Mechanic v 0.1

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Mechanic v0.1

Surrounded by a gang a burly criminals, the young halfling grins before activating her jetpack, spinning around with a large sweep of fire, knocking all the thugs off their feet while flying out of their reach.

As a hectic battle goes on between several soldiers, a human takes a moment to calculate his tactics, observing with his electronic visor. Ready to engage, he steps into his mechanical suit, assault rifle in hand, and enters the battle with cold precision and unmatched efficiency.

After several weeks of blood, sweat, and tears, a gnome lets out a delighted cry as he powers up his new robotic companion which sits awake, recognizing him as its master and friend.

These are all mechanics, engineering savants who employ their techniques through their creations.

Engeneering Savants

A Mechanic takes pride in the things they invent, and are constantly working towards building newer and better things that can take out foes easier. But even then, a Mechanic understands that without some training in martial combat themselves, they would be nothing without their creations. This balance of being able to hold their own when in a pinch and being able to shine through multiple inventions creates an adept combatant.

Mechanics at the very least have an understanding of arcane theory. But what makes them follow a different path from spellcasters is that they mostly use their understanding of magic to create powerful machines, as well as magically fueling their creations, rather than directly studying spellcasting. That is not to say that spells and machinery are mutually exclusive from each other, as some choose to use both crafting and spellcasting.

Varied Tactics

It is hard to make generalizations about Mechanics, for there is a wide variety of crafts to employ. Some use machinery as a means of augmenting their own combat prowess, while others create robots that do battle for them, while others avoid direct combat in favor of stealth and cunning.

For a Mechanic, everything can be customizable down to the last screw to fine-tune a formidable adventurer with every detail to their liking, making it virtually impossible to find any two mechanics with the same exact blueprints. In fact, it is very likely that a mechanic will want to have their own signature blueprints, as to set themselves apart from other mechanics, and to provide a greater sense of pride in their works.

Creating a Mechanic

When creating a mechanic character, think about how your character stands out from other craftsmen. Your aesthtetic, the materials you use, and your work ethics. Many mechanics are neurotic, obsessed with finetuning their creations and reajusting them every few minutes of use, while others are perfectly happy to slap some material together in a way that does what they want.

Another important question is what drives your character to create? Do you work as a way to appease your restless hands, or are you striving towards some greater creation, a machine that might be able to solve all your problems?

Finally, you must decide how and where you get your materials for your creations. Work with your DM for this: do you pick pieces of metal as you go on your journeys, is your backpack filled with various mechanical parts?

Mechanic's Materials

As the mechanic gains level in this class, the new gadgets they aquire are assumed to have been work-in-progress for a while, and only reaching completion upon level up. This assumes that the player has a steady supply of apropriate materials. This might be easy enough to explain in a steampunk, modern, or sci-fi setting, but might have some issues in a low-fantasy outdoor exploration campaign. For this sort of campaign, the mechanic can be reskinned easily enough as sort of artificer, that creates these gadgets by imbuing mundane objects with magic power.

Quick Build

You can make a mechanic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background.

Class Features

As a Mechanic, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Mechanic level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution per mechanic level after 1st

Proficiencies


  • Armor: Light amror
  • Weapons: Simple weapons
  • Tools: Tinker's tools, and two more tool sets of your choice

  • Saving Throws: Intelligence, Constituition
  • Skills: Choose three from Arcana, History, Insight, Investigation, Perception, and Sleight of Hand

Equipment

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

  • (a) a light crossbow and a quiver of 20 bolts or (b) two simple weapons
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, tinker's tools, and a daggger
The Mechanic
Level Proficiency Bonus Features
1st +2 Toolbelt Gadgets, Mechanical Expertise
2nd +2 Favored Gadget
3rd +2 Mechanic Speciality
4th +2 Ability Score Improvement
5th +3 Favored Gadget Upgrade, Improved Multitasker
6th +3 Mechanic Speciality Feature
7th +3 Favored Gadget Upgrade
8th +3 Ability Score Improvement
9th +4 Toolbelt Gadget
10th +4 Mechanic Speciality Feature
11th +4 Favored Gadget Upgrade
12th +4 Ability Score Improvement
13th +5 Toolbelt Gadget
14th +5 Mechanic Speciality Feautre
15th +5 Favored Gadget Upgrade
16th +5 Ability Score Improvement
17th +6 Mechanic Speciality Feature, Multitasker Improvement
18th +6 Favored Gadget Upgrade
19th +6 Ability Score Improvement
20th +6 Master Craftworks

