Machinist (5e Class)

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Machinist[edit]

If you have genius, industry will improve it; if you have none, industry will supply its place-Sir Joshua Reynolds,Royal Academy of Design Professor


A pair of metal clad warriors step out in sync to face the charging monster horde, in one smooth movement both draw their swords and shields, and as they assume defensive forms a shimmering field of blue energy surrounds them, easily deflecting the stray arrows and spells flying towards them.

Whistling a simple tune a gnome hammers away at a sheet of metal, small insect like machines scurry around him, refining and welding pieces together. When at last the task is done, the gnome smiles as he lifts up his newly forged shortsword, and as he walks off the constructs form a tight circle around him, ready to release a smokescreen at the slightest hint of danger.

On a raging battle field, man and machine stand back to back as they ward off the hobgoblins. They move as one body, matching hit for hit as the pile bodies surrounding them grew larger. The man then parries with his greatsword before ducking down as a streaming beam of energy blasts over his head. The cannon on his companion’s shoulder still smoldering as they return to their deadly dance.

Machinists are the pinnacle of industry, making use of their technical and magical skills to create life-like constructs that accompany their creators through the challenges of life in the pursuit of greater knowledge.

Creating a Machinist[edit]

When creating an machinist character, think about your character’s background and drive for adventure. How did they come to build their first construct? What type of construct did they make and how does this reflect their ideals? What drove you character to leave the comforts of a city to instead to pursue a life of adventuring? Did you character have some greater goal or ideal they are pursuing? Do you wish to bring an age of innovation or be content working on your own solitary projects?

Quick Build

You can make a Machinist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the guild artisan background.

Class Features

As a Machinist you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor
Weapons: simple weapons, shortsword, hand crossbows
Tools: smith's tools, tinker's tools, one type of tool of your choice
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, History, Investigation, Insight, Perception, Sleight of Hand

Equipment

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

  • (a) any two simple weapons or (b) shortsword
  • a light crossbow and 20 bolts
  • (a) leather armor or (b) chain shirt
  • controller and a dungeoneer’s pack

Table: The Machinist

Level Proficiency
Bonus
Features Modules Known Modules Designed Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Arcane Construct, Spellcasting - - 2
2nd +2 Design Modules 4 2 2 2
3rd +2 Machinist Branch, Mark Target 4 2 2 3
4th +2 Ability Score Improvement 4 2 2 3
5th +3 Machinist Branch Feature 4 2 2 4 2
6th +3 Tool Expertise 6 3 2 4 2
7th +3 6 3 2 4 3
8th +3 Ability Score Improvement 6 3 2 4 3
9th +4 Machinist Branch Feature 6 3 2 4 3 2
10th +4 Interchangeable Parts 8 4 3 4 3 2
11th +4 8 4 3 4 3 3
12th +4 Ability Score Improvement 8 4 3 4 3 3
13th +5 Machinist Branch Feature 8 4 3 4 3 3 1
14th +5 Lean Manufacturing 10 5 3 4 3 3 1
15th +5 10 5 3 4 3 3 2
16th +5 Ability Score Improvement 10 5 3 4 3 3 2
17th +6 Machinist Branch Feature 10 5 4 4 3 3 3 1
18th +6 Magical Override 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Magic and Metal 12 6 4 4 3 3 3 2


Optional Rule, Firearm Proficiency If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your machinist has been exposed to the operations of such weapons, your machinist is proficient with them.

Arcane Construct[edit]

Using your arcane knowledge and tinkering skills you have made yourself a faithful companion. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the Arcane shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. The Arcane Construct is also able to use any weapons that you have proficiency with. If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Arcane Construct returns to life after 1 minute with all its hit points restored.

Arcane Construct Medium construct, neutral

Armor Class 12 (natural armor)

Hit Points equal to Arcane Construct's Constitution modifier + your Intelligence modifier + five times your level in this class

Speed 30 ft.

