{"name":"Mechanist","overview":"","hitdice":"d8","hitpointsfirstlevel":"7","hitpointsathigherlevels":"1d8 + Constitution Modifier","armorproficiencies":"Light Armor","weaponproficiences":"Simple Weapons","tools":"Tinkerer's Tools, One other tool of your choice","savingthrows":"Constitution, Intellegence","skills":"[b]Choose two skills from:[\/b]\r\nAcrobatics, Athletics, History, Insight, Slight of Hand, Perception, and Survival","equipment":"[b]You start with the following equipment, in addition to the equipment granted by your background:[\/b]\r\n\r\n(a)leather armor, a Pistol, and 20 bullets\r\n(a) a martial weapon and a shield or (b) two martial weapons\r\n(a) a light crossbow and 20 bolts or (b) two handaxes\r\n(a) a dungeoneer\u2019s pack or (b) an Tinkerer\u2019s pack","spellcasting":"","features":"As a Mechanist, you gain the following class features.\r\n\r\nHit Points\r\nHit Dice: 1d8 per Mechanist level\r\nHit Points at 1st Level: 7 + your Constitution modifier\r\nHit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per fighter level after 1st\r\n\r\nProficiencies\r\nArmor: All Armor\r\nWeapons: Simple weapons\r\nTools: Tinkerer's Tools, Smith Tools\r\nSaving Throws: Intellegence or Strength, Dexterity or Constitution\r\nSkills: Choose two skills from Acrobatics, Athletics, History, Insight, Slight of Hand, Perception, and Survival\r\n\r\nEquipment\r\nYou start with the following equipment, in addition to the equipment granted by your background:\r\n\r\n(a) chain mail or (b) leather armor, longbow, and 20 arrows\r\n(a) a martial weapon and a shield or (b) two martial weapons\r\n(a) a light crossbow and 20 bolts or (b) two handaxes\r\n(a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack\r\na) Tinkerer's tools\r\n\r\nGear Head\r\nAt first level, you gain 1 engineer die per long rest. This engineer die can be added when making an ability check that deals with the following situations or other situations the DM finds appropriate:\r\n\r\nRepairing or operating a device or mechanism in which you have at least a basic understanding of.\r\nResearching the nature of complex machinery or foreign technology.\r\nArming or disarming simple traps or other hazards that use non-magical mechanism to function.\r\nIf the item is mechanical in nature, you can attempt to repair it with slight of hand ability check\r\n\r\nA Touch of Elbow Grease\r\nYou think in schematics and formulas and sometimes that translates into good ideas! At 1st level, you gain the ability to tinker objects and put your mechanical know-how to good use. When performing a task that requires proficiency in Cobbler's, Carpenter's, Jewelers,or Mason's tool set, if you do not have proficiency in that tool, you may use your tinker's tools make the check at disadvantage.\r\n\r\nIf you succeed the check by 10 or more, you can use this ability without imposing disadvantage the next time a similar task is attempted (within 3 days)\r\n\r\nUpgrade Module\r\nWith your ever increasing need to improve upon the world has led you to creating the perfect (?) upgrade! Starting at 2nd level, you can create a small device during a long rest that can augment any melee or ranged simple weapon. The appearance of the item is at the discretion of the creator, but it can be no larger than 1 foot on any side and weigh no more than 1 pound. The module will be expended after the first attack that the bonus it gives is applied.\r\n\r\nWhen creating the module, use the Upgrade table to determine the difficulty rating of the item. Then, make a DC 5 + Difficulty rating Slight of Hand check in order to create the item. If you fail the check by 5 or more, then you create a volitile version of the module. In 1d4 hours or after the module is used, the item does Force damage equal to your engineering die x the difficulty level of the module to creatures within 10 feet of the module.\r\n\r\nAt 9th level, you can add additional effects to your module\r\n\r\nProfessional Archetype\r\nAt 3rd level, you put your studies as an apprentice to the test as you begin to specialize in a craft. You may choose between being an Exo, A Winder, or an Augemented. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.