals the smaller of the the radii and ranges.

Bombs

Incendiary. Range 30/60 feet. Each creature in a 20 foot radius must make a Dexterity saving throw. On a failed saved, a target takes 4d6 fire damage and is on fire, taking 1d4 fire damage at the start of each of its turns until a creature takes an action to douse the fire. On successful save, a target takes half damage and is not on fire.

Concussive. Range 30/60 feet. Each creature in a 10 foot radius must make a Strength saving throw. On a failed saved, a target is pushed back 15 feet from the bomb’s epicenter.

Corrosive. Range 30/60 feet. Each creature in a 10 foot radius must make a Dexterity saving throw. On a failed saved, a target takes 3d6 acid damage. On a successful save, a target takes half damage. Metals, wood, stone, cloth, etc. not being held or worn are burned away in a 10 foot radius over 5 rounds.

Fragmentation. Range 30/60 feet. Each creature in a 30 foot radius must make a Dexterity saving throw. On a failed saved, a target takes 6d4 piercing damage. On a successful save, a target takes half damage.

Flashbang. Range 30/60 feet. Each creature in a 15 foot radius must make a Constitution saving throw. On a failed saved, a target is blind and deaf for 1 minute. At the end of each of its turns, a target can make another Constitution saving throw. On a success, the target is no longer blind or deaf.

Pop. Range 100/300 feet. Each creature in a 10 foot radius must make a Dexterity saving throw. On a failed saved, a target takes 2d4 piercing. On a successful save, a target takes half damage.

Siege. Range 5/10 feet. Each creature in a 2 foot radius must make a Dexterity saving throw. On a failed saved, a target takes 6d8 bludgeoning damage. On a successful save, a target takes half damage. This bomb deals double damage to structures.

Sleep. Range 30/60 feet. Each creature in a 10 foot radius must make a Constitution saving. Roll 10d8; the total is how many hit points of creatures this bomb can affect. On a failed save, starting with the creature that has the lowest current hit points, each creature falls unconscious for 1 minute, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Smoke. Range 30/60 feet. Black smoke fills a 20 foot radius and 40 foot high cylinder and lasts 1d6+2 rounds. This area is heavily obscured. The smoke can be temporarily dispelled with a strong gust of wind, but the bomb will fill the space again after 1 round.

Tear Gas. Range 30/60 feet. Green smoke fills a 10 foot radius and 10 foot high cylinder and lasts 1d4 rounds. This area is heavily obscured. Each creature that is completely within the cylinder at the start of its turn must make a Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

Gunsmith's Conference

While the mechanical marvels provide much in the way of wonder, the Gunsmith finds crafting a device that can quickly kill those who try to kill you is the more brilliant solution. Elegant and precise, the gun allows the Gunsmith to utilize their mechanical prowess to its deadly ultimate end.

Guns

When you choose this conference at 2nd level, you become proficient in firearms and craft a pistol (see the “Firearms” sidebar for how firearms work). When you would choose a device using the Devices feature, you may instead choose another firearm that has a gold cost (as shown in the Firearms table) or a Firearm Devices (listed below).

The firearms you craft are less prone to malfunction and easier to fix when they do. A firearm's misfire score is reduced by 1 for the first attack you make with it on your turn. Additionally, after a misfire, you may make your first attempt to repair the firearm as a bonus action. If you fail this repair check, the firearm is not broken, and you may make additional attempts to repair it as an action.

Firearm Devices

These devices are additions you can add to a firearm. A firearm cannot gain the benefits of a firearm device more than once. Unless specifically stated otherwise, a firearm device can be removed from the firearm and added to a different firearm over the course of 1 minute.

Bayonet. The firearm gains the melee, reach, and finesse properties, dealing 1d8 piercing damage on a successful hit.

Bipod. Attacking while prone does not impose disadvantage.

Caplock. The misfire score for the firearm decreases by 1. This cannot be changed to another firearm.

Firearms

You may use your Tinker's Tools them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

Ammunition

All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.

