A half-orc stands in the face of a dangerous horde, surrounded by her constructs. She smiles as her creations rush out in a fury of metal, and aether. Metallic teeth rending flesh. Metal fists smashing stone. A magical fury unleashed upon the hoard.
An old dwarf with a long beard and grizzled features walks out from a doorway and onto a street. In a flash he turns, drawing his sidearm revolver, and a thunderous boom rings through the air. His assailant falls in a puddle of blood, many yards away.
A lean human reaches down, adjusting a metal apparatus attached to his calf. He looks up. A mechanical eye focuses on his opponent. Readying himself, the augmentor sprints forward in a blur, faster than any physical legs would allow.
Each of these Mechanists might seem incredibly different to the unassuming public. However, these people have spent their entire lives honing their intelligence like a knife. They can use their skills to forge clockwork parts to fit any need they have. All while powering their creations with the Aether, the raw source of all magic in the world.
There are many mechanical wonders of the world. But for most, they are specifically that wonders. Concepts too complex for the average man or woman to grasp. There are a select few; however, whose mechanical intuition allows them to look at mechanisms and understand their function. These select few are known as mechanists.
Metal and Aether.
Gnomes are known for their clockwork masterpieces and are naturally adept to become mechanists. Looking into how to harness the power of the aether; however, is something beyond even the average rock gnome. It takes a keen mind and skilled hand to create the mechanical tools needed to focus the aether into a crystal. This is what truly separates the mechanist form the rest of the world.
Creating a Mechanist
When creating a mechanist, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your mechanist. Are mechanists common? Do firearms belong in the world? Did you come from a distant land, with far off knowledge, making you a stranger in the area of the campaign? Did you encounter a mechanical creature or an ancient tome that taught you the basics of aether crystals?
Did your first taste of mechanical knowledge leave you hungry for more? Have you received word of the wonders created by other mechanists? Perhaps you’re simply eager to put your newfound mechanical skills to the test in the face of danger.
You can make a mechanist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. If you plan to take the Specialty of Gunsmithing your 2nd-best score should be Dexterity.
As a mechanist you gain the following features:
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 mechanist level after 1st
Armor: Light Armor
Weapons: Simple Weapons
Tools: Tinker’s Tools
Saving Throws: Intelligence, Constitution
Skills: Choose three from Acrobatics, Athletics, Arcana, History, Investigation, Stealth, or Sleight of Hand.
You start with the following equipment, in addition to the equipment granted by your background:
? (a) a handaxe and a light hammer or (b) any two simple weapons
? a light crossbow and 20 bolts
? leather armor
? Tinker tools, a dungeoneer’s pack, and 2 Aether Crystals
When playing this class you will be required to make Mechanist Checks. These checks use your intelligence modifier and your proficiency bonus to complete. Roll a D20 and add your intelligence and proficiency bonus.
As a Mechanist, you have created a clockwork companion who acts as a tiny assistant in your mechanical constructions. It takes the form of a Clockwork Assistant who is controlled by a gem sized Aether Crystal amulet around your neck. This necklace allows you to give it and any other constructs you control telepathic commands. The clockwork companion’s stats are listed below. In combat, all clockwork companions go on your initiative and you may use your action to command them to do one of the following: attack, disengage, dodge, or help.
When a clockwork companion falls to zero hit points it is considered destroyed. You may spend your action to make minor repairs, bringing it to 1 hit point. At any point during a combat you may spend 1 action to make repairs to your construct. To make a repair roll Mechanist check and add half the total to your construct’s health.
If you are knocked unconscious or incapacitated all constructs under your control will take the dodge action until commanded to do otherwise.
Tiny construct, neutral
Armor Class 13 (Natural Armor)
Hit Points 5
Speed 20 ft., fly 40 ft.
STR DEX CONINTWIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 Ft., Passive Perception 10
Languages Understands The Languages Of Its Creator But Can't Speak
Challenge 0 (10 XP)
Telepathic Bond. While the clockwork assistant is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d1) piercing damage. The target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
You’ve used your ability and understanding of mechanics to construct an apparatus that draws upon the Aether, the very force for all magic in the world. You can use the Aether Apparatus to pull the aether from the multiverse and focus it into a crystal. You may have a number of Aether Crystals equal to 1 plus your Mechanist level.