STR 12 (+1) DEX 12 (+1) CON 14 (+2) INT 6 (−2) WIS 6 (-2) CHA 6 (−2)

Saving Throws Dex +3, Con +4

Skills Athletics +4, Perception +4

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses: passive Perception 12

Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses and the bonuses to hit and damage.

Actions (Require Your Bonus Action)

Rend. Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 1d4+strength modifier slashing damage.

Spellcasting[edit]

You have studied the workings of magic, how to channel it through your construct, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through your controller.

Control Bracer

You produce your machinist spell effects through your controller and are able to communicate with your Arcane Construct through it. You must have the controller on and have a free hand when you cast any spell with this Spellcasting feature.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Machinist spell list. At higher levels, you learn additional Machinist cantrips of your choice, as shown in the Cantrips Known column of the Machinist table.

Preparing and Casting Spells

The Machinist table shows how many spell slots you have to cast your Machinist spells. To cast one of your Machinist spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Machinist spells that are available for you to cast, choosing from the Machinist spell list. When you do so, choose a number of Machinist spells equal to your Intelligence modifier + half your Machinist level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level Machinist, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Machinist spells requires time spent in tinkering with your controller: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your machinist spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a machinist spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Machinist 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

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Design Modules[edit]

At 2nd level, you gain the ability to design prototype modules for your Arcane Construct to modify them in specialized ways.

Modules Known[edit]

When you gain this feature, pick four Machinist modules to learn. You learn additional modules of your choice when you reach certain levels in this class, as shown in the Modules Known column of the machinist table.

Whenever you gain a level in this class, you can replace one of the Machinist modules you learned with a new one.

Designing Modules[edit]

Whenever you finish a long rest, you can create one of your modules. When you create a module you can attach it instantly. Your modules functions indefinitely, but when you die, the module begins to degrade after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The module also degrades if you give up your knowledge of the module for another one. You can design more than one module at the end of a long rest; the maximum number of modules appears in the Modules column of the Machinist table. You can have only one type of module at a time unless otherwise specified. If you try to exceed your maximum number of modules, the oldest infusion immediately degrades, and then the new infusion applies. A level prerequisite in an module refers to machinist level, not character level.

Research Branch[edit]

At 3rd level, you chose a Research Branch. Choose between Valkyrie, Aegis, or Hive, all detailed at the end of the class description. Your choice grants you features at 5rd level and again at 9th, 13th and 17th level.

Ability Score Increase[edit]

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.

Tool Expertise[edit]

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Interchangeable Parts[edit]

At 10th level, you have so much familiarity with your designs that you can modify a module in the field, as an action you can switch out a number of modules equal to your Intelligence modifier (minimum of once) with any other modules that you know.

You must finish a short or long rest before you can do so again.

Lean Manufacturing[edit]

At 14th level, you’ve refined your design process to eliminate waste to maximize efficiency, you can use an action to concentrate on correcting flaws, giving you an extra bonus action for up to 1 minute or until concentration is broken.

You must finish a long rest before you can do so again.

Magical Override[edit]

When you reach 18th level, you gain a deeper understanding of the mechanics behind magic and are able to slightly twist these pieces out of alignment, When you see a creature casting a spell within 30 feet of you, you can use your reaction to try to magically distort it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell redirect in a random direction. If both you and your Arcane Construct use your reaction, you increase your spell save DC by 2 and gain the ability to choose a new target.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Magic and Metal[edit]

By 20th level you’ve achieved such mastery over the arcane and machinery that you are able to modify yourself with hardware, and this adjustment deepens the ties between you and your Arcane Construct.

  • You gain resistance to poison damage
  • You are now able to install modules into yourself
  • You are able to create two more modules, but these can only be used on yourself
  • You can talk telepathically with you construct without the use of your controller

Research Branches[edit]

Valkyrie[edit]

The Valkyrie Branch specializes in maximizing offensive potential for both the Machinist and their construct. Valkyries serve as artillery to blast enemy armies from afar and the assault force that breaks through enemy lines, forming an combative team that can adapt to any situation.