Emergency Chamber. You add a second barrel to the firearm which has a special payload for up-close firing. You may fire from the secondary barrel as an action. Each creature in a 15 foot cone from you must make a Dexterity saving throw. A creature takes 3d6 piercing and 3d6 fire damage on a failure and half as much on a success. To reload the emergency chamber you must complete a long rest and provide 5 gold worth of ammunition. This cannot be changed to another firearm.

Firearms
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160) Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240) Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480) Two-handed, reload 1, misfire 2
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320) Reload 6, misfire 2
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60) Reload 1, misfire 2
Bad News Crafted 10g (5) 2d12 piercing 25 lb. (200/800) Two-handed, reload 1, misfire 3
Hand Mortar Crafted 10g (1) 2d8 fire 10 lb. (30/60) Reload 1, misfire 3, explosive

Quickloader. You may reload this firearm as a bonus action. This device is designed for a particular firearm ammunition and cannot be used with another firearm type.

Rifling. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. This cannot be changed to another firearm.

Sight. Your firearm's normal and maximum ranges increase by one-quarter its distance or 10 feet whichever is greater.

Suppressor. Your firearm makes no noise while firing, and if you are hidden when making an attack, the attack does not automatically give away your location to any creature greater than 60 feet away from you.

Special Ammunition

Starting at 7th level, you can make special ammunition.

Armor Piercing Rounds. Your armor penetrates obstacles that might stop it. While using this ammunition, your damage ignores any resistances and damage reductions to nonmagical piercing damage (but not immunity), gains a +1 bonus to attack rolls, and the firearm's long range is reduced by a number of feet equal to its normal range and its normal range is reduced by half.

Flare Rounds. Your ammunition is nonlethal and leaves a brilliant streak intended to signal from great distances. When you fire a flare round it travels up to twice the distance of the maximum range of your firearm and then explodes. The explosion is able to heard up to 500 feet away and able to seen 1 mile away for up to 1 minute. A thick trail of smoke from where you fired the shot to the explosion lasts for thirty minutes unless blown away by a strong wind. If you make an attack roll against a creature with this ammunition, you have a -10 penalty on the attack roll, and it deals 1 fire damage plus your Dexterity modifier.

Silvered Rounds. Your ammunition is silvered. While using this ammunition, your damage overcomes some monsters’ immunity or resistance to nonmagical attacks. You can create this ammunition at the additional cost of 1gp per 5 rounds when making ammunition.

Incendiary Rounds. Your ammunition is packed with inflammable explosive. While using this ammunition, your firearm deals an additional 1d4 fire damage for each damage die the firearm deals. The misfire score of the firearm increases by 1.

Tracer Rounds. Your ammunition leaves a brief brilliant streak of light through the air. While using this ammunition your attack rolls are made with advantage, but ranged attack rolls made against you are at advantage until your next turn.

Close Quarters Combat

Starting at 9th level, you are not at disadvantage when making ranged attacks with your firearms within 5 feet of a hostile creature, if the target of the attack is also within 5 feet of you.

Additionally, once on each of your turns when you hit a creature with a firearm, you may roll one additional firearm damage die if the target is within your normal range.

Unload

At 14th level, your experience with firearms grants moments of heightened shooting. As an action, you can make a number of attacks with a firearm equal to your Intelligence modifier.

Once you use this feature, you must finish a short or long rest before you can use it again.

Penetrating Shot

When you reach 18th, your ammunition is able to penetrate multiple targets. When attacking with a firearm, you can make an attack roll for each additional creature in a straight line from you to behind your target. You can also pass through structures such as doors and tables in this fashion, provided it is wood less than 6 inches, stone less than 2 inches, or metal less than 1 inch. Your attack and damage rolls have a -2 penalty for each creature or structure your ammunition has passed through.

If an attack fails on one creature in the line or hits a creature that is Huge or Gargantuan, the ammunition stops, and you do not make any more attacks in the line. Your attack rolls are still affected by your firearm’s range. Attacks using your Unload feature do not benefit from this feature.

Sapper's Conference

Sapper's are siege engineers, specialized in the mechanics and physics to take down fortified structures. A member of this conference has taken the large scale attributes of siege warfare and have adapted it to smaller scale skirmishes. They have developed a way to to run themselves into a walking siege engine.

