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Class - Machinist

This document provides the class features and abilities for a homebrew Machinist class. At 1st level, machinists gain mechanical improvements to their body and resistance to poison damage. They are proficient with artisan's tools and can cast spells through their tools. As they level up, machinists gain additional spells known, spell slots, abilities based on their machinist branch, and the ability to create magic items. Their spell list draws from the Player's Handbook, Tasha's Cauldron of Everything, and Xanathar's Guide to Everything.
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0% found this document useful (0 votes)
115 views

Class - Machinist

This document provides the class features and abilities for a homebrew Machinist class. At 1st level, machinists gain mechanical improvements to their body and resistance to poison damage. They are proficient with artisan's tools and can cast spells through their tools. As they level up, machinists gain additional spells known, spell slots, abilities based on their machinist branch, and the ability to create magic items. Their spell list draws from the Player's Handbook, Tasha's Cauldron of Everything, and Xanathar's Guide to Everything.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level Proficiency Class Features Modules Modules Cantrips 1st 2nd 3rd 4th 5th

Bonus Known Designed Known


1 +2 Arcane Armor, Spellcasting 2 2 - - - -
2 +2 Design Modules 2 1 2 2 - - - -
3 +2 Machinist Branch 2 1 2 3 - - - -
4 +2 Ability Score Improvement 2 1 2 3 - - - -
5 +3 Machinist Branch Feature 2 1 2 4 2 - - -
6 +3 Tool Expertise 4 2 2 4 2 - - -
7 +3 Magic Item Adept 4 2 2 4 3 - - -
8 +3 Ability Score Improvement 4 2 2 4 3 - - -
9 +4 Machinist Branch Feature 4 2 2 4 3 2 - -
10 +4 Interchangeable Parts 6 3 3 4 3 2 - -
11 +4 Magic Item Savant 6 3 3 4 3 3 - -
12 +4 Ability Score Improvement 6 3 3 4 3 3 - -
13 +5 Machinist Branch Feature 6 3 3 4 3 3 1 -
14 +5 Spell-Storing Item 8 4 4 4 3 3 1 -
15 +5 Magic Item Master 8 4 4 4 3 3 2 -
16 +5 Ability Score Improvement 8 4 4 4 3 3 2 -
17 +6 Machinist Branch Feature 8 4 4 4 3 3 3 1
18 +6 Magical Override 10 5 4 4 3 3 3 1
19 +6 Ability Score Improvement 10 5 4 4 3 3 3 2
20 +6 10 5 4 4 3 3 3 2

MACHINIST CLASS FEATURES


As a machinist you gain the following class features.
A metal clad warrior steps out in sync to face the charging
monster horde, in one smooth movement draw his sword and HIT POINTS
shield, and assume defensive form a shimmering field of blue Hit Dice: 1d8 per machinist level
energy surround him, easily deflecting the stray arrows and Hit Points at 1st Level: 8 + Constitution modifier
spells flying towards him. Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier
per machinist level after 1st
Whistling a simple tune, a gnome hammers away at a sheet of
metal, small insect like machines scurry around him, refining and PROFICIENCIES
welding pieces together. When at last the task is done, the Armor: Light armor.
gnome smiles as he lifts up his newly forged shortsword, and as Weapons: Simple weapons, firearms, hand crossbows,
he walks off the constructs form a tight circle around him, ready shortswords.
to release a smokescreen at the slightest hint of danger. Tools: Tinker's Tools, artisan's tools.
Saving Throws: Dexterity, Intelligence
On a violent battlefield, a half-machine man repels hobgoblins. Skills: Choose two from Arcana, History, Investigation, Insight,
The man then defends himself with his sword before extending Medicine, Perception, and Sleight of Hand.
his arm and beam of energy gushes over enemies. The cannon in
his arm was still smoking when he returned to his deadly dance.
EQUIPMENT
You start with the following equipment, in addition to the
Machinists are the pinnacle of industry, making use of their
equipment granted by your background:
technical and magical skills to create and improve the human
• (a) any two simple weapon or (b) shortsword
body.
• (a) leather armor or (b) chain shirt
• (a) dungeoneer's pack or (b) explorer's pack
CREATING A MACHINIST • light crossbow and 20 bolts
If you are using starting wealth, you have 5d4 x 10 in funds.
When creating a machinist character, think about your
character’s background and drive for adventure. How did they
come to build their first item or armor? What drove you
MECHANICAL BODY
character to leave the comforts of a city to instead to pursue a At the 1st level, using your arcane knowledge and tinkering skills
life of adventuring? Did you character have some greater goal or you have made improvements in your human body.
ideal they are pursuing? Do you wish to bring an age of
innovation or be content working on your own solitary projects? • Your body changes are up to you, it can be an exchange for a
mechanical arm or leg, brain circuits, robotic eyes, among
others. This exchange can also replace any missing member,
QUICK BUILD functioning normally as a new member.
You can make a Machinist quickly by following these
suggestions. First, Intelligence should be your highest ability • You have advantage on saving throws against poison, and you
score, followed by Constitution or Dexterity. Second, choose the have resistance against poison damage.
guild artisan background.