These infused crystals are the power source for all your constructions, but the raw nature of the Aether often leads them to fail. A failed Aether Crystal reverts to a normal crystal and loses all Aether infused into the stone.
When an Aether Crystal fails inside a construct, firearm, or augmentation, you must use your action to replace the crystal with an infused Aether Crystal. If you run out of infused Aether Crystals the constructed item ceases to function until a new crystal is inserted. If the constructed item is a clockwork companion it is considered incapacitated.
To infuse an Aether Crystal you must place a crystal inside the Aether Apparatus and perform a Mechanist Check. On a failure the crystal fractures into two crystals a size smaller. If a shard breaks it is destroyed. The amount of time a crystal needs to be in the apparatus depends on the size of the Aether Crystal. Use the chart below to determine what size crystal you need and how long it takes to infuse.
Any gemstone can be transformed into aether crystals using the Aether Apparatus as long as it is worth at least 10 Gp to make a Shard, 50 Gp to make a Gem, and 100 Gp to make a Jewel sized Aether Crystal.
When you reach the 2nd level you select a focus for your mechanical pursuits. You choose a specialty to your constructions. The three choices are Clockwork Companions-The Constructor, Firearms- The Gunsmith, or Augmentations- The Augmentor, all detailed at the end of the class description. The specialty you choose grants you features at 2nd level and again at 7th, 10th, 13th, 17th, and 20th level.
Mechanical Part Supply
Mechanical Parts- Every level going forward you will receive a number of Mechanical Part Supply which you keep in your inventory. The number that you gain each level is listed in the Mechanist Table above.
You can use these parts to build your constructs, firearms, or augmentations based on your mechanical specialty. Unused Mechanical Parts are saved from level to level and if you disassemble a construct, firearm, or augmentation you may get the parts back.
Additionally, any fallen construct you find can be salvaged for Mechanical Parts. To salvage part you must pass a Mechanist Check with its DC set by the DM.
Disassembly: You may find after time that your parts would be better-suited functioning as something else. When you take a long rest you may roll a Mechanist Check. The DC equals 10 plus the amount mechanical parts needed to build the item. On a success, you get all your mechanical parts back and on a fail, you receive half parts rounding down. On a 1 you lose all your mechanical parts from your creation.
At 3rd level, you choose one of your skill proficiencies that uses Intelligence or one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
At levels 9, 15, and 18 you may choose an additional proficiency to gain this benefit.
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
If you use your action to command a clockwork companion, you may use your extra attack to attack once or give another command to a different clockwork companion.
The number of attacks increases to three when you reach 14th level in this class.
Once you have reached level 6 you have become skilled at replacing spent Aether Crystals and repairing your constructions. Your skill allows you to quickly fix the issue. What took an action to replace an Aether Crystal or repair a clockwork companion you can now complete in a bonus action. Additionally, you can reload firearms as a bonus action.
Beginning at level 11 you know how machines work by instinct. You have advantage on checks to determine how a mechanism, construct, clockwork, mechanical weapons, etc.work.
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
If you use your action to command a clockwork companion, you may use your extra attacks to attack or give another command to a different clockwork companion.
Specialty: Clockwork Companions- The Constructor
When you reach the second level you focus your study on how you have created a facsimile to life in your clockwork assistant. When you take this specialty at 2nd level you gain proficiency with smith’s tools and woodcarver’s tools, assuming you don’t already have them. You also gain those tools for free—the result of the preparation you’ve done for this specialization.
Beast of Metal and Aether
Upon choosing this specialty you begin construction of a second clockwork companion this time in the form of a mechanical beast. This clockwork companion can be any beast with a CR as high as 1/2. Over the course of a long rest, you can upgrade the beast's form which can be any beast with a challenge rating equal to or less than your mechanist level divided by 3. (See Table Below)
Your clockwork companions cost you mechanical parts to build based on their size. Tiny =1 Small= 3 Medium = 5 Large= 10 Huge = 15 and Gargantuan= 20. This new clockwork companion follows the same rules as your clockwork assistant. In addition to the features and statistics of the biological beast, any mechanical beast constructed in this manner gains immunity to poison, being charmed and poisoned.
