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  1. == '''The Mechanist''' ==
  2.  
  3.  
  4. 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.
  5.  
  6. 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.
  7.  
  8. 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.
  9.  
  10. 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.
  11.  
  12. === Creating a Mechanist ===
  13. {{5e Image|float:right| http://i846.photobucket.com/albums/ab24/gallopinggiraffes/Machinist/263249540688223269_hOluQsJk_b.jpg
  14. |<!--Caption, art credit, link to source-->}}
  15. "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.”
  16. Lemony Snicket, The Bad Beginning
  17.  
  18. <!--Questions to help player develop character-->
  19.  
  20. ;Quick Build
  21. You can make a Mechanist quickly by following these suggestions. First make Strength or Dexterity your highest ability score, depending on 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.
  22.  
  23. {{5e Class Features
  24. |name= Mechanist
  25. |summary= A martial class that augments its body with steampunk technology
  26. |hd=12
  27. |spellcasting=
  28. |armor= Light armor, medium armor, shields
  29. |weapons= Simple weapons, martial weapons, firearms
  30. |tools= Tinkerer's tools
  31. |saves= Dexterity, Intelligence
  32. |skills= Choose two from Acrobatics, Arcana, Athletics, History, Investigation, Medicine, Perception and Stealth
  33. |item1a= a martial weapon and a shield
  34. |item1b= two martial weapons
  35. |item2a= scale mail
  36. |item2b= leather armor
  37. |item3a= five javelins
  38. |item3b= 20 arrows, a quiver, and a longbow, ''(c)'' 20 bolts, a bolt case and a hand crossbow, or (D) 2 Firearms of your choice with 60 corresponding bullets for each firearm
  39. |item4a= a dungeoneer's pack
  40. |item4b= an explorer's pack
  41. |item5a= Tinkerer's tools
  42. |item5b=
  43. |classfeatures1= Fighting Style, Mechanist Ingenuity
  44. |classfeatures2= Spark of Opportunity
  45. |classfeatures3= Augmentation Archetype
  46. |classfeatures4=
  47. |classfeatures5= Extra Attack, Minor Modification (3)
  48. |classfeatures6= Ability Score Improvement
  49. |classfeatures7= Archetype Feature
  50. |classfeatures8=
  51. |classfeatures9= Constructed Physiology
  52. |classfeatures10= Minor Modification (4), Improved Mechanist Ingenuity
  53. |classfeatures11= Archetype Feature, Extra Attack (2)
  54. |classfeatures12=
  55. |classfeatures13= Minor Modification (5)
  56. |classfeatures14= Ability Score Improvement
  57. |classfeatures15= Archetype Feature
  58. |classfeatures16=
  59. |classfeatures17= Mechanical Perfection, Minor Modification (6)
  60. |classfeatures18= Constructed Physiology (2)
  61. |classfeatures19=
  62. |classfeatures20= Static Overload
  63.  
  64. |extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). -->
  65. |extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.-->
  66. |extra1_1=<!--The values at each level go here-->
  67. |extra1_2=
  68. |extra1_3=
  69. |extra1_4=
  70. |extra1_5=
  71. |extra1_6=
  72. |extra1_7=
  73. |extra1_8=
  74. |extra1_9=
  75. |extra1_10=
  76. |extra1_11=
  77. |extra1_12=
  78. |extra1_13=
  79. |extra1_14=
  80. |extra1_15=
  81. |extra1_16=
  82. |extra1_17=
  83. |extra1_18=
  84. |extra1_19=
  85. |extra1_20=
  86. }}
  87.  
  88.  
  89. ==== Fighting Style ====
  90. 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.
  91. ; Archery
  92. You gain a +2 bonus to attack rolls you make with ranged weapons.
  93. ; Defense
  94. While wearing armor, you gain a +1 bonus to AC.
  95. ; Dueling
  96. 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.
  97. ; Two-Weapon Fighting
  98. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  99.  
  100. ==== Mechanist Ingenuity ====
  101. 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. This ability can be used once per short rest.
  102.  
  103. In addition to your firearm proficiency, your character can make 20 bullets per short rest or 60 bullets per long rest for each firearm you possess, due to a pouch of material you carry with you. It would cost 10gp to replace the bag and materials if lost or destroyed
  104.  
  105. ==== Spark of Opportunity ====
  106. Starting at 2nd level, because of your analytical 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 your Intelligence modifier (rounded up) and all expended uses are regained after a long rest.
  107.  
