Pre-PMS - Machinist

by SilentSoren

Search GM Binder Visit User Profile


Machinist

A woman stands before a group of goblins. Negotiations have broken down and the goblins have drawn their blades. Before they can take a step towards her, she unleashes a lethal bullet from her pistol, laying their leader low, causing the others to retreat in fear of this unknown weaponry.

Carefully, an exhausted machinist puts the finishing touches on their newest creation. They flip the switch and the small tower shaped machine takes flight. It receives its commands and a tiny pistol lets loose a bullet destroying the target. A smile spreads across the master tinkerer's face.

A man wearing leather armour approaches a horde of invaders who'd overrun their home given the chance. They toss a mechanical sphere into the group and in an instant they're enshrouded in flame.

Machinists have spent many hours in the workshop to progress the art of war. From the creation of firearms, to the production of mechanical constructs for the battle field, the machinist ensure the gears of war continue to turn ever efficiently.

Forefront of Innovation

A Machinist is an incredibly skilled artisan who has decided to push the boundaries of current technology and has managed to do so successfully. They are capable of building a wide variety of machines and firearms which they use to overwhelm enemies of their homes through sheer efficiency. Those who welcome a Machinist to live within their city will be granted the boons of a true genius.

In the name of Advancement

The first step of a Machinist's path is developing an aetherconverter. This device draws the latent magic energy within the Machinist out and uses it to power their devices. Due to their aetherconverter powering their devices, there are few in the world who are able to use them. For that reason, it falls upon the Machinist themselves to head out into the world to field test their creations. The Machinist must push their creations to their limit and continue to modify them. As adventurer's this is the drive of a machinist, to test their equipment and rework it on a long journey in the name of science and innovation.

Creating a Machinist

When creating a machinist you must keep in mind why they may be heading out on their adventure. Is your machinist field testing their inventions, or seeking inspiration to create even more intricate machines? Perhaps they are on a journey to make the world a better place by bestowing their creations for the common man. A Machinist has the most advanced technology at their finger tips and are using that technology to make life more efficient.

Quick Build

You can make a Machinist quickly by following these suggestions. First make Dexterity your highest ability score, following with Intelligence. Second take the Guild Member background.

Machinist
Level Proficiency Bonus Features
1st +2 Suppressive Fire
2nd +2 Technical Support, Sounding Sentry
3rd +2 Machinist Archetype, Technologist
4th +2 Ability Score Improvement
5th +3 Extra Attack, Reload
6th +3 Archetype Feature
7th +3 Peloton
8th +3 Ability Score Improvement
9th +4 Eye for Design
10th +4 Graze
11th +4 Archetype Feature
12th +4 Ability Score Improvement
13th +5 Combat Roll
14th +5 Ricochet
15th +5 Emergency Rescue
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Cloaking Device
19th +6 Ability Score Improvement
20th +6 Midas Touch

Class Features

As a Machinist, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor.
  • Weapons: Simple weapons, Pistols, Hunting Rifles, Revolvers, Muskets
  • Tools: Two sets of Artisan's Tools.

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.

Equipment

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

  • (a) leather armour or (b) hide armour
  • (a) a pistol and 20 bullets or (b) a dagger
  • (a) a musket and 20 bullets
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) a set of artisan's tools of your choosing
  • (a) an aetherconverter

Suppressive Fire

Beginning at level 1, when you use Ready action to prepare to attack a target creature, you are able to disable your target temporarily. If your attack hits, the target creature must make a Constitution saving throw against your Machinist save DC. On a failed save the creature is knocked prone and their speed becomes 0ft. until the end of their turn.

Machinist save DC = 8 + your Dexterity modifier + your Proficiency bonus

Technical Support

Beginning at the 2nd level, you are able to use your artisan's tools to disarm mechanical traps.

Sounding Sentry

Also at the 2nd level, you have developed a tiny device which casts the Alarm spell. You can affix it to a door or window, or have it monitor an area around itself in a 20ft. cube. You may use the device once before needing to charge it during a long rest.

