Mechanist

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Mechanist

An arrow flies towards a seemingly distracted gnome engaged in the chaotic happenstance of a goblin raid, just before impact a previously unseen clockwork appendage emerges from underneath the gnome's cloak. The appendage traces the familiar pattern of a spell in the air and suddenly an arcane shield appears in the intended trajectory of the arrow; it shatters on the shield and the gnome is unharmed.

A dwarf clad in a specially tailored chain shirt calls out a battlecry as his eyes flicker just before landing a perfectly timed devastating blow with his battle axe. As if that weren't enough incentive for the ettin to retreat, the battle axe is followed by two fist strikes from the dwarf's additional clockwork limbs. The fists crackle with arcs of electrical energy and as they find purchase, with the same unnatural accuracy of the battle axe, on the ettin, the creature is stunned and at the dwarf's mercy.

A group of orc raiders stroll down a path unawares that they have long since been spotted by the keepers of the forest. They rapidly approach a convenient natural choke point and just as they do, the orcs are peppered with an onslaught of arrows. As the confrontation continues, the orcs desperately scan the forest for their attackers to no avail, catching only brief glimpses of movement without form. Their numbers dwindle as they fall one by one. Just a final orc remains, badly injured, when a distorted form emerges from its forest cover. With a crackling sound and a shimmer, a lone elf in studded leather is revealed. In the moments before a final arrow makes its way through the orc's skull, he notices, this elf is much different from any he has ever seen before, her eyes glisten as though made of glass and metal, her arms are covered in metallic gears and gadgets, and she draws her bow with unnatural speed and power.

All of these heroes are mechanists, self taught, intelligent, tough and highly motivated. Mechanists seek knowledge above all else, their favorite subjects are considered taboo to most and cutting edge to others. Through study and experimentation, mechanists gain a unique understanding of combat, anatomy and the limitations of a purely biological existence. They use their knowledge and a bit of arcane energy to tinker devices and gadgets which they then incorporate, painfully, into their own physical form. Naturally, as a result of their altered physical forms and unpopular interests, they are usually loners and outcasts. However, they are smart enough to recognize when collaboration can be profitable, the promise of greater knowledge and gold to fuel research is an alluring one. It is not uncommon for an adventuring group to have a mechanist in its midst, tolerance soon turns to acceptance when the adventurers see the mechanist's prowess in battle.

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"Anyone who knew Violet well could tell she was thinking hard, because her long hair was tied up in a ribbon to keep it out of her eyes. Violet had a real knack for inventing and building strange devices, so her brain was often filled with images of pulleys, levers, and gears, and she never wanted to be distracted by something as trivial as her hair.”
Lemony Snicket, The Bad Beginning

Creating a Mechanist

Reserved

Quick Build

You can make a mechanist quickly by following these suggestions. First make Strength or Dexterity your highest ability score, depending whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Intelligence as this increases the potency of many of your abilities. Second, choose the sage background.

Class Features

As a Mechanist, you gain the following class features

Hit Points

Hit Dice: 1d10 per mechanist level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per mechanist level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Tinkerer's tools
Saving Throws: Constitution, Intelligence
Skills: Choose three from Acrobatics, Arcana, Athletics, History, Investigation, Medicine, Perception and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
*(a)* a martial weapon and a shield or *(b)* two martial weapons
*(a)* scale mail or *(b)* leather armor
*(a)* five javelins or *(b)* 20 arrows, a quiver, and a longbow or *(c)* 20 bolts, a bolt case and a hand crossbow
*(a)* a dungeoneer's pack or *(b)* an explorer's pack
Mechanist kit and tinkerer's tools

Table: The Mechanist

Level Proficiency Bonus Features
1st +2 Fighting Style, Mechanist Ingenuity
2nd +2 Spark of Opportunity
3rd +2 Augmentation Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack, Minor Modification
6th +3 Ability Score Improvement
7th +3 Archetype Feature
8th +3 Ability Score Improvement
9th +4 Constructed Physiology
10th +4 Minor Modification (2), Improved Mechanist Ingenuity
11th +4 Archetype Feature, Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Minor Modification (3)
14th +5 Improved Spark of Opportunity
15th +5 Archetype Feature
16th +5 Ability Score Improvement
17th +6 Mechanical Perfection, Minor Modification (4 & 5)
18th +6 Constructed Physiology (2)
19th +6 Ability Score Improvement
20th +6 Static Overload

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While 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.

Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mechanist Ingenuity

Through the use of your superior intellect and cunning, you have learned unique ways to increase your chance of success when subject to certain attacks.

Whenever you are the target of an attack or spell that requires you to roll a saving throw, you can choose to add your Intelligence modifier in addition to any other modifiers on the saving throw.

You can use this ability before or after your roll but before you know the result. At first level, you have one charge on this ability. At 10th level, the number of charges of this ability increases to three. You regain all expended charges on a long rest.

Spark of Opportunity

Starting at 2nd level, because of your scientific mind, you are able to recognize momentary weaknesses in your enemies defenses.

Once per use of this feature, you can give yourself advantage on a single attack roll.

You have a number of uses of this feature equal to your Intelligence modifier and all expended uses are regained after a long rest. At 14th level in this level the total number of uses of this feature increases to twice your Intelligence modifier per long rest.

Mechanist DC

Some of your class and archetype features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

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

Augmentation Archetype

At 3rd level, you choose an archetype that you strive to emulate, in addition you alter your physical form in a significant way. Choose either Juggernaut, Deadeye or Spark Smith, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 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. The number of attacks increases to three when you reach 11th level in this class.

Minor Modification

Beginning at 5th level, you further mechanize and/or augment your physical form for different purposes and with different effects.

Choose one of the following minor modifications. You make one additional choice at 10th, 13th and (2) at 17th level in this class. Some options may be chosen more than once.

You can attempt to change your modifications after a long rest, doing so requires a tinkerer's tools (intelligence) check, the DC for this check is equal to 13 plus twice the number of modifications you are attempting to change. On a failed check, you are unsuccessful in your efforts and must make an additional check to attempt to fix your original modifications.

The DC to fix a modification is 15, if this check is also failed, you no longer benefit from it as it is non-functional. You may repeat the repair check after a short rest.

Active Camouflage
You gain advantage on stealth checks when you use half or less of your movement speed, in addition you may roll a stealth check and hide without any cover (no action required). Can be chosen a maximum of one time.

Arm-Mounted Scope
Doubles the normal range for attack rolls with ranged weapons (must have the ammunition property), however the long range is unaffected. Can be chosen a maximum of one time.

Aquatic Adaptations
You can now breath underwater from your mechanical gills, also you gain a swim speed equal to half your base movement speed thanks to retractable flippers. Can be chosen a maximum of one time.

Auditory Tracking Unit
Increases Blindsight by 15 feet, relies on your ability to hear. Can be chosen a maximum of two times.

Built-in Shield
You gain a +1 to your AC. Can be chosen a maximum of two times.

Modular Footwear
Your superior footing grants you advantage on any save or check against being knocked prone. In addition difficult terrain doesn't cost you any extra movement. Can be chosen a maximum of one time.

Defibrillator
Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP. Can be chosen a maximum of one time.

Flamethrower
As an action you can now release a 20-foot by 5-foot line of flames in front of you. Each creature in the line must make a Dexterity saving throw. A creature takes 2d4 + your intelligence modifier fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. You have two uses of this ability, all expended uses recharge on a short or long rest. Can be chosen a maximum of one time.

**Grasping Servos **
Your extreme grip imposes disadvantage on any check an enemy is using to attempt to break free of or escape from your grapples. You also gain a climb speed equal to half your base movement speed. Can be chosen a maximum of one time.