MACHINIST MADE BY LAZARVCK


SPELLCASTING Spell attack modifier = your proficiency bonus + your Intelligence
modifier
At the 1st level you've studied the workings of magic and how to
cast spells, channeling the magic through objects. To observers, RITUAL CASTING
you don't appear to be casting spells in a conventional way; you You can cast a machinist spell as a ritual if that spell has the ritual
appear to produce wonders from mundane items and outlandish tag and you have the spell prepared.
inventions.
MACHINIST SPELL LIST
TOOLS REQUIRED Here's the list of spells you consult when you learn a machinist
You produce your machinist spell effects through your tools. You spell. The list is organized by spell level, not character level. If a
must have a spellcasting focus-specifically some kind of artisan's spell can be cast as a ritual, the ritual tag appears after the spell's
tool-in hand when you cast any spell with this Spellcasting name. Each spell is in the Player's Handbook, unless it has one
feature (meaning the spell has an "M" when you cast it). You asterisk (a spell in Tasha's Caldron of Everything) or two asterisks
must be proficient with the tool to use it in this way. See the (a spell in Xanathar's Guide to Everything).
equipment chapter in the Player's Handbook for descriptions of
these tools.

CANTRIPS (0-LEVEL SPELLS)


You know two cantrips of your choice from the machinist spell
list. At higher levels, you learn additional machinist cantrips of
your choice, as shown in the Cantrips Known column of the
Machinist table.

PREPARING AND CASTING SPELLS


The Machinist table shows how many spell slots you have to cast
your machinist spells. To cast one of your machinist spells of 1st
level or higher, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a long
rest.

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

MACHINIST MADE BY LAZARVCK


RESEARCH BRANCH
Starting at 3rd level, you chose a Research Branch. Choose
between Valkyrie, Aegis, or Hive, all detailed at the end of the
class description. Each Research Branch have they own features
and abilities, you can change your Research Branch at the end of
a long rest.

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.

TOOL EXPERTISE
By 6th level, your proficiency bonus is doubled for any ability
check you make that uses your proficiency with a tool.

MAGIC ITEM ADEPT


At 7th level, if you craft an item with a rarity of common, 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 one type of
artisan's tools of your choice.

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.

MACHINIST MADE BY LAZARVCK


MAGIC ITEM MASTER ranged weapon, with a normal range of 90 feet and a long range
of 300 feet, and it deals 1d6 lightning damage on a hit. When you
By 15th level, if you craft an item with a rarity of rare, it takes attack with the arcane firearm, you can add your Intelligence
you a half of the normal time, and it costs you half as much of modifier, instead of Strength or Dexterity, to the attack and
the usual gold. You also gain proficiency with another one type damage rolls.
of artisan's tools of your choice.

MAGICAL OVERRIDE EXTRA ATTACK


Starting at 5th level, you can attack twice, rather than once,
Beginning at 18th level, you gain a deeper understanding of the whenever you take the Attack action on your turn.
mechanics behind magic and are able to slightly twist these
pieces out of alignment, when you see a creature casting a spell
within 30 feet of you, you can use your reaction to try to ION CANNON
magically distort it. The creature must succeed on a Wisdom Beginning at 13th level, when you choose to attack with your
saving throw against your spell save DC, or its spell redirect in a arcane firearm, you can expend one spell slot to deal lightning
random direction. You can use this feature a number of times damage to the target, in addition to the arcane firearm damage.
equal to your proficiency bonus. You regain all expended uses The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for
when you finish a long rest. each spell level higher than 1st, to a maximum of 6d8.