  108. ==== Mechanist DC ====
  109. 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:
  110.  
  111. '''Feature save DC''' = 8 + your proficiency bonus + your Intelligence modifier
  112. ==== Augmentation Archetype ====
  113. 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.
  114. ==== Ability Score Improvement ====
  115. When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
  116.  
  117. ==== Extra Attack ====
  118. 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.
  119. ==== Minor Modification ====
  120. Beginning at 5th level, you further mechanize and/or augment your physical form for different purposes and with different effects. Choose three of the following minor modifications. You make one additional choice at the 10th, 13th, and 17th level in this class. An option can only be chosen once unless otherwise specified.
  121.  
  122. 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.
  123.  
  124. 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 during a short rest.
  125. ; Active Camouflage
  126. You gain advantage on stealth checks when you use one fourth your movement speed or less, in addition, you may roll stealth checks to hide without any cover. Can be chosen a maximum of one time.
  127. ; Arm-Mounted Scope
  128. Doubles the normal range for attack rolls with ranged weapons (must have the ammunition property), however, the long range is increased by only half the maximum range. Can be chosen a maximum of one time.
  129. ; Aquatic Adaptations
  130. You can now breathe underwater from your mechanical gills, also you gain a swim speed equal to your movement speed thanks to retractable flippers.
  131. ; Auditory Tracking Unit
  132. Increases Blindsight by 20 feet, relies on your ability to hear. This option can be chosen a maximum of twice.
  133. ; Built-in Shield
  134. You gain a +1 to your AC. Can be chosen a maximum of two times.
  135. ; Modular Footwear
  136. 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.
  137. ; Defibrillator
  138. 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.
  139. ; Flamethrower
  140. Once per short or long rest, as an action, you can release a 30-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 fire damage equal to 2d10 + your intelligence modifier on a failed save, or half as much damage on a successful one. This fire ignites any flammable objects in the area that aren’t being worn or carried.
  141. ; Grasping Servos
  142. 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 movement speed.
  143. ; High Beam
  144. You affix a sparking device behind a lens on a part of your body, when activated it creates 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. Additionally as an 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.
  145. ; Hypnotic Goggles
  146. You gain +2 on all Charisma-based checks when interacting with an individual creature that is within 10 feet of you, can see you, and can understand your language.
  147. ; Leg Servos
  148. Your augmented locomotion increases your speed by 10 feet. Can be chosen twice.
  149. ; Night Vision Goggles
  150. Increases darkvision by 40 feet. Can be chosen twice.
  151.  
  152. ==== Constructed Physiology ====
  153. Beginning at 9th level, your unique knowledge of the arcane and anatomy allows you to make permanent improvements to your physiology. Choose two of the following options. You make two additional choices at 18th level in this class.
  154. ; H.A.R.M.
  155. 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.
  156.  
  157. '''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
  158.  
  159. '''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.
  160.  
  161. 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. You also receive one level of exhaustion for the next 1d4 rounds, as you are briefly worn out from the sheer intensity of your efforts.
  162. ; Armor Plating
  163. You graft layers of metallic plates beneath your skin, as a result, you gain +1 to your AC and develop resistance to Acid, Bludgeoning, Cold, Fire, Piercing, Lightning, Slashing, or Thunder damage.
  164. ; Augmented Targeting System
  165. You surgically implant a series of enchanted retractable lenses to your skull that allows you to more accurately and precisely identify your enemies weaknesses. Your attacks now score a critical hit on a roll of 19 or 20.
  166. ; Mechanical Twitch
  167. 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 a bonus action with that weapon.
  168.  
  169. ==== Mechanical Perfection ====
  170. 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.
  171. ==== Static Overload ====
  172. 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.
  173.  
  174. On a failed save, a creature takes 15d8 lightning 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 8d8 fire damage from the overload and suffer one level of exhaustion. This ability is only usable once per week.
  175.  
  176. == Augmentation Archetypes ==
  177. Different mechanists choose different approaches to executing their combat superiority on the battlefield. The augmentation archetype you choose to emulate reflects your approach.
  178. === Juggernaut ===
  179. 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.
  180. ==== Quadribrachial ====
  181. 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 rolls for these strikes deal 1d4 bludgeoning damage for each strike plus your Strength modifier.
  182.  
  183. 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.
  184.  
  185. Attaching the arms requires a long rest and you suffer one level of exhaustion, as your body gets accustomed to the new strain.
  186.  
  187. 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.
  188.  