Heat Vision
Increases darkvision by 30 feet. Can be chosen a maximum of two times.

High Beam
You affix a sparking device behind a lens on a part of your body, when activated it casts bright light in a 30-foot cone and dim light for an additional 30 feet. As an action, you can lower the intensity of the spark, reducing the light to dim light in a 5-foot cone.

As an additional action, once per short rest, you can greatly intensify the spark for a moment, any creature that can see you in a 30-foot cone in front of you must make a Constitution saving throw. On a failed save, a creature is blinded until the start of your next turn. On a success the creature is unaffected.

Hypnotic Goggles
You gain advantage on all charisma based checks when interacting with creatures that are within 30 feet of you and can see you. Mutually exclusive with Heat Vision. Can only be chosen a maximum of one time.

Leg Servos
Your augmented locomotion increases your speed by 10 feet. Can be chosen a maximum of two times.

Constructed Physiology

Beginning at 9th level, your unique knowledge of the arcane and anatomy allows you to make permanent improvements to your physiology. Choose one of the following options. You make one additional choice at 18th level in this class.

H.A.R.M.

You implant yourself with the Huge Adrenaline Release Mechanism. As a bonus action you may trigger this mechanism for a specialized effect. The mechanism comes in two varieties, you may choose only one.

H.A.R.M. Ω When you are wielding a ranged weapon this allows you as your action this turn to attack any number of creatures within a 15-foot radius of a point you can see within your weapons range. You must have ammunition for each target, as normal, you make a separate attack roll for each target

H.A.R.M. ß When you are wielding a melee weapon you can add half your Intelligence modifier (rounded up) to all your attack rolls this turn, in addition, you can use your action to move up to half your speed and make a melee attack against any number of creatures that came within 5 feet of you during this movement. You must make a separate attack roll for each target, and this movement provokes attacks of opportunity as normal.

Whichever variety you choose, at the end of your turn, until the beginning of your next turn, enemies have advantage on attack rolls made against you and you have disadvantage on saving throws you make as you are briefly worn out from the sheer intensity of your efforts.

Armor Plating

You graft layers of metallic plates beneath your skin, as a result you gain +2 to your AC and develop resistance to cold damage and fire damage.

Augmented Targeting System

You surgically implant a series of enchanted retractable lenses to your skull that allow you to more accurately and precisely identify your enemies weaknesses. Your attacks now score a critical hit on a roll of 19 or 20.

Mechanical Twitch

You replace the tendons in your body with enchanted metallic strands and as a result, whenever you score a critical hit with a weapon attack, you may perform an additional attack as part of your attack action with that weapon. This effect can only trigger from your standard attack actions and not from the bonus attacks granted by this ability.

Mechanical Perfection

At 17th level, a wondrous merging of the biological and the mechanical, you become greater than the sum of your parts. You no longer suffer any of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Static Overload

At 20th level, you gain the ability to temporarily short circuit all the modifications on and in your body to produce a powerful release of energy. Each creature in a 60-foot cone in front of you must make a Dexterity saving throw.

On a failed save, a creature takes 15D8 lightning damage, 15D8 force damage and is pushed away from you by 15 feet. On a successful save the creature takes half as much damage and isn't pushed. In addition, you take 10D8 fire damage from the overload and suffer one level of exhaustion. This ability is only usable once and recharges after a long rest.

Augmentation Archetypes

Different mechanists choose different approaches to executing their combat superiority on the battlefield. The augmentation archetype you choose to emulate reflects your approach.

Juggernaut

Those mechanists who are after superior melee combat tactics pursue the Juggernaut archetype. Juggernaut's unique self modifications offer both offensive and defensive capabilities that are hard to match. As a Juggernaut you are not only a brutal force to be reckoned with on the battlefield but also an intelligent and tactical combatant.

Quadribrachial

When you choose this path at 3rd level you attach and fuse two mechanical arms to your spine just below your existing biological arms.