MAGIC AND METAL RAPID FIRE


At 20th level you’ve achieved the mastery over the arcane and At 17th level, when you take damage from a creature that is
machinery. within 90 feet of you, you can use your reaction to make a ranged
weapon attack with your arcane firearm against that creature.
• You gain immunity to poison damage
• You gain a +1 bonus to all saving throws per magic item you are AEGIS
currently attuned to.
• If you're reduced to 0 hit points but not killed outright, you can Those that follow the Aegis Branch use their technological
use your reaction to destroy one of your modules, causing you prowess to become arcane defenders on the battlefield.
to drop to 1 hit point instead of 0. Through the use of shields and wards the Aegis will be able to
protect themselves and their allies from harm while holding the
line against your enemies.
RESEARCH BRANCHES
AEGIS SPELLS
VALKYRIE Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the
The Valkyrie Branch specializes in maximizing offensive
Aegis Spells table. These spells count as machinist spells for you,
potential. Valkyries serve as artillery to blast enemy armies from but they don’t count against the number of machinist spells you
afar and the assault force that breaks through enemy lines.
prepare.
Machinist Level Machinist Spell
VALKYRIE SPELLS 3rd Heroism, Shield of Faith
Starting at 3rd level, you always have certain spells prepared 5th Warding Bond, Healing Spirit
after you reach particular levels in this class, as shown in the 9th Beacon of Hope, Wind Wall
Valkyrie Spells table. These spells count as machinist spells for
13th Stoneskin, Aura of Purity
you, but they don’t count against the number of machinist spells
17th Wall of Force, Circle of Power
you prepare.
Machinist Level Machinist Spell
3rd Ice Knife, Burning Hands DEFENSIVE TACTICS
5th Scorching Ray, Moonbeam Beginning at 3rd level, while using this branch you gain
9th Fireball, Thunder Step proficiency with medium armor, heavy armor and shield.
13th Banishment, Vitriolic Sphere
17th Destructive Wave, Cone of Cold
THUNDER GAUNTLETS
At 3rd level, you learn how to turn your hands into thunder
MARTIAL RESEARCH gauntlets. Each of your hands counts as a simple melee weapon
Beginning at 3rd level, while using this branch you gain while you aren't holding anything in it, and it deals 1d8 thunder
proficiency with martial weapons, medium armor and shield. damage on a hit. A creature hit by the gauntlet has disadvantage
on attack rolls against targets other than you until the start of
ARCANE FIREARM your next turn, as the gauntlet magically emits a distracting pulse
when the creature attacks someone else. When you attack with
At 3rd level, you know how to turn your arm into arcane firearm,
the thunder gauntlets, you can add your Intelligence modifier,
a conduit for your destructive attacks. It counts as a simple
instead of Strength or Dexterity, to the attack and damage rolls.

MACHINIST MADE BY LAZARVCK


EXTRA ATTACK this class, replacing any temporary hit points they already have.
Starting at 5th level, you can attack twice, rather than once, You can use this bonus action a number of times equal to your
whenever you take the Attack action on your turn. proficiency bonus, and you regain all expended uses when you
finish a long rest.

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.

HIVE MACHINIST MODULES


Where other branches focus on combat, the Hive Branch is able
to manipulate the field, both on and off the battlefield. The Hive Pneumatic Joints
excel as infiltrators and spies, using their skills to break into Increases strength score by 2
normally unreachable locations, and when the swarm act, they
can alter the battle through the use of magic and other effects. Fine-Tuned Calibration
Increases Dexterity score by 2
HIVE SPELLS Reinforced Frame
Starting at 3rd level, you always have certain spells prepared Increases Constitution score by 2,
after you reach particular levels in this class, as shown in the Hive
Spells table. These spells count as machinist spells for you, but Encelophon
they don’t count against the number of machinist spells you Increases Intelligence score by 2.
prepare.

Machinist Level Machinist Spell Body Type Upgrade


3rd Faerie Fire, Cause Fear Increases Charisma score by 2.
5th Web, Mirror Image
9th Slow, Hypnotic Pattern Integrated Tools
13th Greater Invisibility, Polymorph During a long rest you can integrate up to 4 tools into your body,
17th Synaptic Static, Cloudkill when using these tools you can add its Intelligence modifier to
any ability checks it makes with the integrated tool. Whenever
you take another long rest you can change out any number of
NANO-ENGINEERING your integrated tools.
Beginning at 3th level, you have developed a prototype design
that can create small constructs, which act in the form of a Militant Database
swarm. You can use the Help action as a bonus action sending You count as one size larger when determining carrying capacity
the swarm. Additionally, when you use the Help action to aid an and the weight you can push, drag, or lift. You also have
ally in attacking a creature, the target of that attack can be within advantage on grappling checks.
30 feet of you, rather than within 5 feet of you.
Aim Assistance
Increases attack bonus by +1 The bonus increases to +2 when
SWARMING SHIELD you reach 10th level in this class.
At 3th level as a bonus action, you can choose one target within
30 feet of you to gain temporary hit points equal to your level in