Martial Research When you adopt this specialization at 3rd level, you have designed enough weapons to gain proficiency with them, you gain 2 martial weapon proficiencies of your choice.

Valkyrie Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Valkyrie Spells table. These spells count as machinist spells for you, but they don’t count against the number of machinist spells you prepare.

Machinist Level Machinist Spells
3rd Ice Knife, Burning Hands
5th Scorching Ray, Moonbeam
9th Fireball, Thunder Step
13th Banishment, Vitriolic Sphere
17th Destructive Wave, Cone of Cold

Valkyrie Model By 3rd level you have developed a prototype design and modified your Arcane Construct to make a Valkyrie.

Arcane Construct (Valkyrie)

Medium construct, neutral

Armor Class 14 (natural armor)

Hit Points equal to Arcane Construct's Constitution modifier + your Intelligence modifier + five times your level in this class

Speed 30 ft.

STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 6 (−2) WIS 6 (-2) CHA 6 (−2)

Saving Throws Str +4, Dex +4, Con +4

Skills Athletics +4, Perception +4, Acrobatics +4

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses: passive Perception 12

Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses above, and the bonuses to hit and damage.

Actions (Require Your Bonus Action)

Enhanced Rend. Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 1d6+strength modifier slashing damage.

Fire Support Beginning at 3rd level, you and your Arcane Construct form a more potent fighting team. When you use the Attack action on your turn, if your Arcane Construct can see you, it can use its reaction to make an attack.

Ion Cannon At 5th level, you are able to install an Ion cannon on your Arcane Construct, as an attack action your Arcane Construct can consume one of your level 1 spell slots to fire a magic beam at an enemy within 30ft. The target must succeed on a Dexterity saving throw DC15 or take 4d8 radiant damage. This feature has a 1 hour cooldown after being used.

When you consume a spell slot of 2nd level or higher, the damage increases by 1d8, for each slot level above 1st.

Rapid Fire Starting at 13th level, you learn to trade accuracy for swift strikes. If your Arcane Construct takes the Attack action on their turn and have advantage on an attack roll against the target, they can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action.

Targeting Algorithm At 17th level, you have designed a combat formula that allows you to improve your tactics after failure, if either you or your Arcane Construct misses an attack against a target, you both gain advantage against that target on your next attack.

Aegis[edit]

Those that follow the Aegis Branch use their technological prowess to become arcane defenders on the battlefield. Through the use of shields and wards the Aegis will be able to protect themselves and their allies from harm while holding the line against your enemies.

Defensive Tactics When you adopt this specialization at 3rd level, you have worked with shields and armor enough to gain an understanding of them, you gain proficiency with heavy armor and shields.

Aegis Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aegis Spells table. These spells count as machinist spells for you, but they don’t count against the number of machinist spells you prepare.

Machinist Level Machinist Spells
3rd Heroism, Armor of the Faithful
5th Warding Bond, Healing Spirit
9th Beacon of Hope, Wind Wall
13th Stoneskin, Aura of Purity
17th Wall of Force, Circle of Power

Aegis Model By 3rd level you have developed a prototype design and modified your Arcane Construct to make an Aegis.

Arcane Construct (Aegis)

Medium construct, neutral

Armor Class 16 (natural armor)

Hit Points two times the Arcane Construct's Constitution modifier + your Intelligence modifier + five times your level in this class

Speed 30 ft.

STR 12 (+1) DEX 12 (+1) CON 16 (+3) INT 8 (−1) WIS 8 (-1) CHA 8 (−1)

Saving Throws Str +4, Dex +4, Con +5

Skills Athletics +4, Perception +4

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses: passive Perception 13

Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses above, and the bonuses to hit and damage.

Actions (Require Your Bonus Action)

Rend. Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 1d4+strength modifier slashing damage.

Covering Fire Beginning at 3rd level, you and your Arcane Construct form are able to cover each other's weaknesses. If your Arcane Construct can see you, it can use its reaction to impose disadvantage on the attack roll of all creatures within its attack range that attack you this round.