Machinist Archetype

At 3rd level, you choose which area of inventing you wish to pursue. You choose the Marksman, Tinkerer or Grenadier archetype.

Technologist

Also at 3rd level, you may have developed technologies alongside your Machinist archetype. Certain actions may require creatures to make saving throws or you to make attack rolls to hit. These are calculated as follows:

Tech Attack Bonus = your Intelligence modifier + your Proficiency bonus

Tech save DC = 8 + your Intelligence modifier + your Proficiency bonus

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reload

Beginning at the 5th level, ranged weapons you use lose their loading property.

Peloton

Beginning at the 7th level, your mental stamina allows you to push your body further. Your base movement increases by 5ft. and you may use your Intelligence modifier for Initiative rolls.

Eye For Design

Beginning at the 9th Level, when assessing mechanical systems and intentional designs. You gain advantage on Investigation checks to understand how a mechanical system works and advantage on Survival checks to track a creature within a building, village, town or city.

Graze

Beginning at the 10th level, you are able to target your ranged attacks to cause negative effects on your target. Using your bonus action, you can empower your next shot to target a limb causing different effects. If your attack lands, your target must make a Dexterity saving throw against your Machinist save DC or fall under the selected effect. This effect lasts until your next action where applicable.

Graze Effects
Limb Effect
Head Stunned
Heart Frightened
Arm Disarmed
Leg Prone

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

Combat Roll

Beginning at the 13th level, during battle you are able to perform a combat roll. When you are targeted by an attack, you may use your reaction to impose disadvantage on the attack and move 5ft. to an open space without provoking an attack of opportunity. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Ricochet

Beginning at the 14th level, you may spend your reaction to perform a ricochet shot if you are attacking with a firearm. Upon landing a successful attack, you make a second attack against a creature within 5ft. of the first targeted creature. This second attack does not consume ammunition.

Emergency Rescue

Beginning at the 15th level, you have developed a life saving device which casts Cure Wounds on creatures with 0 hit points on contact. Intelligence is your spell casting ability for this device.

As an action you can throw the palm sized spherical device at a creature within 20ft. of you. If you have 0 hit points at the start of your turn and the device in your possession, it will automatically activate and heal you as a free action.

The device can cast Cure Wounds once. The device is recharged when you finish a short rest.

Cloaking Device

Beginning at the 18th level, you've developed a cane sized device which turns you and all creatures within a 5ft. radius of you Invisible for 1 minute. All creatures must remain within 5ft. of the device to retain invisibility. You can use the cane once before you need to recharge it during a long rest.

Midas Touch

Beginning at the 20th level, as a bonus action you can complete maintenance on an invention in an instant. You must then finish a long rest to use Midas Touch again.

Fire Arms and Creations

The cost of firearms and to rebuild lost, destroyed or stolen accessory equipment granted by features can be found in the Machinist Appendix D on page 106.

Master of Metal

A Machinist has dedicated their life to the study and production of great mechanical creations. May these machines be marvels of architecture, innovation or war, a Machinist is on the fore front of progress.

Marksman

You have decided to focus on your marksmanship, developing tools and skills to assist in your sharpshooting.

Gauss Barrel

At 3rd level you have completed your work on a specialized barrel to attach to your firearm. While equipped and functioning you gain +2 to your attack and damage rolls. The Gauss barrel can assist a number of shots equal to your Intelligence modifier before requiring a cleaning completed at the end of a short or long rest. This bonus increases by 1 at the 6th, 11th and 17th level.

Hawkeye Goggles

At 6th level you have completed special goggles to assist in shooting and scouting over long distances. While wearing the goggles you gain proficiency in the perception skill checks involving sight and may use Intelligence for those checks. You can see up to 4 miles in clear conditions and increase the normal range of your ranged weapons by 30ft.

Lock-On

At the 11th level, you double the number of Gauss Barrel shots available to you. While wearing your Hawkeye Goggles, when you make an attack roll with with your Gauss Barrel effect your weapon can shoot at maximum range without disadvantage.