Your new arms can perform any normal task that your biological arms can but are not proficient with any weapons or shields, they are however proficient in unarmed strikes. Your new arms can be used to make two unarmed strikes as a bonus action when you take the attack action on your turn. The attack and damage rolls for these strikes can use either your Strength or Dexterity modifier, the bludgeoning damage for each strike is 1D4 plus the higher of the two modifiers.

Your new arms also give you advantage on any grapple checks you make. You count as one size larger when determining your carrying capacity and the weight you can push, drag , or lift.

At 6th level the unarmed strikes from your mechanical arms are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deflective Defense

At 7th level, you have further strengthened the link between your mind and your mechanical arms. When you are the target of a weapon attack, you can use your reaction to engage your arms defensively and attempt to deflect the strike. Roll 1D4+1 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC. You can use this ability a number times equal to half your Intelligence modifier (rounded up), you regain all expended uses after a short or long rest.

Spark Bot

At 11th level, your studies of the mechanical and the biological allow you to merge the two into the creation of a construct which you control via telepathic link. Discuss the cost and time required for this task with your DM. You can only control a single construct at any one time. The statistics of the spark bot are detailed under "Mechanist's Creations" below.
On each of your turns you can command your creation telepathically (no action required). You decide what action the construct will take and where it will move during your turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete. Certain actions have a "Limited Use", these have a number of charges equal to your Intelligence modifier. The construct regains all expended charges on a short or long rest.

Charged Up

At 15th level, you have learned to push your mechanical arms to their limits. Your unarmed strikes with your mechanical arms now use a D8 for their damage die, you have also have discoverednfow to concentrate electrical energy on them and discharge it.
Once per turn on a hit with one of your unarmed strikes you can choose to do an additional 2D8 lightning damage.

You also gain the ability, once per turn, to instead of dealing this additional lightning damage, attempt to stun the target. On a successful unarmed strike the target must roll a Constitution saving throw, on a failed save the target suffers the stunned condition.

You have a limited number of charges on the second part of this feature, equal to half your Intelligence modifier (rounded up). All expended uses recharge after you have taken a short or long rest.

Deadeye

Those mechanists who are after superior ranged combat tactics pursue the Deadeye archetype. A Deadeye's self modifications offer both offensive and defensive advantages. As a Deadeye your preferred style of combat is to stealthily move between long distance vantage points, peppering your enemies with ranged projectiles or patiently waiting for a single high value target to present itself.

Mechanical Advantage

When you choose this path at 3rd level, in the pursuit of ranged combat superiority, you use a combination of devices and enchantments to augment your existing biological arms and eyes. These augmentations grant you several benefits:

  • Your arms augmented strength allow you to deal an additional 1D4 damage on your weapon attacks.
  • Your arms augmented speed allow you to make one additional ranged attack as a bonus action when you take the attack action on your turn.
  • Your augmented vision gives you advantage on all investigation and perception checks that rely on sight.

At 6th level the ranged attacks from your mechanically enhanced arms are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Defense Drones

At 7th level, you have developed a network of defense drones that can be easily rebuilt or replaced on a short or long rest. As a reaction when a creature you can see within 60 ft. of you makes an attack roll, you can telepathically command one of your drones to distract that creature. This imposes disadvantage on all attacks made by that creature this turn, including the triggering attack, until the start of your next turn. The drone is destroyed in the process. You can have a maximum number of drones equal to half your Intelligence modifier (rounded up).

Clockwork Spotter

At 11th level, your studies of the mechanical and the biological allow you to merge the two into the creation of a construct which you control via telepathic link. Discuss the cost and time required for this task with your DM. You can only control a single construct at any one time.The statistics of the construct spotter are detailed under "Mechanist's Creations" below.