Siege Engine

At 2nd level, you have developed a special device, the portable siege engine. The siege engine must be strapped to you to use, taking 10 minutes to don and 1 minute to doff. The siege weapon weighs 70 lb. in total, including storage for up to 10 stones that can be used as ammunition. Your siege engine is also designed to be scalable and can function similarly to a 10-foot ladder for creatures other than you.

Your siege weapon has a range of 200-800 feet, but can't hit targets within 30 feet of it. You must use a bonus action on you turn to load your siege weapon and an action to fire it. Another creature can use its action to load your siege weapon.

You use your Intelligence modifier for attack and damage rolls with your siege weapon. On a successful hit, the device deals 2d10 bludgeoning damage (this is assuming it is hurling a stone rather than other kinds of projectiles, such as flaming debris or sewage, which would deal different damage and have different effects). Your siege weapon has advantage on attack rolls against Huge or larger creatures and objects and structures and deals double damage to objects and structures.

Your device is immune to poison and psychic damage, has an AC of 15, and 30 maximum hit points and gains a number of maximum hit points equal to your Intelligence modifier each time you gain a level in this class. When your Intelligence modifier increases by 1, your device's maximum hit points increases by 1 for each mechanist level you have attained minus 2. For example, if at 12th level as a mechanist, you increase your Intelligence score from 17 to 18, thus increasing your Intelligence modifier from +3 to +4, your siege weapon's hit point maximum then increases by 12 - 2, or 10. You may take some time during a short or long rest to repair your siege engine and have it regain all its hit points.

Fortified Structure

Beginning at 7th level, you can use the heartiness of your device to protect you from attacks. Your siege weapon's AC is now 17 and when you are attacked, you may use your reaction to have the attack target your siege engine instead, or if your siege engine is attacked you may use your reaction to have the attack target you instead. You must make this decision before knowing the result of the attack roll.

Trajectory

At 9th level, you can calculate your shot to impact a greater area. After a successful hit on a creature of size Medium or smaller with your siege weapon, each creature of your choice within 5 feet of the target must make a Dexterity saving throw. On a failure, it takes half the damage dealt to the target of the attack. Also, you can determine measurements, such as the dimensions of objects or distances, at a glance.

Combat Engineer

At 14th level, large scale war projects, such as digging trenches, building bridges, constructing fortifications, or laying traps, are done in half the time with your guidance.

Combat Repair

Also at 14th level, you can make a quick repair of a structure, object, or device as an action. Make a Dexterity check using your tinkerer's tools. The structure, object, or device regains hit points equal to the total.

Once you use this feature, you must finish a short or long rest before using it again.

Upgraded Siege Engine

At 18th level, you've improved your siege engine to strike with more force. Your siege engine now deals 4d10 bludgeoning damage, and when you successfully hit with your siege weapon, the target must succeed on a Strength saving throw or be knocked prone. Creatures of size Huge or larger that are on solid ground have advantage on this saving throw.

Tinkerer's Conference

Tinkerers are the purest form of mechanists. They focus all their devotion and mechanical genius crafting their gadgets.

Bonus Proficiencies and Expertise

When you choose this conference at 2nd level, you gain proficiency in thieves' tools and one of the artisan's tools of your choice.

Also, choose two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Improved Device Making

Also at 2nd level, you gain an additional device from the 1st level devices, and from now on whenever you would choose one device using the Devices feature, you choose two instead.

Clockwork Attack

Starting at 7th level, your expertise with your inventions allows you to attack with precision. Once on each of your turns when you make an attack roll with one of your devices, you may add a bonus equal to your Intelligence modifier to the attack roll. Additionally, when you use a device as an action or make an attack roll with one of your devices on your turn, you may make a single attack with one of your devices as a bonus action.

Defense

When you reach 9th level, your knowledge of smithing allows you to apply your Refinement feature to nonmagical armor and shields as a bonus to AC.

Traps

Starting at 9th level, you have advantage when checking for mechanical traps, disarming them, or making a saving throw involving them.

