Machinist
Hit Points
Hit Dice: d8 per Machinist level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Machinist level after 1st
Proficiences
Armor: Light armor
Weapons: Simple weapons, Pistols, Hunting Rifles, Revolvers, Muskets
Tools: Two sets of Artisan's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.
Overview & Creation
A woman stands before a group of goblins. Negotiations have broken down and the goblins have drawn their blades. Before they can take a step towards her, she unleashes a lethal bullet from her pistol, laying their leader low, causing the others to retreat in fear of this unknown weaponry.
Carefully, an exhausted machinist puts the finishing touches on their newest creation. They flip the switch and the small tower shaped machine takes flight. It receives its commands and a tiny pistol lets loose a bullet destroying the target. A smile spreads across the master tinkerer's face.
A man wearing leather armour approaches a horde of invaders who'd overrun their home given the chance. They toss a mechanical sphere into the group and in an instant they're enshrouded in flame.
Machinists have spent many hours in the workshop to progress the art of war. From the creation of firearms, to the production of mechanical constructs for the battle field, the machinist ensure the gears of war continue to turn ever efficiently.
Forefront of Innovation
A Machinist is an incredibly skilled artisan who has decided to push the boundaries of current technology and has managed to do so successfully. They are capabable of building a wide variety of machines and firearms which they use to overwhelm enemies of their homes through sheer efficiency. Those who welcome a Machinist to live within their city will be granted the boons of a true genius.
In the name of Advancement
The first step of a Machinist's path is developing an aetherconverter. This device draws the latent magic energy within the Machinist out and uses it to power their devices. Due to their aetherconverter powering their devices, there are few in the world who are able to use them. For that reason, it falls upon the Machinist themself to head out into the world to field test their creations. The Machinist must push their creations to their limit and continue to modify them. As adventurer's this is the drive of a machinist, to test their equipment and rework it on a long journey in the name of science and innovation.
Creating a Machinist
When creating a machinist you must keep in mind why they may be heading out on their adventure. Is your machinist field testing their inventions, or seeking inspiration to create even more intricate machines? Perhaps they are on a journey to make the world a better place by bestowing their creations for the common man. A Machinist has the most advanced technology at their finger tips and are using that technology to make life more efficient.
Quick Build
You can make a Machinist quickly by following these suggestions. First make Dexterity your highest ability score, following with Intelligence. Second take the Guild Member background.
Fire Arms and Creations
The cost of firearms, and the cost to rebuild lost, destoryed or stolen accessory equipment granted by features can be found in the Firearms document.
Class Features
Suppressive Fire
Beginning at level 1, when you use Ready action to prepare to attack a target creature, you are able to disable your target temporarily. If your attack hits, the target grature must make a Constitution saving throw against your Machinist save DC.
On a failed save the creature is knocked prone and their speed becomes 0ft. until the end of their turn.
Machinist save DC = 8 + your Dexterity modifier + your Proficiency bonus
Technical Support
Beginning at the 2nd level, you are able to use your artisan's tools to disarm mechanical traps.
Sounding Sentry
Also at the 2nd level, you have developed a tiny device which casts the Alarm spell. You can affix it to a door or window, or have it monitor an area around itself in a 20ft. cube. You may use the device once before needing to charge it during a long rest.
Machinist Archetype
At 3rd level, you choose which area of inventing you wish to pursue. You choose the Marksman, Tinkerer or Grenadier archetype.
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Reload
Beginning at the 5th level, ranged weapons you use lose their loading property.
Peloton
Beginning at the 6th level, your mental stamina allows you to push your body further. Your base movement increases by 5ft.
and you may use your Intelligence modifer for Initiative rolls.
Eye For Design
Beginning at the 9th Level, when assessing mechanical systems and intentional designs. You gain advantage on Investigation checks to understand how a mechanical system works and advantage on Survival checks to track a creature within a building, village, town or city.
Graze
Beginning at the 10th level, you are able to target your ranged attacks to cause negative effects on your target. Using your bonus action, you can empower your next shot to target a limb causing different effects. If your attack lands, your target must make a Dexterity saving throw against your Machinist save DC or fall under the targetted effect. This effect lasts until your next action where applicable.
Graze Effects
Limb | Effect
Head | Stunned
Heart | Frightened
Arm | Disarmed
Leg | Prone
Combat Roll
Beginning at the 13th level, during battle you are able to perform a combat role. When you are targeted by an attack, you may use your reaction to impose disadvantage on the attack and move 5ft. to an open space without provoking an attack of opportunity. You may do so a number of times equal to your Dexterity modifier before requiring a long rest.
Ricochet
Beginning at the 14th level, you may spend your reaction to perform a ricochet shot if you are attacking with a firearm. Upon landing a successful attack, you make a second attack against a creature within 5ft. of the first targeted creature. This second attack does not consume ammunition.
Emergency Rescue
Beginning at the 15th level, you've developed a device capable of delivering a revivifying shock. The palm sized orb comes in
contact with a creature who has 0 or less hit points and casts Cure Wounds on the creature.
As an action you can throw the spherical device at a creature within 20ft. of you. If you fall below 0 hit points, on your turn and the device is in your bag, it will automaticallycast Cure Wounds on you.
The device can cast Cure Wounds once before requiring charging during a short rest.
Cloaking Device
Beginning at the 18th level, you've developed a cane sized device which turns you and all creatures within 5ft. of you Invisible for 1 minute. All creatures must remain within 5ft. of the device to retain invisibility. You can use the cane once before you need to recharge it during a long rest.