\r\n\r\nAbility Score Improvement\r\nWhen you reach 4th level, and again at 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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\nTinkering Heart\r\nAt 5th level, you can begin creating simple projects using blueprints. During a long rest, you can create a blueprint by describing to the DM what it is you'd like to create. The DM determines the difficulty of the item and the resources needed. You also get enhancements to your upgrade creations.\r\n\r\n[b]Widget Awareness[\/b]\r\nBeginning at level 6, your mastery of technology you can spend 1 uninterrupted\u00a0Minute you can tell where all technology is in 5 miles. It can be narrowed down with another minute of concertation to focus on the general type of technology (you can tell the direction and rough distance to it in miles). This action cannot be used again till after a long rest. At 10th This ability can be used up to 3 times before a long rest.\r\n\r\n[b]Whispering Sprokets[\/b]\r\nBeginning at 9th level, when you create an upgrade, you may add an additional use of it's abilities. You can also make a new Slight of Hand ability check against the difficulty rating of another upgrade and apply it to the module instead.\r\n\r\nAt 13th level, you may add an additional upgrade to the module.\r\n\r\n[b]Gear Artisan[\/b]\r\nAt 13th level, you can start creating more complicated blueprints. The DM determines the difficulty of the task. You also can create a second upgrade module when creating one.\r\n\r\nBoom Doom\r\n\r\n\r\nWiz Kid\r\nAt 20th level, your tinkering has become a work of art! Your tinkering tools proficeincy can be used for any ability check that requires a tool. You can also create more complex items using your blueprint ability. The DM will determine the difficulty of the item being created and will determine the checks needed to create the item. Also, the durability of your upgrades and creations is increased by 2 x 2 engineering die years.\r\n","subclasses":"[h2]Exo[\/h2]\r\n\r\nAt 3rd level, you can equip yourself with a modular set of armor that is infused with Mana, becoming known as an Exo. The suit of armor changes itself to work with its pilot and fights in unison with the Mechanist. When you choose this subclass, select one of the following configurations for the battlesuit.\r\n\r\n[ul]\r\n[li]Assault[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]Sentry[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]Blitz[\/li]\r\n[\/ul]\r\n\r\nYou may choose to load more configurations as part of the battlesuit, but it will take materials and currency to build and integrate the parts necessary for that configuration.\r\n\r\nWhile the armor is equipped, your AC becomes 12 + DEX + CON and you gain temporary hit points equal to STR\/CON\/DEX + level +\r\n\r\n[h3]Fighting styles:[\/h3]\r\nWhen selecting this subclass, you can select one of the following fighting styles:\r\n\r\n[b]Archery[\/b]\r\nYou gain a +2 bonus to attack rolls you make with ranged weapons.\r\n\r\nDefense\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n\r\nDueling\r\nWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.\r\n\r\n[h3]Battle Configuration:[\/h3]\r\nWhen selecting this subclass, you may choose between one of the following configurations:\r\n\r\n[b]Assualt[\/b]\r\nGain proficiency in Martial Waepons.\r\nWhile making an attack with your Integrated Weapon, You can add your Engineering die to the attack roll.\r\n\r\n[b]Sentry[\/b]\r\nWhile in Sentry form you gain the following:\r\nYou gain + 1 AC while your integrated weapon is equipped.\r\nYou create a magical barrier around you and any ally within 10 feet of you gains half cover. While active, your movement speed is reduced to 20 feet.\r\nWhen attacking with your integrated weapon, until the end of the round, you can impose disadvantage on the target when it makes an attack on an ally other than yourself\r\n\r\n[b]Blitz[\/b]\r\nWhile in Blitz form you gain +5 Movement speed and a Climbing speed equal to your movement.\r\nIf you hit with an attack using your Integrated weapon, you may use the Dodge or Disengage Action as a bonus action.\r\n\r\n\r\n[h3]Overdrive:[\/h3]\r\nStarting at 7th level, by temporarily releasing the limiters set in the armor, you gain a brief boost of power that augments the functionality of the Exosuit.\r\nOnce per long rest, if you have an upgrade attached, you can use Overdrive and overload the gadget for 1 minute. Your suit gains the following bonus, based on it's configuration:\r\n\r\n[b]Assault[\/b] - Add your engineer dice to your damage roll. The engineer die damage becomes magical and deals lightning, fire, or cold damage.