Chink in the Armor

Starting at 14th level, you can weaken your armored opponents. On a successful attack against a creature wearing medium or heavy armor or wielding a shield, you can forgo damage to instead decrease its AC by 2. A blacksmith or the like may spend 1 hour to repair this.

Once you've done this to a piece of armor or a shield, you can't do it to the same armor or shield until it has been repaired.

Magic Bane

At 18th level, you have developed a wire mesh that helps repel magic. You gain advantage and a +1 bonus to all saving throws against magic.

Electromagnetist's Conference

You have created a device that has given you mastery of both electricity and magnetism. With this device you can produce lightning without magic or natural means. You also can manipulate and control metal, and while normal magnets can only affect ferromagnetic metals, you have devised ways to affect all metal as if it were ferromagnetic.

Electromagnetic Superconductor

When you choose this guild at 2nd level, you have developed a powerful device that utilize electromagnetic fields. This device has a number of charges equal to your mechanist level plus your Intelligence modifier. Your device regains expended charges when you finish a long rest.

While wearing the device, you can expend charges to perform a variety of electromagnetic powers, which are detailed under the "Electromagnetic Powers" section below. You learn three powers of your choice. You learn two additional electromagnetic powers of your choice at 7th, 9th, and 14th level.

Whenever you learn a new electromagnetic power, you can also replace one electromagnetic power that you already know with a different power.

In addition while wearing the device, you always know which way is north, and you have advantage on any checks involving the movement or manipulation of metal, such as Strength checks to bend or push a metal object, Dexterity (Sleight of Hand) checks to palm or plant a metal object, or a check with blacksmith's tools to work metal.

Levity

At 7th level, you are can attuned to the magnetic field that surrounds the world. While you are conscious and wearing the device, you are immune to the prone condition, and any fall damage you take is halved.

Resistor

Starting at 9th level, you are resistant to lightning damage while wearing the device. As a reaction to taking lightning damage, you can instead lose resistance and immunity to lightning damage and gain vulnerability to it instead. For every 10 lightning damage you take, you regain 1 charge for your electromagnetic superconductor.

Conductor

At 14th level, your device's current of electricity shocks attackers. When a creature hits you with a melee attack while you are wearing the device, it takes 1d4 lightning damage.

Recharge

Starting at 18th level, when you finish a short rest, your device regains 5 charges.

Electromagnetic Powers

The elemental powers are presented in alphabetical order. If a power requires a level, you must be that level in this class to learn the power.

Deadly Attraction. As an action, you may expend 2 charges and have each creature of your choice within 30 feet wielding a metal weapon make a Strength saving throw. On a failure, its weapon flings from its grasp toward you. Make an attack roll against yourself for each weapon (+2 to hit) and take 1d4 damage of the appropriate type for the weapon for each hit. Immediately after a hit or miss, the weapons fall to your feet.

Electrical Interference. As an action, you may expend 3 charges to have each creature concentrating on a spell within 30 feet of you must succeed on a Constitution saving or lose concentration on the spell.

Electrify. As a bonus action on your turn, you may expend 1 charge to make the next successful weapon attack you make before the end of your turn deal an extra 2d6 lightning damage.

Electromagnetic Field. As an action, you may expend 3 charges to fill the area 15 feet around you with strong electric and magnetic forces for 1 minute or until you choose to end it. A creature's speed is halved in the area, and when a creature ends its turn in the area, it takes 2d6 lighting damage. You ignore these effects.

Grounded. As a reaction to taking lightning damage you may expend 3 charges to become immune to lightning damage until the beginning of your next turn. You must be touching the ground to use this power.

Lightning Rod. As a reaction when any creature within 30 feet of you takes lightning damage, you may expend 3 charges and take all the lightning damage that creatures within 30 feet of you would take instead of them.

Magnetize. As an action, touch a creature made of metal or wearing metal armor and expend 4 charges. Until the end of your next turn all attacks made with metal weapons or ammunition against the creature are made with advantage.

Manufactured Chain Lightning (11th level Required). As an action, you may expend 7 charges to replicate the chain lightning spell. This effect does not count as magic and thus would not be affected by effects that would restrict, prevent, or enhance magic.