Toolbelt Gadgets

At 1st level, choose three toolbelt gadgets that you create. You cannot choose the same option twice. You get to choose another toolbelt gadget at 9th and 13th level. Additionally, when you gain a level in the Mechanic class, you can replace a known toolbelt gadget with a different one. Any gadget that can be “activated” does not require you to hold the gadget in your hand, but it still requires a free hand to activate.

Some of your gadgets require your target to make a saving throw to resist the intended effect. The saving throw DC is calculated as follows:

Gadget Save DC = 8 + your proficiency bonus +

your Intelligence modifier
You and your gadgets

The description of how these gadgets look and how they function is kept intentionally vague. It is your job as the player to come up with these yourself. Be creative in describing how these wonderous machines funcntion and how they might be incorporated with the rest of your gear. For example, a gnome mechanic might have all their gadgets powered by clockworks alone, and might be constantly rewinding and oiling the springs and gears, while a dwarf might rely on the power of a portable coal furnace strapped to their back, funneling the smoke into each of their engine powered creations. Work with your DM to come up with something both reasonable within the campaign setting, while still unique and flavorful.

Toolbelt Gadgets

Air Cannon. With the Use an Object action, you can fire your air cannon. Choose one target within 10 feet of you that isn't behind any cover. That target must succeed on a Strength saving throw or be knocked prone or pushed back 5 feet (your choice). You can alternatively use the air nozzle to dispel a 5 foot radius sphere of gas directly in front of you within 20 feet of you.

Energy Pistol. The energy pistol is a ranged weapon that only you have proficieny in. The energy pistol has a range of 60/180 feet, and deals 2d6 damage of your choice of fire, cold, radiant, or lightning damage (choose the damage type when you first craft it). The pistol has 20 charges. You must use a charge to fire it, and it regains all of its charges when you finish a long rest.

Energy Bomb. You craft a bundle of 5 energy bombs. When crafting the bombs choose fire, cold, radiant, or lightning for each bomb. With the Use an Object action, you can toss a bomb towards a target within 30 feet of you. Make a ranged attack roll. On a hit, the target takes 1d6 damage of the bomb’s chosen damage type. You can craft 5 more bombs at the end of a short or long rest, at which point any unused bombs become inert. The amount of bombs you can craft with each rest increases to 10 at 5th level, 15 at 11th level, and 20 at 17th level.

Grappling Hook. You craft a device capable of shooting a tethered grappling claw. With the Use an Object action, you can shoot the grappling hook, targeting either a creature that is large or smaller, or a normally climbable surface. The gun has a range of 30 feet. If you target a creature, the target creature must succeed on either an Acrobatics or Athletics check against your toolbelt item save DC or be attached to the claw. While attached, the creature can't move in a direction away from you. The target creature can attempt to escape the claw on each of its turns by succeeding on another Acrobatics or Athletics check. If you target a climbable surface, you are provided with a sturdy rope to the surface, which can hold one person at a time without unhooking. You must use an action to recoil the grappling hook in order to use it again.

Strobe Light. With the Use an Object action, you can activate a strobe. Every creature within a 15 foot cone in front of you must make a Constitution saving throw, or be blinded until the start of its next turn. Once you use this toolbelt gadget, you cannot use it again until you finish a short or long rest.

Magic Detecto.r With the Use an Object action, you can activate the magic detector, gaining the benefits of the detect magic spell. You cannot use this gadget again until you finish a short or long rest.

Climbing Gear. This gear aids you with scailing verticle surfaces, giving you a climing speed of 25 ft.

Swimming Gear. This gear allows you change your bouyancy and waterdynamics, giving you a swimming speed of 35 ft.