\r\n\r\n[b]Sentry[\/b] - When you are attacked by non-magical bludgeoning, slashing, or piercing damage, decrease the damage taken by 1 Engineering die. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.\r\n\r\n[b]Blitz[\/b] - Your body begins to move at an alarming speed. Creatures that make an attack against you have 1 Engineering Die subtracted from the Attack Roll.\r\n\r\nIf a creature misses an attack against you, Until the end of your turn, you do not invoke attacks of oppurtunity from that creature\r\n\r\nIf you deactivate your current configuration or change to a different one, the effects of Overdrive end.\r\n\r\nat 15th level, you will gain additional features and an additional use of Overdrive.\r\n\r\nAt 18th Level, you will gain 3 uses of the Overdrive ability.\r\n\r\n\r\n[h3]Gear shift[\/h3]\r\nAt 10th level, you can choose a second upgrade Module to add to your integrated Weapon. The second Module has to have a difficulty rating less than the first module attached.\r\n\r\n[h3]Overdrive Boosted[\/h3]\r\nAt 15th level, you gain an additional use of the Overdrive feature. The effects of Overdrive are also changed:\r\n\r\n[b]Assault-[\/b]When rolling your engineering, if the attack made on a creature is a critical, you do max damage on that die and then role an additional die. You can also select Thunder, Force or Poison damage when rolling the engineering die.\r\n\r\n[b]Sentry-[\/b]While your shield is up, you have resistance to non-magical bludgeoning, slashing, and piercing damage made against you. Also, you provide full cover for allies affected by your barrier.\r\n\r\n[b]Calvary-[\/b]When giving temporary hit points to an ally, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. When a creature makes an attack on an ally within 20ft of you, you can subtract from the attack roll 1 engineering die + half your Mechanist level.\r\n\r\n[h3]Code:Regalia[\/h3]\r\nAt level 18, you have unlocked the full potential of your combat suit and can unleash that power unto the world! You now can use all 3 configurations at the same time and, as a bonus action, switch between them. Each configuration also has a upgraded abilities:\r\n\r\nAssualt: You can now Attack an additional time during your turn, but the attack has to be made with your integrated weapon. When rolling your engineering die for an attack, you can now select Necrotic, Radiant, or Force damage for the damage type.\r\n\r\nSentry: While your shield is active and an enemy come within 5ft of you or an ally affected by the barrier, they must make a Strength saving throw or take one engineering die of force damage and be pushed 10ft away from that creature. Your barrier can now be placed on any ally within 30ft of you and will affect them until the end of your next turn that your shield isn't active.\r\n\r\nCalvary: You can select 1 engineering die of creatures around you and lend them a piece of your armor. When this piece attaches to your ally, they gain the effects of Aura of purity (range is themselves only) and immediately after being affected, they can move up half their movement speed and use one action to attack, or use an object. Any hostile creature that is affected by this aura must make a Constitution Saving throw (DC = 10 + 1 engineering die) on a failure, the creature(s) become blind and stunned until the end of their next turn and will have disadvantage on the next attack or ability check they make within the next 1 minute.","tabledata":"Difficulty | Effect | Prerequisites | Durability\r\n0 | Can knock a target prone. DC10 Strength to save. | none | 3\r\n0 | Can increase the movement speed of the wearer by 5 | none | 3\r\n0 | Applies Disengage to the wearer | 3 gp | 3\r\n0 | Adds +1 to attack rolls | 3 gp | 3\r\n0 | Add 1 engineering die to checks involving tools you have proficiency with. | level 3 | 3\r\n2 | Add 1 engineering die to stealth or acrobatics checks. | level 3 | 2\r\n2 | Add 1 engineering die to strength or Slight of Hand checks | level 3 | 2\r\n2 | Imposes disadvantage on a creature that is hit with this attack. DC10 Wisdom to save. | level 5 | 2\r\n2 | Plus +1 to attack and damage rolls (item is considered magical) | level 5 | 2","tags":"Machinist,Aromorer,Pilot,Robot","isShared":"on","templateId":"25","blockId":"45023"}