Phalanx Wall At 5th level, you have installed an arcane capacitor in your Arcane Construct, as an attack action your Arcane Construct can consume one of your level 1 spell slots to create a magic barrier that extends in 5 ft on both sides of your construct. This wall blocks any attacks or movement through it and has hit points equal to 2d4+4. You can choose up to 5 creatures that can freely move and attack through the barrier.This feature has a 1 hour cooldown after being used.

When you consume a spell slot of 2nd level or higher, the barrier’s hit points increases by 2d4 and extends 5ft further in each direction, for each slot level above 1st.

Prototype Shield By 13th level, you’re developed an energy shield that protects those around your Arcane Construct. The shield provides half cover while for up to 5 targets within 10 feet of your Arcane Construct and gain temporary hit points equal to your machinist level plus two times your Intelligence modifier. When you lose these temporary hit points you also lose the half cover benefit as your shield shuts down, and that shield cannot be reactivated until a short or long rest is taken.

Threat Assessment At 17th level, you have designed a combat algorithm that allows you to change tactics based on an enemies aggression, if either you or your Arcane Construct takes damage after an attack, that creature has disadvantage the next time they attack either you or your Arcane Construct.

Hive[edit]

Where other branches focus on combat, the Hive Branch is able to manipulate the field, both on and off the battlefield. The Hive excel as infiltrators and spies, using their small size to break into normally unreachable locations, and when they act as a swarm the Hive can alter the battle through the use of gases and other effects.

Nano-engineering When you adopt this specialization at 3rd level, to develop these new techniques you’ve learned use a variety of different tools, you gain proficiency with 2 tools of your choice.

Hive Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aegis Spells table. These spells count as machinist spells for you, but they don’t count against the number of machinist spells you prepare.

Machinist Level Machinist Spells
3rd Faerie Fire, Cause Fear
5th Web, Mirror Image
9th Slow, Hypnotic Pattern
13th Greater Invisibility, Polymorph
17th Synaptic Static, Cloudkill

Hive Model By 3rd level you have developed a prototype design and modified your Arcane Construct to become 5 smaller constructs, which can either act independently or in combat form a swarm.

Arcane Construct (Hive)

Small swarm of tiny construct, neutral

Armor Class 12 (natural armor)

Hit Points equal to the Arcane Construct's Constitution modifier + your Intelligence modifier + three times your level in this class

Speed 35 ft.

STR 8 (-1) DEX 16 (+3) CON 10 (+0) INT 10 (0) WIS 10 (0) CHA 8 (−1)

Saving Throws Str +1, Dex +5, Con +2

Skills Acrobatics +4, Perception +4, Stealth +4

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses: passive Perception 14

Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses above, and the bonuses to hit and damage.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct.

Small FrameThe swarm cannot use weapons and each individual can only carry 25 lbs

Actions (Require Your Bonus Action)

Swarming Rend. Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 2d4+ half its Dexterity modifier slashing damage.

Skirmisher Protocol Beginning at 3rd level, you and your Arcane Construct form are able to work together to harass enemies. When an ally makes an attack against a creature, your Arcane Construct can use it’s reaction to grant advantage on that attack.

Screening Support At 5th level, you have installed a series of support mechanisms in your Arcane Construct, as an attack action your Arcane Construct can consume one of your level 1 spell slots to create one of these effects:

  • Smoke Cover: Your Arcane Construct produces a 10-foot-radius sphere of smoke. The sphere spreads around corners, and its area is heavily obscured, It lasts for 3 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
  • Flashbang: Your Arcane Construct produces a loud sound and a bright flash. Creatures within 5ft of your Arcane Construct must make a Constitution saving throw dc12, on a fail the creature is blinded and deafened for 1 round.

This feature has a 1 hour cooldown after being used.

When you consume a spell slot of 2nd level or higher, the smoke screen expands its radius by 10ft and lasts for 1 more round. The flashbang will increase its dc by 2 and increase the effect time by 1 round, for each slot level above 1st.