Manufactured Levitate. As an action, you may expend 3 charges to replicate the levitate spell, but only for creatures made of metal or wearing metal armor or objects made of metal. This effect does not count as magic and thus would not be affected by effects that would restrict, prevent, or enhance magic.

Manufactured Lightning Bolt (5th level Required). As an action, you may expend 4 charges to replicate the lightning bolt spell. This effect does not count as magic and thus would not be affected by effects that would restrict, prevent, or enhance magic.

Manufactured Shocking Grasp. As an action, you may expend 1 charge to replicate the shocking grasp spell. This effect does not count as magic and thus would not be affected by effects that would restrict, prevent, or enhance magic.

Manufactured Telekinesis (9th level Required). As an action, you may expend 5 charges to replicate the telekinesis spell, but only for creatures made of metal or wearing metal armor or objects made of metal. This effect does not count as magic and thus would not be affected by effects that would restrict, prevent, or enhance magic.

Overload. As an action, you may activate 3 charges and choose one creature within 30 feet of you to make a Constitution saving throw. On a failure, it becomes stunned until the end of your next turn.

Recharge Device. As a bonus action on your turn, you may expend 1 charge to have another of your devices you are holding regain 1 charge.

Repelling Dodge. As a reaction to being attacked with a metal weapon, you can expend 1 charge to give the attack disadvantage.

Repulse. As an action, you may expend 4 charges to have each creature within 10 feet of you make a Strength saving throw. On a failure, it takes 2d6 force damage and is pushed 20 feet away. On a success, it takes half as much damage and is not pushed.

Reverse Polarity. As a reaction to being targeted with a spell, you may expend 2 charges give yourself advantage on the saving throw.

Magiktecknician's Conference

Magiktecknicians have learned the arcane arts to aid their manufactured marvels. Many other conferences feel the path of the Magiktecknician is one of impurity, mixing the natural laws with magical laws. But the advancement of the craft of engineering should not be stalled by such restrictive notions, and any means to further mechanism should be adopted.

Spellcasting

When you reach 2nd level, you begin to manipulate your mechanical creations with magic. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots. The Magiktecknician Spellcasting table show show many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell longstrider and have a 1st-level and a 2nd-level spell slot available, you can cast longstrider using either slot.

Spells Known of 1st-Level and Higher. You know two 1st-level wizard spells of your choice, both of which you must choose from the evocation or transmutation spells on the wizard spell list.

The Spells Known column of the Magiktecknician Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 3rd, 8th, 14th, and 20th level can come from any school of magic.

Magiktecknician Spellcasting
Alchemist Level Cantrips Known Spells Known 1st 2nd 3rd 4th
2nd 3 2 2
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell Storing Sphere

At 2nd level, you have constructed a device capable of storing your magic to be released later. It can store up to 2 levels worth of spells at a time. You can cast a spell into the special mechanical sphere by touching the device as the spell is cast. The spell has no effect, other than to be stored in the device. If the sphere can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While holding the sphere, you can cast any spell stored in it. Upon doing so, the spell cast from the device is no longer stored in it, freeing up space.

Mechanics and Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can use your bonus action to make a single attack with a device or use a device that takes an action.

Spell Negation

When you reach 9th level, you can use your spell storing sphere to attempt to create a magical void around you. As a reaction to being affected by magic from a source you can see, you can make an Intelligence check against the DC of the spell or magic effect. If the spell has no DC, the DC is equal to the source's or spellcaster's DC or, if none, 12. On a success, you create a brief anti-magic field encompassing yourself, and the magic has no effect on you.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Spell Storing Sphere Improvement

At 14th level, you have augmented your spell storing sphere to accept more spells and be able to release the magic on its own. You may now store up to 4 levels worth of spells into your mechanical ball.

When you store a spell that has a casting time of 1 action and that can target you, you may also specify a certain circumstance when casting each spell. The spell is cast immediately after the circumstance is met for the first time, whether or not you want it to. The contingent spell takes effect only on you, even if it can normally target others.