These creatures use a lot of Aether to keep them functioning and their size puts more stress on the Aether Crystal powering them. Whenever the mechanical beast rolls a dice, a crystal failure can occur. Medium or smaller beasts’ crystals fail on a 1, large beasts fail on a 1-2, and huge or larger beasts on a 1-3.
Additionally, at 2nd level, any construct you find in your journeys can be taken under your control with a successful intelligence check. A hostile construct grants you disadvantage on the intelligence check. As an action, roll an Mehanist Check DC= 10+ Challenge Rating of the construct. On a successful intelligence check, you gain control of the construct for one hour. After said hour the construct knows you took it over and becomes hostile. If you fail your intelligence check the construct immediately becomes hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it. Once you use this feature you cannot use it again for 24 hours.
Starting at level 7 you are able to refine your designs to increase functionality. The parts making the body of your clockwork companions are smoother allowing them to move faster. Their speed is increased by 10 and Beast of Metal and Aether can add their Dex bonus to their AC.
At level 10 you complete construction of a third clockwork companion, your Construct Champion. Choose any construct or a second beast to build as your Construct Champion. Your mechanical beast and this Construct Champion cannot have a combined challenge rating higher than half your level. Your Construct Champion regardless of size has a crystal failure of 1-3.
Alternatively, you may have one construction of up to half your level it may be a mechanical beast or construct. This clockwork companion regardless of size has a crystal failure of 1-3.
Reminder: Your clockwork companions and construct champion cost you three times their challenge rating rounded up to build out of mechanical parts. This new clockwork companion follows the same rules as your Clockwork Assistant. In addition to the features and statistics of the biological beast, any mechanical beast constructed in this manner gains immunity to poison, being charmed and poisoned.
Example: At level 15, half your level is 7.5. At that level, you can create one mechanical beast and one additional construct. These two constructs cannot have a combined challenge rating higher than 7.5. So, you could have a Warhorse CR ? and construct a new Shield Guardian CR 7 which would take 21 Mechanical Parts.
Once you reach level 13 your clockwork companions are machines of combat. They are more adept at fighting gaining 1d6 force to damage rolls and you may command them as a bonus action.
Starting at level 17 you have advantage on attacks when one of your mechanical constructs is within 5 feet of a hostile creature you are attacking.
Master of Constructs
Your work with constructs has led you to become a Master of Mechanical Constructs. At level 20, you gain one final clockwork companion, which can either be a Beast of Metal and Aether or Construct Champion. The combined total of Challenge Ratings between the three can’t exceed 20. This clockwork companion takes 10 Mechanical Parts to build.
Specialty: Firearms- The Gunsmith
In the world of Aeziraph, firearms are a common weapon in the hands of many militaries. Gunsmiths are throughout the world crafting these weapons of destruction. Below are the stats for guns available in this world. Check with your DM before choosing this subclass and confirm which guns if any are available in their world. Note if guns are not in their world then this class option may not be allowed.
The firearms of gunsmiths do not use gunpowder for their ammunition, instead, the mechanist constructs an Aether Crystal Housing within the firearm itself. A crystal is inserted into the housing is used to propel the projectiles forward with a thunder wave. Below is the list of projectiles, their effects, and the optional bayonet attachment.
Whenever you reload a firearm, if it can take both slugs and pellet capsules then you can choose which you load, as long as you have at least one to load.
When you take this specialty at 2nd level you may use your tinker’s tools to craft firearms and projectiles above. It takes as many hours as the firearm’s tier to create and one hour to make 20 rounds of projectiles, which can be done during a long rest. You gain proficiency with firearms and medium armor; additionally, you construct one tier 1 firearm and 20 rounds of projectiles for free—the result of the tinkering you’ve done as you prepared for this specialty.
Whenever you gain a level in this class you may construct a new firearm using parts from your mechanical parts supply. Then make a Mechanist Check, to successfully craft a new firearm you need to pass a DC of 20- your mechanist level.
Once you reach level 7 you can use your mechanical skills and Aether Apparatus to infuse your projectiles with Aether. Infused rounds count as magical when fired from your firearms.