On each of your turns you can command your creation telepathically (no action required). You decide what action the construct will take and where it will move during your turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete. Certain actions have a "Limited Use", these have a number of charges equal to your Intelligence modifier. The construct regains all expended charges on a short or long rest.

Charged Ammunition

At 15th level, you have learned to impart electrical energy into ammunition as you fire it. Your ranged attacks now do an additional 1D6 lightning damage.

In additon you gain the ability, once per turn, to choose to add a massive amount of charge to the ammunition instead. In doing so, your ranged attack does 1d8 plus Intelligence modifier lightining damage and explodes just before hitting the target in a shaped charge. If the attack roll hits, the target must make a Constitution saving throw. On a failed save the target is blinded until the beginning of your next turn and pushed back 10-feet away from you. On a successful save, the target is not blinded and is not pushed back.

You have a limited number of charges on the second part of this feature, equal to half your Intelligence modifier (rounded up). All expended uses recharge after you have taken a short or long rest.

Spark Smith

The archetypal Spark Smith combines the martial mastery common to all mechanists with a careful study of magic. Spark Smith's use magical techniques similar to those practiced by wizards. They focus their study on the abjuration and evocation schools of magic. These mechanists learn a generally small number of spells, memorizing them instead of keeping them in a spellbook.

Spellcasting

When you reach 3rd level, you augment your mechanist prowess with the ability to cast spells. See chapter 10 in the *PHB* for the general rules of spellcasting and chapter 11 in the *PHB* for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots. The Spark Smith Spellcasting table shows how 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast *shield* using either slot.

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

The Spells Known column of the Spark Smith Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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 8th, 14th, and 20th level can come from any school of magic.

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 abjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Table: Spark Smith Spellcasting

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

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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

Spark Smith Spells

This archetype has a list of spells that you gain at the mechanist levels noted in the table below. Once you gain a spark smith spell, it doesn’t count against your spells known.
If you have a spark smith spell that doesn’t appear on the wizard spell list, the spell is nonetheless a spark smith spell for you.

Mechanist Level Spell
3rd witch bolt
7th shatter
13th lightning bolt
19th storm sphere

Magic In The Machine

When you choose this path at 3rd level, to gain a magical advantage, you attach and fuse a single mechanical arm to your spine just below one of your existing biological arms.

Your new arm can perform any normal task that your biological arms can but, it is not proficient with any weapons or shields. In addition to this, you can use your new arm as your spellcasting focus and it can complete the somatic component of your spells for you.

Overcharged

At 3rd level, your new mechanical arm is brimming with excess arcane energy and can be periodically discharged. You add the eldritch blast cantrip to your list of spark smith spells, it does not count against your spells known. In addition, when you cast the spell it deals lightning damage instead of force damage.

At 11th level, whenever you cast a cantrip or spell that deals lightning damage, it now deals additional damage equal to your Intelligence modifier. This bonus can be applied to each bolt of your eldritch blast cantrip.

Magnetic Interference

Starting at 7th level, you can use your reaction and your mastery over lightning magics to magnetize and slowdown or redirect an attack when you are hit from a ranged or thrown weapon. When you do so, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your mechanist level.

If you reduce the damage to 0, you can attempt to redirect the attack to any creature within 30ft. Make a ranged spell attack against the new target. On a hit, the target takes 1D4 piercing damage plus your Intelligence modifier.

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You have a limited number of charges on the second part of this ability, equal to half your Intelligence modifier (rounded up). All expended uses recharge after you have taken a short or long rest.

Jump Start

Starting at 11th level, your knowledge of lightning and anatomy has reached a new plateau. If a creature is not too far gone, you can jolt them back to life. You can now cast the revivify spell, without material components, once per long rest. Casting the spell doesn't expend a spell slot.

Lightning Strikes Twice

Beginning at 15th level, when you take the attack action on your turn, you may use one of your additonal attacks to instead cast a cantrip with a casting time of 1 action.

