Class - Machinist
Class - Machinist
You prepare the list of machinist spells that are available for you
to cast, choosing from the machinist spell list. When you do so,
choose a number of machinist spells equal to your Intelligence
modifier + half your machinist level, rounded down (minimum of
one spell). The spells must be of a level for which you have spell
slots.
For example, if you are a 5th-level machinist, you have four 1 st-
level and two 2nd-level spell slots. With an Intelligence of 14,
your list of prepared spells can include four spells of 1st or 2nd
level, in any combination. If you prepare the 1 st-level spell cure
wounds, you can cast it using a 1st-level or a 2nd-level slot.
Casting the spell does not remove it from your list of prepared
spells.
You can change your list of prepared spells when you finish a
long rest. Preparing a new list of machinist spells requires time
spent tinkering with your spellcasting focuses: at least 1 minute
per spell level for each spell on your list.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your machinist spells;
your understanding of the theory behind magic allows you to
wield these spells with superior skill. You use your Intelligence
whenever a machinist spell refers to your spellcasting ability. In
addition, you use your Intelligence modifier when setting the
saving throw DC for a machinist spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence
modifier
TOOL EXPERTISE
By 6th level, your proficiency bonus is doubled for any ability
check you make that uses your proficiency with a tool.
INTERCHANGEABLE PARTS
Beginning at 10th level, you have so much familiarity with your
designs that you can modify a module in the field, as an action
you can switch out a number of modules equal to your
Intelligence modifier (minimum of once) with any other modules
that you know. You must finish a long rest before you can do so
again.
DESIGN MODULES
MAGIC ITEM SAVANT
Beginning at 2nd level, you gain the ability to design prototype
modules for your Mechanical Body to modify them in specialized Starting at the 11th level, if you craft an item with a rarity of
ways. uncommon, it takes you a half of the normal time, and it costs
you half as much of the usual gold. You also gain proficiency with
MODULES KNOWN another one type of artisan's tools of your choice.
When you gain this feature, pick two Machinist modules to learn.
You learn additional modules of your choice when you reach SPELL-STORING ITEM
certain levels in this class, as shown in the Modules Known
When you reach 14th level, you can now store a spell in an
column of the machinist table.
object. Whenever you finish a long rest, you can touch one
simple or martial weapon or one item that you can use as a
DESIGNING MODULES
spellcasting focus, and you store a spell in it, choosing a 1st- or
Whenever you finish a long rest, you can create one of your
2nd-level spell from the machinist spell list that requires 1 action
modules. When you create a module, you can attach it instantly
to cast (you needn't have it prepared).
to your body. Your modules function indefinitely, but when you
While holding the object, a creature can take an action to
die, the module begins to degrade and are destroyed. You can
produce the spell's effect from it, using your spellcasting ability
design more than one module at the end of a long rest; the
modifier. If the spell requires concentration, the creature must
maximum number of modules appears in the Modules column
concentrate. The spell stays in the object until it's been used a
of the Machinist table. You can have only one type of module at
number of times equal to twice your Intelligence modifier
a time unless otherwise specified. If you try to exceed your
(minimum of twice) or until you use this feature again to store a
maximum number of modules, the oldest infusion immediately
spell in an object.
degrades, and then the new infusion applies. A level prerequisite
in a module refers to machinist level, not character level.
PHALANX WALL
Beginning at 13th level, you have installed an arcane capacitor in
SKIRMISHER PROTOCOL
your arms, as an action you can create a magic barrier that Starting at 5th level, the healing spells you cast are fortified by
appear in front of you and extends 10ft in both sides and 15ft the swarm, whenever you cast a spell that restore hit points you
tall. If you move the wall move with you. This wall blocks any gain a bonus equals your Intelligence modifier (minimum of +1).
attacks or movement through it and has AC 15 and hit points
equal to 6d6 + your intelligence modifier. You can choose a SCREENING SUPORT
number of creatures that can freely move and attack through the Beginning 13th level, when a creature you can see attacks a
barrier equal to your intelligence modifier. You must finish a long target that is within 30 feet of you, you can use your reaction to
rest before you can use this feature again. impose disadvantage on the attack roll.
GRAVITY FIELD
At 17th level, when a huge or smaller creature you can see ends MYGHT SWARM
its turn within 30 feet of you, you can use your reaction to At 17th level, you can use your action to send your swarm to
magically force the creature to make a Strength saving throw integrate into the body of someone you can see that is within 30
against your spell save DC, pulling the creature up to 30 feet feet of you, giving the creature +2 to AC, flying speed of 30 feet
toward you to an unoccupied space. If you pull the target to a and the target can deal an extra 1d8 lightning once per turn. This
space within 5 feet of you, you can make a melee weapon attack effect lasts for 1 minute or until you are incapacitated. You must
against it as part of this reaction. You can use this reaction a finish a long rest before you can use this feature again.
number of times equal to your proficiency bonus, and you regain
all expended uses of it when you finish a long rest.
Vital Targeting
Prerequisite: 14th-level machinist
Your weapon attacks score a critical hit on a roll of 19 or 20.
Analytical Engine
Prerequisite: 14th-level machinist
You can proficiency in insight and investigation. As a bonus
action you make a Wisdom (Insight) check against a creature you
can see that isn’t incapacitated, contested by the
target’s Charisma (Deception) check. If you succeed you can
learn certain information about its capabilities compared to your
own. The DM tells you if the creature is your equal, superior, or
inferior in regard to two of the following characteristics of your
choice: • Strength score • Dexterity score • Constitution score
• Intelligence score • Wisdom score • Charisma score • Armor
Class • Current hit points.
Machine Learning
Prerequisite: 14th-level machinist
Immediately after a creature casts a spell that targets you or
includes you in its area of effect, you can use your reaction to
force the creature to make a saving throw with its spellcasting
ability modifier. The DC is equals 8 + your proficiency +
your Intelligence modifier. On a failed save, you negate the
spell's effect against you, and you can replicate the spell if it is at
most 5th level. You have this spell until you cast it or you steal
another spell. Once you use this feature, you can't use it again
until you finish a long rest.