  189. ==== Deflective Defense ====
  190. 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 1d6 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 down), you regain all expended uses after a short or long rest.
  191.  
  192. ==== Spark Bot ====
  193. 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 a time.
  194.  
  195. Select a Large or smaller creature with a challenge rating of 3 or less. (Subject to DM approval) The spark bot uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:
  196. •It is a construct
  197. •It is immune to being charmed.
  198. •It is immune to poison damage and the poisoned condition.
  199. •It gains darkvision with a range of 60 feet if it doesn’t have it already.
  200. •It understands the languages you can speak when you create it, but it can’t speak.
  201. •If you are the target of a melee attack and the spark bot is within 5 feet of the attacker, you can use your reaction to command the spark bot to use its reaction to make a melee attack against the attacker
  202.  
  203. 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.
  204.  
  205. ==== Charged Up ====
  206. At 15th level, you have learned to push your mechanical arms to their limits. Your unarmed strikes with your mechanical arms now deal 1d8 damage + strength, you have also discovered how to charge electrical energy within them and discharge it on contact.
  207. Once per turn on a hit with one of the additional unarmed strikes you can choose to do an additional 2d8 lightning damage.
  208.  
  209. You also gain the ability, once per turn, 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 until the start end of your next turn.
  210.  
  211. You can use these features a number of times equal to your Intelligence modifier. All expended uses recharge after you have taken a short or long rest.
  212.  
  213. === Deadeye ===
  214. 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.
  215. ==== Mechanical Advantage ====
  216. 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:
  217.  
  218. - Your arms augmented strength to allow you to deal an additional 1d6 damage on your ranged weapon attacks once per turn.
  219.  
  220. - Your arms augmented speed to allow you to make one additional ranged attack as a bonus action when you take the attack action on your turn.
  221.  
  222. - Your augmented vision gives you advantage on all investigation and perception checks that rely on sight.
  223.  
  224. - Your arms augmented speed to allow you to reload firearms as a bonus action at 3rd level and as a reaction when you could have made an attack of opportunity at 8th level
  225.  
  226. At 6th level, your ranged weapon attacks count as magical for the purposes of overcoming damage resistance.
  227.  
  228. ==== Defense Drones ====
  229. At 7th level, you can develop a network of defense drones that can individually be rebuilt on a short or long rest. (DC 15 Intelligence check with tinkerer's tools) 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 damaged in the process. You can have a maximum number of drones equal to half your Intelligence modifier (rounded up).
  230.  
  231. ==== Clockwork Spotter ====
  232. 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 equally to any flying creature that is cr 1/4 or lower. (Subject to DM Approval)
  233.  
  234. 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. The spotter can make a (Wisdom) Perception check or (Intelligence) Investigation check to spot any creature that's not invisible. On a success, the creature does not gain the benefits of half or three-quarters cover. The Spotter can also release a reflective sticky fluid on a creature as an action, giving all creatures advantage on attack rolls, (Wisdom) Perception checks, and (Intelligence) Investigation checks against that creature for 1d4 rounds. The spotter can use this ability a number of times equal to your Intelligence modifier. The spotter regains all expended charges on a short or long rest.
  235.  
  236. ==== Charged Ammunition ====
  237. 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.
  238.  
  239. In addition 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 lightning 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.
  240.  
  241. 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.
  242. === Spark Smith ===
  243. 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.
  244.  