Sniper

Beginning at the 17th level, when you land a critical hit, the damage is tripled. You score a critical hit on a die result 19 or 20.

Tinkerer

You have decided to focus your efforts on the production of miniature turrets. These turrets come in many shapes and sizes and serve specific purposes.

Clockwork Companion

Also 3rd level, you have completed development of your turret companion alongside the selection of your machinist archetype. You select between the Rook Autoturret and Bishop Autoturret stat block.

When you complete a short rest, you are able to decide what load out the turret makes use of, changing its stat block between the two options.

In combat, the turret acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice your one of your attacks when you take the Attack action to command the turret to take the Attack action.

If you are incapacitated, the turret can take any action of its choice, not just Dodge.

If the turret runs out of hit points, it become inoperable. The turret will require 10 GP in materials and 1 day to complete repairs on the machine. When making repairs to your turret while it still has hit points, you spend 1 GP in materials and complete the repairs at the end of a short rest. If your turret is totally lost to you and needs to be fully rebuilt, it will cost you 100 GP in materials at 3rd level, with an additional 50 GP for each additional machinist level. At the end of completing repairs, the turret recovers all of its missing hit points.

Sensory Input

Beginning at the 6th level, you have developed a head piece which allows you to see what the turret's camera perceives and hear what the turret is able to hear.

Tripod Stance

Beginning at the 11th level, you have developed stance gear for your turrets. They are able to use their action to use their stance action.

Promoted

Beginning at the 17th level, your turrets activate their promotion ability for a number of rounds equal to your intelligence modifier rounded down. You must then finish a long rest to use Promoted again.

Grenadier

The Grenadier has focused their studies on the creation and mastery of explosive arms.

Explosive Innovator

Beginning at level 3, you've completed the plans to create your grenadier bombs. During a long rest, you are able to prepare and keep a number of bombs equal to your Intelligence modifier. Only you may use these bombs. A bomb costs 1 silver in materials to create.

As an action you throw a bomb within 30ft. of you. All creatures in a 5ft. sphere make a Dexterity saving throw against your Tech save DC. The creatures takes 1d8 fire damage on a failed save and half as much on a success. This damage increases by another d8 at the 6th, 11th and 17th levels.

Additionally, you may craft one specialty bomb during a long rest. These bombs act as though you cast that spell centered on the point where you threw your bomb. The effect of your specialty bombs is challenged using your Tech save DC. You may only possess one type of each specialty bomb at a time. The bomb effect lasts the maximum amount of time the spell allows for concentration spells.

You may build a specialty bomb to cast its spell at a higher level by temporarily giving up a bomb slot for each level you want to raise the casting level of the specialty bomb. The slots return after the bomb is used.

Specialty Bombs
Level Spell Bombs
3rd Sleep, Thunderwave
6th Pyrotechnics (no fire required), Web
11th Shatter, Stinking Cloud
17th Wall of Fire

Planned Detonation

Beginning at the 3rd level, you know how to adjust your bombs to prevent friendly fire. As a bonus action you may select a number of creatures equal to your intelligence modifier who are unaffected by the effects of a bomb you use during the same turn.

Proximity Detonation

Beginning at the 6th level, you can set your bomb to go off when any creature wanders within 5ft. of the bomb.

Plentiful And Potent

Beginning at the 11th level, you double the number of bombs you can create during a long rest and can carry. Additionally you may hold two of each specialty bomb. Additionally your basic bombs can be detonated with a range up to 15ft. radius.

Bomb Launcher

Beginning at the 17th level, you've developed a specialized launcher for your bombs which mounts on your forearm. You double the range of your bombs. Additionally, damaging effects of your bombs deal additional damage equal to your Intelligence modifier.