Magikteck

Starting at 18th level, when you use your action to cast a spell, you can use your bonus action to make a single attack with a device or use a device that takes an action.

Devices

1st Level

Double-Barrelled Crossbow

Crossbow, light.

This crossbow holds two bolts that are both loaded when taking the Attack action. After taking the Attack action with this crossbow, you may use a bonus action to release the second bolt to make an attack against the same target.

Dragon Cannon

As an action, you expend 1 charge and release a jet of fire in a 5 foot by 20 foot line. Any creature in the line must make a Dexterity saving throw. On a failed saved, a target takes 3d6 fire damage or half as much on a successful one. The fire ignites flammable objects that aren't being worn or carried.

It has a number of charges equal to your Intelligence modifier. It regains all charges when you finish a short or long rest.

Toothed Greatsword

Greatsword.

As a bonus action, you may activate the greatsword's rotating teeth for 1 minute. While active, the greatsword deals an additional 1d6 slashing damage.

You may not activate the scimitar again until you finish a short or long rest.

3rd Level

Lensed Goggles

While wearing these goggles, you gain a +1 bonus to Wisdom (Perception) and Intelligence (Investigation) checks. Additionally, you see any natural dim light as bright light.

Power Brace

While wearing this brace around your waist, your carrying capacity is doubled and you gain advantage on Strength checks to push, pull, lift, or break objects.

Spring Boots

While wearing these boots, your long jump and high jump distances are doubled.

5th Level

Polyscope

As an action, you can turn a knob to manipulate the mirrors inside to have it function as one of the following:

Telescope. While looking through this, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Microscope. While looking through this, you gain advantage on any ability check made to appraise, inspect, or repair an item that is small or highly detailed.

Superior Compass

In addition to pointing north, you can program a specific distance and direction based on a grid you have learned. The compass will point you toward the spot you programmed. You may also save up to three of these programmed coordinates in the compass.

Timepiece

A watch that indicates the time of day, date, lunar cycle, and amount of daytime or nighttime left. It cane be easily set to another world's or plane's specifications. As an action, you can program the timepiece to play a chime at a specific time your choice. As a bonus action, you can press a button to measure the amount of elapsed time from when you first pressed the button to when you press the button again.

7th Level

Air Bladder

As an action, you can attach or detach a respirator that provides clean air against smoke, poison, or water to your mouth.

After the device has been active for a total of 15 minutes, you must finish a short or long rest before using it again (provided the area of rest has air).

Cooling/Heating System

As an action while wearing this system, you can activate the device, choosing between cooling or heating, or deactivate the device.

Cooling: You suffer no effects from Extreme Heat and any fire damage you take is reduced by 1.

Heating: You suffer no effects from Extreme Cold and any cold damage you take is reduced by 1.

After the device has been active for a total of 4 hours, you must finish a long rest before using it again.

Refracting Prism

As an action, you can light a reservoir of oil inside this device or snuff out any light already lit. It has two states you can switch between as a bonus action.

Sphere. Provides bright light in a 50-foot radius and dim light for an additional 50 feet.

Beam. The light becomes a directional spotlight of bright light in a line 5 feet wide and 150 feet long. A creature receives a +5 bonus to any Intelligence (Investigation) check to discover an illusion illuminated by the beam.

After the device has been active for a total of 6 hours, you must refill it with 1 pint of oil before activating it again.

9th Level

Flash Orb

As an action, a bright flash blares in a 10 foot cone from you. Each creature in the cone must succeed a Constitution saving throw or be blinded for 1d4-1 rounds (minimum one).

Once you use this device, you must finish a short or long rest before you can use it again.

Structural Resonator

You can attach and activate this box as an action. When applied to a structure or object the vibrations weaken the integrity in a 5 foot radius around the the box. All damage done in the circle is tripled.

Alternatively, you may apply this to constructs on a successful melee attack. While applied the construct takes an additional 1d10 force damage each time it takes damage.

Stock Prod

Club.

On a successful melee attack, you may expend 1 charge. The target takes an additional 1d4 lightning damage and must succeed on a Constitution saving throw or become stunned until the of start of your next turn. If it is wearing metal armor, this saving throw is made with disadvantage.