Midas Touch
Beginning at the 20th level, as a bonus action you can complete maintenance on an invention in an instant once before requiring a long rest.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather or (b) hide armor
- (a) a pistol or (b) a dagger
- a musket
- (a) an explorer's pack or (b) a dungeoneer's pack
- a set of artisan's tools of your choosing
- an aetherconverter
Subclass Options
Master of Metal
A Machinist has dedicated their life to the study and production of great mechanical creations. May these machines be marvels of architecture, innovation or war, a Machinist is on the fore front of progress.
Marksman
You have decided to focus on your marksmanship, developing tools and skills to assist in your sharpshooting.
Gauss Barrel
At 3rd level you have completed your work on a specialized barrel to attach to your firearm. While equipped and functioning you gain +2 to your attack and damage rolls. The Gauss barrel can assist a number of shots equal to your Intelligence modifier before requiring a cleaning completed at the end of a short or long rest. This bonus increases by 1 at the 6th, 11th and 17th level.
Hawkeye Goggles
At 6th level you have completed special goggles to assist in shooting and scouting over long distances. While wearing the goggles you gain proficiency in the perception skill checks involving sight and may use Intelligence for those checks. You can see up to 4 miles in clear conditions and suffer no penalty for ranged attacks made at long range.
Lock-On
At the 11th level, you double the number of Gauss Barrel shots available to you. While wearing your Hawkeye Goggles, when you make an attack roll with with your Gauss Barrel effect your weapon can shoot at maximum range without disadvantage.
Sniper
Beginning at the 17th level, when you land a critical hit, the damage is tripled. You score a critical hit on a die result 19 or
20.
Tinkerer
You have decided to focus your efforts on the production of miniature turrets. These turrets come in many shapes and
sizes and serve specific purposes.
Automated Turrets
Beginning at the 3rd level, you have completed your newest creations, the Automated Turrets. It has two modes Rook and
Bishop which you can change between during a long rest. Your turret gains the benefits of your Companion Bondability.
Companion's Bond
Also 3rd level, you have completed development of your turret companion alongside the selection of your machinist archetype.
Your turret gains a variety of benefits while it is linked to you.
The turret obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitate or absent, your companion acts on its own.
Your turret has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus, your clockwork companion also adds its proficiency bonus to its AC and to its damage rolls.
For each level you gain after 3rd, your turret compnaion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your turrets's abilities also improve. Your turret can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your turret can't increase an ability score above 20 using this feature unless its description specifies otherwise.
Sensory Input
Beginning at the 6th level, you have developed a head piece which allows you to see what the turret's camera perceives
and hear what the turret is able to hear.
Tripod Stance
Beginning at the 11th level, you have developed stance gear for your turrets. They are able to use their action to use their
stance action.
Promoted
Beginning at the 17th level, your turrets activate their promotion ability for a number of rounds equal to your intelligence modifier rounded down. You may only activate this ability once, its use refreshing on after completing a long rest.
Grenadier
The Grenadier has focused their studies on the creation and mastery of explosive arms.
Explosive Innovator
Beginning at level 3, you've completed the plans to create your grenadier bombs. During a long rest, you are able to prepare and keep a number of bombs equal to your Intelligence modifier. Only you may use these bombs. A bomb costs 1 silver in materials to create.
As an action you throw a bomb within 30ft. of you. All creatures in a 5ft. sphere make a Dexterity saving throw against your Grenadier DC. The creatures takes 1d8 fire damage on a failed save and half as much on a success. This damage increases by another d8 at the 6th, 11th and 17th levels.
Additionally, you may craft one specialty bomb during a long rest. These bombs act as though you cast that spell centered on the point where you threw your bomb. The effect of your specialty bombs is challenged using your Grenadier DC. You may only possess one type of each specialty bomb at a time. The bomb effect lasts the maximum amount of time the spell allows for concentration spells. You may build a specialty bomb to cast its spell at a higher level by temporarily giving up a bomb slot for each level you want to raise the casting level of the specialty bomb. The slots return after the bomb is used.
Specialty Bombs
Level | Spell Bombs
3rd | Sleep, Thunderwave
6th | Pyrotechnics (no fire required), Web
11th | Shatter, Stinking Cloud
17th | Wall of Fire
Grenadier DC = 8 + your proficiency modifier + your Intelligence modifier.
Planned Detonation
Beginning at the 3rd level, you know how to adjust your bombs to prevent friendly fire. As a bonus action you may select a number of creatures equal to your intelligence modifier who are unaffected by the effects of a bomb you use during the same turn.
Proximity Detonation
Beginning at the 6th level, you can set your bomb to go off when any creature wanders within 5ft. of the bomb.
Plentiful And Potent
Beginning at the 11th level, you double the number of bombs you can create during a long rest and can carry. Additionally you may hold two of each specialty bomb. Additionally your basic bombs can be detonated with a range up to 15ft. radius.
Bomb Launcher
Beginning at the 17th level, you've developed a specialized launcher for your bombs which mounts on your forearm. You double the range of your bombs. Additionally, damaging effects of your bombs deal additional damage equal to your Intelligence modifier.
Level | Proficiency | Bonus Features |
---|
1st | +2 | Suppressive Fire |
2nd | +2 | Technical Support, Sounding Sentry |
3rd | +2 | Machinist Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Reload |
6th | +3 | Archetype Feature |
7th | +3 | Peloton |
8th | +3 | Ability Score Improvement |
9th | +4 | Eye for Design |
10th | +4 | Graze |
11th | +4 | Archetype Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Combat Roll |
14th | +5 | Ricochet |
15th | +5 | Emergency Rescue |
16th | +5 | Ability Score Improvement |
17th | +6 | Archetype Feature |
18th | +6 | Cloaking Device |
19th | +6 | Ability Score Improvement |
20th | +6 | Midas Touch |