MACHINIST MADE BY LAZARVCK


Profession Database Overcharged Capacitors
Grants proficiency in two skills of your choice. Prerequisite: 10th-level machinist, Aegis Branch
Expands the conduits powering your shields to strengthen them
Hydraulic Jack against attacks, increase the phalanx walls by 10ft and when
Increases speed by 10ft and when you use the Dash action, activated it gains one damage resistance of your choice.
difficult terrain doesn’t cost you extra movement on that turn.
Tear Gas
Stepping Motors Prerequisite: 10th-level machinist, Hive Branch
Doubles your jumping speed and you can use your reaction when Your Swarm can produce a 15-foot-radius sphere of smoke. The
you fall to reduce any falling damage you take by an amount sphere spreads around corners, and its area is heavily obscured,
equal to five times your machinist level. it lasts for 3 rounds or until a wind of moderate or greater speed
(at least 10 miles per hour) disperses it. Any creature in the
Voicebox smoke at the start of its turn must make a Constitution saving
You can mimic sounds you have heard, including voices. A throw against poison, the DC is equals 8 + your proficiency +
creature that hears the sounds you make can tell they are your Intelligence modifier. On a failed save, the creature spends
imitations with a successful Wisdom (Insight) check opposed by its action that turn retching and reeling. Creatures that don’t
your Charisma (Deception) check. need to breathe or are immune to poison automatically succeed
on this saving throw.
Mechanical Servant
As an action you can cast Find Familiar, the familiar takes the Reflex Trigger
appearance of a mechanical creature. Once you use this feature, Prerequisite: 10th-level machinist
you must finish long rest before you can use it again. When you are subjected to an effect that allows you to make
a Dexterity saving throw to take only half damage, you instead
Linguistic Converter take no damage if you succeed on the saving throw.
Prerequisite: 6th-level machinist
You learn three new languages and are able to recall any Remote Viewing
information you have read or heard within the past month. Prerequisite: 10th-level machinist
As an action, you gain the ability to see through solid objects to
Overwatch Sensors a range of 15 feet. This special sight lasts for 1 minute or until
Prerequisite: 6th-level machinist your concentration ends (as if you were concentrating on a
Grants proficiency in perception and can’t be surprised while you spell). Once you use this ability, you can’t use it again until you
are conscious. finish a short or long rest.

Repair Servos Protective Coating


Prerequisite: 6th-level machinist Prerequisite: 10th-level machinist
You can use a bonus action to restore 1d10 + your machinist You gain resistance to one damage type of your choice: acid,
level. Once you use this feature, you must finish a short or long cold, fire, lightning, or thunder.
rest before you can use it again.
Adaptive Liquid
Grappling Hook Prerequisite: 10th-level machinist
Prerequisite: 6th-level machinist You don’t suffer the effects of extreme heat and extreme cold.
As an attack action you can fire a grappling hook at an enemy
that is within 30ft of you, and on a hit can drag them up to 15ft Stealth Cloaking
towards you. The grappling hook can also be used to assist with Prerequisite: 14th-level machinist
climbing walls or large obstacles, you gain a climbing speed of Grants the ability to turn invisible for up to 1 hour, this effect
30ft. ends when you attack or cast a spell. Once you use this ability,
you can’t use it again until you finish a short or long rest.
Positioning Device
Prerequisite: 6th-level machinist Wing Coupling
You are unable to become lost through non-magical means, Prerequisite: 14th-level machinist
always know which direction is north, and have a precise Attaches a set of mechanical wings to yourself, giving you a flying
knowledge of the time. speed equal to 20ft.

Radar Wireless Network


Prerequisite: 10th-level machinist Prerequisite: 14th-level machinist
You gain blindsight for 10ft and you are aware of the location of You can speak telepathically to any creature you can see within
any hidden or invisible creature within this radius. 60 feet of you. You don’t need to share a language with the
creature for it to understand your telepathic messages, but the
Dispersal Lens creature must be able to understand at least one language or be
Prerequisite: 10th-level machinist, Valkyrie Branch telepathic itself.
You’ve modified the lens in your Arcane Firearm, doubling the
range to a 180ft/600ft and increasing the damage by 1d6.

MACHINIST MADE BY LAZARVCK


Magnetic Arm
Prerequisite: 14th-level machinist
You can use your reaction to deflect or catch the missile when
you are hit by a ranged weapon attack. When you do so, the
damage you take from the attack is reduced by 1d10 +
your Dexterity modifier. If you reduce the damage to 0, you can
catch the missile if it is small enough for you to hold in one hand
and you have at least one hand free.

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.

MACHINIST MADE BY LAZARVCK

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