Leg Pistons. With the Use an Object action, you can activate the leg pistons. While activated, you gain a 10 foot bonus to your walking speed, your jumping distance is doubled, and you become resistant to damage caused from falling. The leg pistons deactivate after 1 hour, or if you turn them off as a bonus action, and you can activate it once per short or long rest.

Mechanical Expertise

Also at 1st level, your training with mechanical skill is superior to most. Choose two skills that you are proficient in and are on the mechanic’s skill list, or one such skill and your proficiency in a toolset. You add twice your proficiency bonus to any ability checks made with either of the chosen proficiencies.

Multitasker

At 2nd level, you learn to take on multiple tasks at once. You can take the Use an Object action as a bonus action.

At 5th level, when you take the Attack action, you can Use an Object as part of that action.

At 17th level, when you take the Use an Object action, you can use two objects, instead of one. You do not gain this benifet on the Use an Object granted to you for taking the Attack action.

Favored Gadget

Also at 2nd level, you craft an effective item that reflects your style and preferred methods of solving problems. Choose one of the following gadgets. Your gadget gets an improvement of your choice at 5th level, and again at 7th level, 11th level, 14th level, and 18th level. If your gadget is destroyed or otherwise lost, you can replace it with 8 hours of work and the expenditure of 50 gold pieces. You alone are considered proficient in any ability check that uses the gadget.

Tactical Visor

While wearing the tactical visor, you gain a bonus to perception checks equal to your Intelligence modifier when searching for hidden creatures or objects. Also, once per short or long rest, you can take a bonus action to activate the visor. When you activate the visor, you can choose to lock onto a creature, giving you a bonus to your attack roll equal to your Intelligence modifier on that creature. This benefit lasts for one minute. You can choose from the following list of upgrades.

Radar HUD. When the visor is activated, you are aware of the locations of all creatures within 60 feet. This has no effect on creatures that aren’t moving, or creatures that are immune to detection through divination magic.

Defense Insight. When the visor is activated and you choose to lock onto a creature, you learn its AC, and any immunities, resistances, and vulnerabilities it might have.

Offense Insight. (Prerequisite: Defense insight). When the visor is activated and you choose to lock onto a creature, you can add your Intelligence modifier to your armor class as a reaction whenever you are targeted by an attack by the locked on creature.

Infrared. While wearing the visor, you have darkvision of 120 feet

Magic sight (Prerequisite: level 7). While wearing the visor, you can cast Detect magic at will.

Sonar sight. When you activate the visor, you have blindsight of 30 feet. This does not work in environments without sound.

Ultra sight (Prerequisite: level 14, Sonar sight, Magic Sight). When you activate the visor, you have truesight of 30 feet.

Enviro-AR. When you activate the visor, you can add your Intelligence modifier to Dexterity checks and saving throws.

Tracker. While locked onto a creature, that creature cannot hide from you, even while invisible

Critical Visor. Attack rolls you make against locked on creatures become a critical hit on rolls of 19 or 20.

Double Locker. Whenever you activate your visor, you can lock onto two creatures, instead of one.

Chain Lock. When a creature that has been locked on is reduced to zero hit points before the end of the duration, you can use your bonus action to lock on to another creature for the remaining duration.

Seismic Sensor. Your visor gives you a tremorsense out to a range of 60 feet while you are on the ground. In addition, You have advantage on survival checks made to track creatures.

Mechanical Arm

You craft a mechanical arm that you can control effortlessly as one of your own arms, attached to you by a harness of some sort. You can carry an additional item in the arm. Your mechanical arm cannot be used to make attacks. However, you can use the arm as a second hand when wielding two-handed weapons. Additionally, any Strength of Dexterity ability check you make with the mechanical arm instead uses your Intelligence. Finally, when you use a free action to interact with an object, such as drawing or stowing an object, you can interact with one additional object, using the mechanical arm. You can choose from the following list of upgrades.

Extra arm. You gain the use of an additional mechanical arm, which has all the benefits of the first.

Strong arm. You can add twice your proficiency bonus to any Strength ability check you make with the arm (which still uses your Intelligence).

Punching arm. You become proficient in your mechanical arm, using it as a melee weapon that deals 1d10 bludgeoning damage on a hit. Attack and damage rolls made in this way uses your Intelligence instead of Strength.