By level 10 your gunmanship has given you an edge on attacks. You gain a +2 on attack rolls with your firearms.
At 13th level your skill with guns allows you to handle multiple at a time. You gain the ability to dual wield a light firearm and another light weapon or firearm. When you take the Attack action and attack with a light firearm that you're holding in one hand, you can use a bonus action to attack with a different light weapon or firearm that you're holding in the other hand. You can add your ability modifier to the damage of the bonus attack.
Starting at level 17 you learn to aim your gun for the vitals and wait until the most opportune second to fire. You gain the ability to score a critical hit on a 20 and 19 with your firearms.
Specialty: Augmentation- The Augmentor
Your pursuit of mechanical constructs has led you to realize the weakness of your biological body. You set out to enhance and augment it with the clockwork and Aether Crystals used in your research. When you take this specialty at 2nd level, you gain proficiency with martial weapons, smith’s tools, and jeweler’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.
Starting at level 2 when you take this specialty, you use your mechanical knowledge to replace your weak physical body with mechanical parts.
All augmentations are powered by a gem size Aether Crystal which you wear as an amulet around your neck. Anytime you are using your augmentation and a roll is required, the crystal may fail. See the enhancement table for more information below.
At 7th level, you complete the construction of what you call your battlesuit. This is a large machinated chassis that can only be loosely considered a suit. You have three battle suit options (See Below) each has its benefits, a set number of how many upgrades they can hold, and each has one downside. It takes half your movement to enter or exit your battlesuit.
Raptor Suit: This tall lean suit is refined for speed and dexterity; thus, it has the least upgrade slots. With long metal limbs and balancing tail, your Dexterity increases by 2 and your base walking speed is doubled. Downside: In order for this suit to function properly and to gain the speed benefits you must replace all of your joints with mechanical servos. (Upgrade Slots: 3)
Goristro Suit: This is a tough and stout suit designed for ultimate protection. You are surrounded by heavy plating offering ultimate protection. While in this suit your AC becomes 20, and you have disadvantage on stealth checks. Downside: This suit is the smallest of the three options. In order to fit into its chassis, you must amputate your limbs and replace them with clockwork limbs. While out of the suit you suffer the effects of one level of exhaustion. (Upgrade Slots: 4)
Titan Suit: This is the largest suit option, and is constructed for use primarily on the battlefield. The suit has two large mechanical legs and arms, allowing you to wield a battle suit weapon and normal weapons at the same time. When you take an attack action with a battlesuit weapon, you may use your reaction to make an attack with a normal weapon. This suit grants a base AC of 16 and disadvantage on stealth checks. Additionally while in this suit your size increases by 1. Downside: This suit takes a toll on your physical body. In order to use the suit, you must fuse your body with the suit. You remove your physical legs, and can only be separated from the suit for no longer than 8 hours to rest. While out of the suit you have small clockwork legs, with a base walking speed of 10 and your constitution is reduced by 4. Additionally, you suffer the effects of one level of exhaustion. (Upgrade Slots: 5)
You may now spend Mechanical Parts on either the Augmentation table to modify yourself or battlesuit. Additionally may spend your Mechanical Parts on battlesuit upgrades (See Table Below). Each battlesuit upgrade is powered by its own Aether Crystal that can fail separately from the others. When they fail they lose their effects and if it is a weapon you cannot attack with it until you replace the spent crystals.
Beginning at level 10 you feel confident in your bodily augmentation to start augmenting the ones around you with their permission. You can augment others for half the Mechanical Parts but it takes twice as much time. Additionally, you must use your action to replace their failed crystals.
Beginning at 13th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
Starting at level 17 you have unlocked the secrets of augmenting Aether Crystals themselves. You can spend 1 Mechanical Part to augment an Aether Crystal shard. Each Aether Crystal shard can only hold one augment at a time. An augmented Aether Crystal shard can be shoved into your skin as an action. This grants you the effect of the shard for 1 minute. The crystal is absorbed into the body after one minute and is destroyed.
At level 20 you have fine-tuned the augmentations to your body. You have begun replacing all aspects you considered weak with your body. In time you will be able to replace all failing body parts with machine parts prolonging your life indefinitely. Additionally, you suffer no downsides from your battle suits.