  245. ==== Spark Smith Spellcasting ====
  246. {| class="5e"
  247. ! Mechanist Level !! Cantrips !! Spells Known !! 1st-level !! 2nd-level !! 3rd-level !! 4th-level
  248. |- class="{{Odd-Even |{{#var:odd}}}}"
  249. | 3rd || 2 || 3 || 2 || - || - || -
  250. |- class="{{Odd-Even |{{#var:odd}}}}"
  251. | 4th || 2 || 4 || 3 || - || - || -
  252. |- class="{{Odd-Even |{{#var:odd}}}}"
  253. | 5th || 2 || 4 || 3 || - || - || -
  254. |- class="{{Odd-Even |{{#var:odd}}}}"
  255. | 6th || 2 || 4 || 3 || - || - || -
  256. |- class="{{Odd-Even |{{#var:odd}}}}"
  257. | 7th || 2 || 5 || 4 || 2 || - || -
  258. |- class="{{Odd-Even |{{#var:odd}}}}"
  259. | 8th || 2 || 6 || 4 || 2 || - || -
  260. |- class="{{Odd-Even |{{#var:odd}}}}"
  261. | 9th || 2 || 6 || 4 || 2 || - || -
  262. |- class="{{Odd-Even |{{#var:odd}}}}"
  263. | 10th || 3 || 7 || 4 || 3 || - || -
  264. |- class="{{Odd-Even |{{#var:odd}}}}"
  265. | 11th || 3 || 8 || 4 || 3 || - || -
  266. |- class="{{Odd-Even |{{#var:odd}}}}"
  267. | 12th || 3 || 8 || 4 || 3 || - || -
  268. |- class="{{Odd-Even |{{#var:odd}}}}"
  269. | 13th || 3 || 9 || 4 || 3 || 2 || -
  270. |- class="{{Odd-Even |{{#var:odd}}}}"
  271. | 14th || 3 || 10 || 4 || 3 || 2 || -
  272. |- class="{{Odd-Even |{{#var:odd}}}}"
  273. | 15th || 3 || 10 || 4 || 3 || 2 || -
  274. |- class="{{Odd-Even |{{#var:odd}}}}"
  275. | 16th || 3 || 11 || 4 || 3 || 3 || -
  276. |- class="{{Odd-Even |{{#var:odd}}}}"
  277. | 17th || 3 || 11 || 4 || 3 || 3 || -
  278. |- class="{{Odd-Even |{{#var:odd}}}}"
  279. | 18th || 3 || 11 || 4 || 3 || 3 || -
  280. |- class="{{Odd-Even |{{#var:odd}}}}"
  281. | 19th || 3 || 12 || 4 || 3 || 3 || 1
  282. |- class="{{Odd-Even |{{#var:odd}}}}"
  283. | 20th || 3 || 12 || 4 || 3 || 3 || 1
  284. |- class="{{Odd-Even |{{#var:odd}}}}"
  285. |}
  286.  
  287. 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.
  288.  
  289. '''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.
  290.  
  291. '''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.
  292.  
  293. '''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.
  294.  
  295. 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.
  296.  
  297. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
  298.  
  299. 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.
  300.  
  301. '''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.
  302.  
  303. '''Spell save DC''' = 8 + your proficiency bonus + your Intelligence modifier
  304.  
  305. '''Spell attack modifier''' = your proficiency bonus + your Intelligence modifier
  306.  
  307. ==== Spark Smith Spells ====
  308. 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.
  309. 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.
  310.  
  311. {| class="5e" {{#vardefine:odd|0}}
  312. |+
  313. |-
  314. ! style="padding-left:0.5em;padding-right:0.5em" | Mechanist Level !! style="text-align:left;padding-left:0.5em;padding-right:0.5em" | Spells
  315. |- class="{{Odd-Even|{{#var:odd}}}}"
  316. | 3rd || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''witch bolt''
  317. |- class="{{Odd-Even|{{#var:odd}}}}"
  318. | 7th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''shatter''
  319. |- class="{{Odd-Even|{{#var:odd}}}}"
  320. | 13th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''lightning bolt''
  321. |- class="{{Odd-Even|{{#var:odd}}}}"
  322. | 19th || style="text-align:left;padding-left:0.5em;padding-right:0.5em" | ''storm sphere''
  323. |}
  324.  
  325. ==== Magic In The Machine ====
  326. 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.
  327.  
  328. 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.
  329. ==== Overcharged ====
  330. 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.
  331.  
  332. 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.
  333.  
  334. ==== Magnetic Interference ====
  335. Starting at 7th level, you can use your reaction and your mastery over lightning magic to magnetize and slow down or even 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.
  336.  
  337. 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. You can use this ability, a number of times equal to your Intelligence modifier. All expended uses recharge after you have taken a short or long rest.
  338.  
  339. ==== Jump Start ====
  340. 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.
  341. ==== Lightning Strikes Twice ====
  342. Beginning at 15th level, when you take the attack action on your turn, you may use your bonus action to cast a cantrip with a casting time of 1 action.
  343.  
  344. == Multiclassing ==
  345.  
  346. === Ability Score Minimum ===
  347. '''Prerequisites.''' To qualify for multiclassing into the Mechanist class, you must meet these prerequisites:
  348.  
  349. Strength 13 or Dexterity 13
  350.  
  351. Intelligence 13
  352. === Proficiencies Gained ===
  353. '''Proficiencies.''' When you multiclass into the Mechanist class, you gain the following proficiencies:
  354.  
  355. Light armor, medium armor, shields
  356.  
  357. Simple weapons, martial weapons
  358.  
  359. Tinkerer's Tools
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