Mechanist's Creations

Clockwork Spotter

*Tiny construct, unaligned*

Armor Class 16
Hit Points 5(1d10 - 1)
Speed 10 ft., fly 60 ft.
___
STR DEX CON INT WIS CHA
7 (-2) 18 (+4) 8 (-1) 8 (-1) 14 (+2) 5 (-3)
  • Condition Immunities frightened, poisoned
  • Senses blindsight 100 ft., passive Perception 12
  • Languages telepathy 150 ft.
  • Challenge 1/4 (50 XP)

*Active Camouflage.* While travelling at half speed, the clockwork spotter is considered under the effects of the Invisibility spell.

*A Part of The Machine.* The spark bot does not roll for saving throws or take area of effect damage while it is attached to its mechanist creator, it is considered as having 3/4 cover and can only be damaged if specifically targeted.

  • *Explorer Mode.* When out of combat the clockwork spotter can be telepathically instructed to maintain a distance of up to 150 ft. ahead of the mechanist. As the mechanist travels, the spotter relays basic information about the terrain ahead of him, during this time the mechanist and any group he is travelling with are not slowed by difficult terrain.
Actions
  • *Launch.* The clockwork spotter is launched from the mechanist to an adjacent 5 foot square and may move up to its full speed as part of this action.
  • *Self-Destruct.* The clockwork spotter short circuits itself, violently exploding. Every creature within a 15 ft radius centered on the clockwork spotter must make a Dexterity saving throw. On a failed save, a creature takes 3D8 fire damage and 3D8 piercing damage. A creature takes half as much damage on a successful save. The clockwork spotter is destroyed by this action.
  • *Spot (Limited Use)* When the mechanist makes a weapon attack roll against a creature, the clockwork spotter briefly points a concentrated beam of light at the target of the attack, roll 1D8 and add it to the roll. The mechanist can use this action before or after making the attack roll, but before any effects of the attack are applied. The target must be in the line of sight of the clockwork spotter.

Spark Bot

Tiny construct, unaligned*

- Armor Class 18
- Hit Points 5(1d10 - 1)
- Speed 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 8 (-1) 8 (-1) 14 (+2) 5 (-3)
  • Condition Immunities frightened, poisoned
  • Senses blindsight 100 ft., passive Perception 12
  • Languages telepathy 150 ft.
  • Challenge 1/4 (50 XP)

*A Part of The Machine.* The spark bot does not roll for saving throws or take area of effect damage while it is attached to its mechanist creator, it is considered as having 1/2 cover and can only be damaged if specifically targeted.

*Explorer Mode.* When out of combat, the spark bot can be used to light a torch (or anything else with abundant, exposed fuel) or can act as a source of light, providing bright light in a 20-foot radius and dim light for an additional 20 feet.

Actions
  • *Self-Destruct.* The spark bot short circuits itself, violently exploding. Every creature within a 15 ft radius centered on the clockwork spotter must make a Dexterity saving throw. On a failed save, a creature takes 3D8 fire damage and 3D8 piercing damage. A creature takes half as much damage on a successful save. The spark bot is destroyed by this action.
  • *Shock (Limited Use)* On a successful melee weapon attack or unarmed strike by the mechanist. The spark bot deals 2D8 lightning damage and distracts the target, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • *Spark (Limited Use)* Used as a reaction to melee attacks. The spark bot initiates a distraction program, using the sound and light of sparks to distract the mechanist's attacker. The attacker gains disadvantage on the triggering attack roll.

Mechanist Multiclassing

Should you wish to multiclass into the mechanist class, the prerequisites and proficiencies gained are listed below.

Mechanist Multiclassing Prerequisites

  • Ability Score Minimum
    • Strength 13 or Dexterity 13
    • Intelligence 13 ||

Mechanist Multiclassing Proficiencies

  • Proficiencies Gained
    • Light armor, medium armor, shields
    • Simple weapons, martial weapons
    • Tinkerer's Tools

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