Forceful arm (Prerequisite: Punching arm). Any target of your punching arm attack must make a Strength saving throw. On a failed save, the target is knocked prone or is pushed 5 feet away from you (your choice).

Combat arm Your mechanical arm is now capable of wielding one-handed weapons that you are proficient in, allowing you make attacks with it. When making an attack with your mechanical arm, you use your Intelligence modifier, rather than Strength or Dexterity, for attack and damage rolls.

Automated attacks (Prerequisite: Combat arm) When you take the Attack action and make an attack without using your mechanical arm, you can use a bonus action to make one additional attack using your mechanical arm.

Defending arm. As a bonus action, you can assume a defensive stance with your mechanical arm. Until the start of your next turn, you have a +1 bonus to your Armor class, as well as a +1 bonus to Strength and Dexterity saving throws.

Extending arm. The reach of your mechanical arm increases by 5 feet. This includes any possible attacks you can make with it.

Telescoping arm (Prerequisite: Extending arm). The reach of your mechanical arm increases by another 5 feet.

Grappling arm. Using the Attack action, you can attempt to grapple a creature with your arm.

Restraining arm (Prerequisite: Grappling arm). Any creature grappled by your arm is also restrained.

Electric arm (Prerequisite: Grappling arm). As an action, you can send a pulse of electricity through the arm into the creature grappled by it. The creature must make a Constitution saving throw or take 4d12 lightning damage, or half as much on a successful save.

Energy Cannon

The energy cannon is a two-handed ranged weapon with the loading property and a range of 30/90 feet, which you are considered proficient in. Firing the cannon uses 1 charge, and the cannon has 3 charges, which recharge after a short rest. The number of charges increases to 4 at when you reach 11th level. When you first craft this cannon, choose a damage type: cold, fire, lightning, or radiant. The energy cannon deals 3d8 of the chosen damage on hit. You can choose from the following list of upgrades, which are determined by the chosen damage type. Every time you upgrade the energy cannon, its damage increases by 1d8.

Additionally, when you reach 7th level, you can choose a second damage type, which you can upgrade independently from the first damage type. You can toggle between the two damage types with a bonus action.

Long-Distance laser (Radiant). The range of your energy cannon increases to 100/300 feet.

Sniper laser (Radiant, Prerequisite: Long-Distance Laser). The range of your energy cannon increases to 300/600 feet.

Blinding shot (Radiant). Target creature must succeed on a Constitution saving throw or be blinded until the start of your next turn.

Afterglow (Radiant). On a hit, attacks made against the target creature are made with advantage until the end of your next turn. If the target is invisible, it becomes temporarily visible when this effect is in place.

Scorching cone (Fire). As an action, you can expend one use of your energy cannon to make a 15 foot cone of fire. Each creature in the cone must succeed on a Dexterity saving throw or take the energy cannon's normal damage, or half as much of a success.

Extended cone (Fire, Prerequisite: Scorching Cone). The area of the scorching cone increases to 25 feet.

Extended combustion (Fire). A creature damaged by your energy cannon takes 1d8 fire damage at the start of its next turn.

Torchcutter (Fire). Your energy cannon deals double damage against objects, and ignores object resistances.

Stunning gun (Lightning). On a hit, the target creature must succeed on a Constitution saving throw or be stunned until the start of your next turn.

Paralyzing gun (Lightning, Prerequisite: Stunning gun). If the creature fails its saving throw against being stunned, it is paralyzed for 1 minute. The paralyzed creature can reroll the saving throw at the end of each of its turns, ending the effect on a success.

Disarming gun (Lightning). On a hit, the target creature drops whatever it is holding.

Arcing lightning (Lightning). You can choose for lightning to arc to a different creature within 5 feet of the target on a hit, dealing lightning damage to the second creature equal to half the damage dealt to the first.

Frozen movement (Cold). On a hit, the target creature’s walking and swimming speed decreases by 15 feet for 1 minute. Creatures can end this effect early by succeeding on a constitution saving throw at the end of each of their turns.