Precise Operations At 13th level, you have refined the design and function of your Arcane Construct, your construct gains all of your tool proficines and is able to assist in skill checks regarding tools. Also when your Arcane Construct assists you in a skill check regarding tools it takes you half the normal time.

Adaptive Coordination At 17th level, you have designed a flexible formula that allows you to adapt to changing situations, whenever a creature within sight either gains advantage or disadvantage, you or your Arcane Construct gain advantage against that creature.

Machinist Spell List[edit]

You know all of the spells on the basic Machinist spell list and additional spells based on your subclass.

Cantrips Fire Bolt, Mending, Mage Hand, Message, Guidance , Resistance, Magic Stone, Sword Burst, Lightning Lure, Frostbite, Prestidigitation, Light

1st Level Alarm(ritual),Cure Wounds,Absorb,Detect Magic(ritual),Catapult,Grease,Magic Missile,Identify(ritual),Snare,Expeditious Retreat,Silent Image,Colour Spray,Feather Fall,Burning Hands, Shield

2nd Level Aid,Assay,Cloud of Daggers.Heat Metal,Misty Step,Rope Trick,Blur,Enhance Ability,See Invisibility,Levitate,Melf's Acid Arrow,Darkvision,Blindness/Deafness,Pyrotechnics

3rd Level Glyph of Warding,Dispel Magic,Counterspell,Lightning Bolt,Erupting Earth,Nondetection,Elemental Weapon,Fly

4th Level Fabricate,Stone Shape,Freedom of Movement,Control Water,Divination(ritual),Otiluke’s Resilient Sphere

5th Level Creation,Transmute Rock,Skill empowerment,Telekinesis,Maelstrom

Machinist Modules[edit]

Composite Armor

Increases armor class by 2 The bonus increases to +3 when you reach 10th level in this class.

Pneumatic Joints

Increases strength score by 2 and it counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Fine-Tuned Calibration

Increases Dexterity score by 2, gains proficiency in sleight of hand

Reinforced Frame

Increases Constitution score by 2, increases hit points by 2d6

Integrated Tools

During a long rest you can integrate up to 4 tools into your body, when using these tools you can add its Intelligence modifier to any ability checks it makes with the integrated tool. Whenever you take another long rest you can change out any number of your integrated tools.

Aim Assistance

,Increases attack bonus by +1 The bonus increases to +2 when you reach 10th level in this class.

Militant Database

Grants proficiency with shields and two martial weapons of your choice

Profession Database

Grants proficiency in two skills of your choice

Hydraulic Jack

Increases speed by 10ft and when you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.

Stepping Motors

Doubles your jumping speed and gains a climbing speed equal to your walking speed

Voicebox

You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Linked Lenses

Can only be used on an Arcane Construct

As an action, you can see through your construct’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the construct has. During this time, you are deaf and blind with regard to your own senses.

Rudimentary Intelligence

Prerequisite: 6th-level machinist

Can only be used on an Arcane Construct

Increases your construct’s Intelligence, Wisdom and Charisma score by 4, allows for your construct to act independently(under DM control), in which it will do it’s best to follow your orders, but can act contrary in order to protect you or if it goes against your alignment.

Radar

Prerequisite: 6th-level machinist

You gain blindsight for 20ft and you are aware of the location of any hidden or invisible creature within this radius.

Overwatch Sensors

Prerequisite: 6th-level machinist

Grants expertise in perception and can’t be surprised while you are conscious

Wing Coupling

Prerequisite: 6th-level machinist, Hive Branch

Can only be used on an Arcane Construct

Attaches a set of mechanical wings to each Hive construct, giving them a fly speed equal to its walking speed+10ft

Encelophon

Prerequisite: 6th-level machinist

Increases Intelligence score by 2, you can understand all written languages and are able to recall any information you have read.