Rook Autoturret

Small Construct


  • Armor Class 12+PB
  • Hit Points 5 + five times your class level (the turret has a number of Hit Dice [d6s] equal to your machinist level)
  • Speed 5ft., fly 50ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 12
  • Languages understands the languages you speak
  • Challenge --
  • Proficiency Bonus equals your bonus

Actions

Auto-fire. Ranged Weapon Attack: your tech attack bonus to hit, Reach 60ft., one target. Hit: 8 (1d6 + 2 + PB) piercing damage

Stance

Root Stance (Requires Machinist Level 11). As an action the Rook Autoturret releases tripod legs into the ground rooting it in place. The turret now automatically fails all Dexterity saves and it's speed becomes 0 ft. The turret must use an action to retract its tripod legs and leave its stance. The Rook Autoturret doubles the proficiency bonus on its attack and damage rolls.

Promotion

Muscle Stimulator (Requires Machinist Level 17). As an action, Rook Autoturret releases a field of stimulating energy around itself. Allied creatures within 20ft. of Rook Autoturret deal 2d6 bonus damage when they make a melee or ranged weapon attack for 1d4 rounds.

Clockwork Companions Described

Clockwork Companions come in all different shapes and sizes. The initial building of a Clockwork companion is free to complete for your class.

Rook and Bishop Autoturret. The Autoturret series of clockwork companions are small metallic allies that move around via propellers. These machines come in a cylindrical chassis specialized in shooting (Rook) and a spherical chassis specialized in electrical shocks.



Bishop Autoturret

Small construct


  • Armor Class 12+PB
  • Hit Points 5 + five times your class level (the turret has a number of Hit Dice [d6s] equal to your machinist level)
  • Speed 5ft., fly 50ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 12
  • Languages understands the languages you speak
  • Challenge --
  • Proficiency Bonus equals your bonus

Actions

Area Shock. All creatures within 5ft. of the Bishop Autoturret must make a Dexterity saving throw against your Tech save DC, taking 1d6 + your Intelligence modifier + PB lightning damage on a failed saved, and half as much on a successful save.

Single Shock. Magical Ranged Attack: your tech attack bonus to hit, range 20ft., one target. Hit 8 (1d6 + 2 + PB) lightning damage.

Stance

Barrier Stance (Requires Machinist Level 11). As an action the Bishop Autoturret releases tripod legs into the ground rooting it in place. The turret now automatically fails all Dexterity saves and it's speed becomes 0 ft. The turret must use an action to retract its tripod legs and leave its stance. The Bishop Autoturret creates a circular barrier of lightning energy, 10ft. in radius centered on itself. Any creature that attempts to pass through the barrier must make a Constitution check against your Tech save DC. On a failed check, the creature takes 2d6 lightning damage and is paralyzed for one round. On a successful save, half damage is taken and the creature is not paralyzed.

Promotion

Mana Capacitor (Requires Machinist Level 17). As an action, Bishop Autoturret releases a field of aether amplifying energy around itself. Allied creatures within 20ft. of Bishop Autoturrent gain +3 to their spell save DC and ranged spell attack bonus for 1d4 rounds.

Appendix A: Machinist Item Costs

Below you will find a chart laying out the cost to replace lost or broken Machinist equipment. Additionally you'll find the cost of various fire arms and their ammunition.


Firearms
Item Cost Damage Weight Properties
Martial Ranged Weapon
Pistol 250gp 1d10 piercing 3lb. Ammunition (range 30ft./90ft.), loading
Revolver - 2d8 piercing 3lb. Ammunition (range 40ft./120ft.), reload (6 shots)
Musket 500gp 1d12 piercing 10lb. Ammunition (range 40ft./120ft.), loading, two-handed
Rifle, hunting - 2d10 piercing 8lb. Ammunition (range 80ft./240ft.), reload (5 shots), two-handed
Bullets (10) 3gp 2lb.
Equipment
Sounding Sentry 50gp 1lb.
Emergency Rescue 150gp 1lb.
Cloaking Device 500gp 1lb.
Gauss Barrel 50gp 1lb.
Hawkeye Goggles 50gp 1lb.
Sensory Input Headpiece 50gp 1lb.

The Machinist doesn't have access to weapons with the reload properties due to the relative strength of them as a weapon. Ask your DM about making use of these weapons in your campaign. I suggest avoiding them.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.