Stasis (Cold, Prerequisite: Frozen movement). On a hit, the target creature’s movement speed is reduced to 0 for 1 minute. Creatures can end this effect early by succeeding on a constitution saving throw at the end of each of their turns.

Frostbite (Cold). On a hit, the target creature has disadvantage on weapon attacks until the start of your next turn.

Iceform (Cold). You can choose to target a solid surface, or a surface of water within range. A 10 foot radius of ice that’s 1 foot deep forms along that surface. Creatures caught in that radius must make a constitution saving throw, taking the weapon’s damage and becoming restrained on a failed save. The restrained creature can make a saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the creature only takes half damage.

Jetpack

You craft a decive which you can wear on your back that allows bursts of flight. When using your movement, you can move an extra distance flying by a number of feet equal to your Intelligence modifier x 5. You must wait three rounds before using this ability again. You can choose from the following list of upgrades.

Slow Fall. You no longer take fall damage, and can descend as slow as 30 feet per round while wearing the jetpack.

Flight. Your jetpack grants you a flying speed of 20 feet for a total of ten minutes. You can pause flight any time, but each use of flight expends one minute minimum from its duration. The duration of your flight is restored after a long rest.

Long flight (Prerequisite: Flight). You can fly with your jetpack for a total of 1 hour between long rests.

Endless flight (Prerequisite: Long flight). You have no maximum amount of time flying with your jetpack.

Fast Flight (Prerequisite: Flight). Your jetpack’s flying speed increases to 50 feet.

Jet Flight (Prerequisite: Fast flight). Your jetpack’s flying speed increases to 80 feet.

Greater Leap. The extra distance you can cover doubles. Additionally, this use of movement does not provoke opportunity attacks.

Rocket sweep. As an action, you can perform a sweeping maneuver with your jetpack, spinning around while it propels exhaust outwards in a 5 foot radius. Each creature other than you in the radius must succeed a Dexterity saving throw or take 3d6 fire damage and be knocked prone, or take have as much damage on a successful save. You can perform a rocket sweep once per short or long rest.

Greater sweep (Prerequisite: Rocket sweep). When you perform a rocket sweep, you can choose to make it a greater sweep, which functions identically to the rocket sweep, except it has a radius of 10 feet and deals 5d6 fire damage.

Explosive sweep (Prerequisite: Greater sweep). When you perform a rocket sweep, you can choose to make it an explosive sweep, which functions identically to the rocket sweep, except it has a radius of 15 feet, deals 8d6 fire damage, and knocks all creatures that failed their saving throw 5 feet away from you. Additionally, you can perform a rocket sweep twice between rests now.

Charging jet. While using your jetpack’s movement, you can attempt to move into a creature’s space. That creature must succeed on a Dexterity saving throw or be knocked back 10 feet and take bludgeoning damage equal to 1d6 for every 10 feet of consistent, linear movement towards the target that you made directly before impact. On a successful save, you can only move into a space adjacent to the target, and the target takes no damage.

Hover. While wearing the jetpack, you can hover two feet above the ground or a body of liquid with a flying speed of 35 feet.

Mechanic Speciality

Beginning at 3rd level, you’ve taken the first step in fulfilling a grand design. Choose the Robotist, Gadgeteer, Mech Wielder, or the Arcane Engineer. Your choice grants you features at 3rd level, 6th level, 10th level, 14th level, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th leve, 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.

Master Craftworks

At 20th level, you reach the pinnacle of object engineering, giving you the following benefits:

  • All of your crafted items are exceptionally durable, and function as if they are made of adamantine (even if they are composed of less durable material).
  • You can activate your gadgets without touching them, as long as they are within 100 feet of you and you can see them.
  • You can spend one minute and the necessary materials to craft a duplicate of any gadget that you have made.

Mechanic Specialities

No two mechanics are the same, each one has an individual set of tricks and gizmos to help them with varying situations. However, the generally hone their skills into one of several paths of engineering, some including the crafting of a single, powerful design that is improved upon through their life, while others focus their skills on versitality, making sure their have a way out of any situation. Your choice of mechanic speciality reflects what sort of path you take, and defines how you might see the way objects function in the world.