Arcing Currents

Prerequisite: 6th-level machinist, Valkyrie Branch

Can only be used on an Arcane Construct

You’ve added a series of conductors over your Arcane Constructs arms, when it hits a target it can use it’s bonus action to run an electric current through it, causing an extra 1d6 electric damage.

Repair Servos

Prerequisite: 6th-level machinist

You can use a bonus action to restore 1d12 + Constitution modifier hit points

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

Linguistic Converter

Prerequisite: 6th-level machinist

Increases Charisma score by 2, you can understand all spoken languages and are able to recall any information you have heard.

Grappling Hook

Prerequisite: 6th-level machinist

As an attack action you can fire a grappling hook at an enemy, and on a hit can drag them up to 15ft towards you. The grappling hook can also be used to assist with climbing walls or large obstacles

Protector Protocol

Prerequisite: 6th-level machinist, Aegis Branch

Can only be used on an Arcane Construct

By optimizing your construct’s targeting system it can better disperse its attention between your allies. As a bonus action your Arcane Construct can designate another ally to use Covering Fire on.

Positioning Device

Prerequisite: 6th-level machinist

You are unable to become lost through non-magical means, always know which direction is north, and have a precise knowledge of the time.

Tear Gas

Prerequisite: 10th-level machinist, Hive Branch

Can only be used on an Arcane Construct

Modifies the smoke formula to make it more effective at suppressing targets, any creature in the smoke at the start of its turn must make a Constitution saving throw DC 12 against poison. 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. When you consume a spell slot of 2nd level or higher, the save DC increases by 2, for each level above 1st.

Reflex Trigger

Prerequisite: 10th-level machinist

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You can use this feature a number of times equal to your Dexterity modifier (minimum of once). You regain all expended uses when you finish a long rest.

Remote Viewing

Prerequisite: 10th-level machinist

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell).

Once you use this ability, you can’t use it again until you finish a short or long rest.

Dispersal Lens

Prerequisite: 10th-level machinist, Valkyrie Branch

Can only be used on an Arcane Construct

You’ve modified the lens in your Arcane Constructs Ion Cannon, changing the range to a 30ft cone and increasing the damage by 1d8.

Protective Coating

Prerequisite: 10th-level machinist

You gain resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Liquid Cooling

Prerequisite: 10th-level machinist

Can only be used on an Arcane Construct

Reduces the cooldown of the 5th level feature to 30 minutes, also you don’t suffer the effects of extreme heat.

Overcharged Capacitors

Prerequisite: 10th-level machinist, Aegis Branch

Can only be used on an Arcane Construct

Expands the conduits powering your construct’s shields to strengthen them against attacks, increase the phalanx walls hit points by 2d4 and when activated it gains one damage resistance of your choice.

Stealth Cloaking

Prerequisite: 14th-level machinist

Grants the ability to turn invisible for up to 5 minutes, this effect ends when you attack or cast a spell. This ability has a 1 hour cooldown

Wireless Network

Prerequisite: 14th-level machinist

You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Magnetic Arm

Prerequisite: 14th-level machinist

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

Vital Targeting

Prerequisite: 14th-level machinist

Your weapon attacks score a critical hit on a roll of 19 or 20

Analytical Engine

Prerequisite: 14th-level machinist

You can proficiency in insight and investigation. As a bonus action you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: • Intelligence score • Wisdom score • Charisma score • Armor Class • Current hit points • Class levels (if any) At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

Overclocking

Prerequisite: 14th-level machinist

For 2 rounds your speed is doubled, gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. After the effect ends you are incapacitated for a round. Once you use this feature, you can't use it again until you finish a long rest.

Machine Learning

Prerequisite: 14th-level machinist

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals 8 + your Intelligence modifier. On a failed save, you negate the spell's effect against you, and you can replicate the spell if it is at least 1st level and is at most 5th level. You have this spell until you cast it or you steal another spell.

Once you use this feature, you can't use it again until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Machinist class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Machinist class, you gain the following proficiencies: light armor, medium armor, simple weapon, shortsword, hand crossbows, smith's tools

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