It has a number of charges equal to your Intelligence modifier. It regains 1d4+1 charges when you finish a long rest.

11th Level

Deployable Cover

Armor (shield).

As an action, you may activate this device. Upon doing so, it no longer acts as shield and instead becomes a 15 foot long 5 foot high wall. If activated in a space with smaller dimensions, it only fills the available space. You must take 1 minute to deactivate the wall, turning it back into a shield.

Magnetic Shield

Armor (shield).

While wielding this shield, you may expend charges to repel or attract creatures. It has a number of charges equal to your Intelligence modifier. It regains 1d4+1 charges when you finish a long rest.

Repel. If a creature is making a melee attack with a metal weapon, you may use your reaction to expend 1 charge to cause disadvantage on the attack.

Attract. If a creature wearing metal armor within 5 feet of you moves, you may use your reaction to expend 1 charge to slow it in place. The creature must succeed on a Strength saving throw or the area within a 10-foot radius of you becomes difficult terrain until the end of its turn.

Temporary Shield

Armor (shield).

While being wielded, this shield provides a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. The shield breaks after you’ve been successfully hit three times or received 50 points of damage while wielding the shield. It may be repaired over a long rest.

13th Level

Skeleton Key

You can make checks to pick or open locks with advantage. Also, you can spend 1 minute per DC of the lock to open it, no check required.

Superior Lock

A lock with a DC of 35, an AC of 24, 50 hit points, and is immune to the knock spell.

Trap Disrupter

As an action you activate the device which then powers for 1 minute. After 1 minute, a burst of magnetism, electricity, and heat emits in a 60-foot sphere. centered on you Any traps in the sphere are disarmed. Also any creature in the radius suffer 2 fire damage, 2 force damage, and 2 lightning damage.

Once you use this device, you must finish a short or long rest before using it again.

15th Level

Air cannon

As an action, you expend 1 charge and a burst of air blasts in a 15 foot cone from you. Each creature in the cone must succeed a Strength saving throw or be pushed back 20 feet and fall prone.

It has a number of charges equal to your Intelligence modifier. It regains all charges when you finish a long rest.

Beast Trap

As an action, you can place this device in an unoccupied 5 foot square next to you. Any creature of Small to Large size that moves into the square must succeed a Dexterity saving throw or take 3d6 piercing damage and be restrained taking an additional 1d6 piercing damage at the end of each turn it is restrained.

As an action, the creature may attempt to break free by succeeding on a Strength check against a DC of 20. Every failed attempt to break free deals an additional 2d6 piercing damage.

Net Cannon

Properties (Ammunition (range 15-45) heavy, loading, two-handed)

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger.

A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

17th Level

Geared Grappling Hook.

Properties (Ammunition (60-240), loading)

As an action, you may make an attack roll against a structure or natural surface. On a success, the hook is embedded in the surface with a steel cable up to 240 feet long connected to your device. The hook can be removed with a successful Strength check against a DC equal to your attack roll or by pressing a button your device as a bonus action (which also retracts the cable and rope back to your device by the end of your next turn). While the hook is embedded in a structure, you may use an action to activate the gears to ascend or descend 30 feet.

Alternatively, you may also use this device to make a ranged attack against a creature. On a successful attack, you deal 1d6 piercing damage, and the tip embeds into their body for any creature that is not formless. While the hook is embedded in a creature, as an action you can try to pull it toward you. It must succeed a Strength saving throw or be pulled 20 feet toward you. A Huge or larger creature automatically succeeds this check.

Glider

As a bonus action while wearing this glider on your back, you may extend or retract the wings. You travel at a rate of 30 feet per turn as you descend at a rate of 10 feet a turn, taking no fall damage when reaching the ground. If the glider is carrying more than 1500 pounds the glider can not slow your fall rate. While active you automatically fail any saving throw to resist being pushed.

Rollingboots

You apply a set of retractable wheels to a pair of boots. As a bonus action while wearing these boots, you can activate and deactivate the wheels. While active, your movement speed increases by 40 feet while on any smooth surface.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.