Gadgeteer

You focus your talents in crafting an extremely wide variety of tools, a polymath in creation.

Extra Proficiencies

At 3rd level when you choose this speciality, you gain proficiency in two more skills from the Mechanic skill list.

Second Favored Gadget

Also 3rd level, you craft a second favored gadget. You can upgrade the second gadget at 10th, and 17th levels. You cannot a favored gadget that you already have.

Expanded Toolbelt

At 6th level, you gain 2 more toolbelt items of your choice.

Bonus Mechanical Expertise

Additionally at 6th level, you can apply Mechanical Expertise to two more skills or tools.

Third Gadget

At 14th level, you can craft a third favored gadget. This gadget cannot be upgraded. You cannot choose a favored gadget that you already have.

Mech Wielder

You focus your talents in creating a device that will protect you in combat, a mechanical armor, or mech for short. Mech wielders often find themselves in the thick of battle, charging in fearlessly past attacks as their armored suit takes the brunt of the impacts.

Bonus Proficiencies

You gain proficiency in shields and martial weapons.

Mechanical Armor

You finish crafting your mechanical armor, or mech. It is a suit of unique heavy armor that you alone have proficiency in. Getting in and out of the armor costs an action. The armor gives an armor class of 13 + your Intelligence modifier, and gives you disadvantage on stealth checks. It weighs 70 pounds, however it is designed to support its own weight. While you wear the mech, it does not contribute towards your carrying capacity.

Additionally, the mech has replaceable plating that can absorb the brunt of many attacks. mech starts with 10 hit points, and gains 2 hit points every time you gain a level after 3rd. While you wear your mech, whenever you would take bludgeoning, piercing, or slashing damage, your mech would take the damage instead. Whenever you would take any other type of damage, excluding psychic and poison, you and your mech would instead take half that amount of damage each. If you take damage that reduces the mech's hit points to 0, you take any excess damage. When the mech has 0 hit points, it retains all of its normal functions, except it can no longer absorb damage. Your mech regains all of its hitpoints at the end of a long rest.

Mech Upgrade

At 6th level, you learchoose one of the three upgrades options for your mech.

Power armor. You craft your mech to be large and adamantly strong. It now weighs 150 pounds (still not counting towards your carry capacity). and it gains the following benefits:

  • You are considered proficient in and add twice your proficiency bonus to Strength ability checks while in your mech.
  • You have advantage on ability checks and saving throws made to resist being being grappled, restrained, knocked prone, and moved against your will while in your mech.
  • Once per turn, when you take the dash action and move at least 15 feet in a straight line before you reach a creature, the creature must make a Dexterity or Strength saving throw (creature’s choice) or be knocked prone by your mech. If the creature fails the saving throw, you can pass through the creature’s space without provoking opportunity attacks.
  • Your mech is larger and heavier. You count as one size category larger than your own while in your mech.

Lite suit. You craft your mech to be smaller to allow more mobility. It now only weighs 35 pounds (still not counting towards your carry capacity), and gains the following benefits:

  • You can fold your mech to be the size of a briefcase while it is deactivated and no creatures or objects are inside of it.
  • Your mech responds quickly to danger, allowing you to use your reaction to don your mech.
  • You no longer have disadvantage on stealth checks while you are in your mech.
  • When you would make a Dexterity saving throw or a Dexterity (Acrobatics) check, you can choose to make the relevant check using your Intelligence instead while in your mech.

Combat Unit. You craft your mech to be particularly efficient with the weapons you wield. It gains the following benefits:

  • While you are in your mech, you can attack twice, rather than once, when you take the attack action on your turn.
  • You can use your Intelligence modifier, rather than Strength or Dexterity, for attack and damage rolls while in your mech.

Quick Repair

At 10th level, you learn to quickly service your mech. You can restore all of your mech's hit points whenever you take a short rest.

Field Maintainence

At 14th level, you learn to give quick repairs to your mech in the heat of battle. As a bonus action, you can restore a 4d6 hitpoints to your mech. You can use this feature once per short or long rest.

Complete Protection

At 17th level, your mech becomes resistant to bludgeoning, piercing, slashing, and fire damage, and takes all fire damage for you, instead of half.

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