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Class_ FFXIV's Machinist - The Homebrewery

The document outlines the Machinist class for a tabletop role-playing game, detailing its features, abilities, and various industries. Machinists are innovative warriors who utilize firearms and gadgets to combat foes, with a focus on technology and invention. The document includes guidelines for creating a Machinist character, multiclassing rules, and specific abilities related to different Machinist industries.

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eiouae06
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0% found this document useful (0 votes)
35 views14 pages

Class_ FFXIV's Machinist - The Homebrewery

The document outlines the Machinist class for a tabletop role-playing game, detailing its features, abilities, and various industries. Machinists are innovative warriors who utilize firearms and gadgets to combat foes, with a focus on technology and invention. The document includes guidelines for creating a Machinist character, multiclassing rules, and specific abilities related to different Machinist industries.

Uploaded by

eiouae06
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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Contents This is unofficial Fan Content permitted under

the Fan Content Policy. Not


The Machinist 3 approved/endorsed by Wizards. Portions of the
material used here are property of Wizards of
Class Features 4
the Coast.
Machinist Industries 6 ©Wizards of the Coast LLC.
Marksman Industry 6
Demolition Industry 7
Automaton Industry 8 Credits
Commander Industry 9 Brew by u/CregALeg
Construction Industry 10 Created using The Homebrewery
Gadgets 10 Based on the FFXIV to D&D Project by u/SilentSoren
Changelog 13 Art Credits:
Original Cover Alts by u/AeronDrake on Reddit
Page Stains by /u/flamableconcrete on Reddit
Disclaimer Cover Art by u/YuueFa on Reddit
When referring to firearms, this class refers to the renaissance Machinist Icon by Square Enix
firearms presented on page 266 of the Dungeon Master’s
Guide. This class has not and will not be balanced around Miqo’te Machinist Art by Square Enix
modern or futuristic firearms. Always consult your DM before Page 1 Art by Square Enix
using any homebrew content. Page 2 Art by Square Enix
Page 3 Art by Square Enix
Page 5 Art by @Niff_The_Fox on Twitter
Page 6 Art by Sievan Kyis on DeviantArt
Page 7 Art by UriComics on Artstation
Page 8 Art by Jackdu on Pixiv
Back Cover Art by Yusuke Mogi
Machinist
As a fierce dragon bears down on the
rifle-wielding Hyur, she smirks to herself.
Pulling out an elaborate device, she fires a
harpoon through the sky, striking true and
piercing the beast’s hide. As the dragon
plummets, tangled in unbreakable chains,
the Hyur smiles again, and raises her
weapon once more.
A Roegadyn hurls a grenade backwards as
he dives away from the magitek vanguard. A
moment later, an explosion rips through the
Garlean soldiers, sending them to the floor. With
a sinister glint in his eye, he turns back and unleashes
his most powerful powerful invention, blasting a gale
of flame over the battlefield.
A Miqo’te sits tinkering with a strange automaton,
his eyes wide and mad. He roars with triumph and
stands, hurling the autoturret into the air, as it begins
to unleash hell on the encroaching Gnath horde.
With powerful firearms and ingenious technology,
machinist are warriors on the forefront of innovation.
From the icy spires of Ishgard, to the glittering shores of
La Noscea, machinists wield mechanical marvels to
decimate their foes.

Innovative Technologies
Machinist wield only the most cutting edge of technology,
constantly inventing, refining and designing new
weapons and gadgets to fight their foes. Machinists
specialise in using firearms to keep their foes at bay
from a distance, and can even use the heat that builds up
in their weapons as a weapon itself.

Ishgard’s Secret Weapon


Hailing from Ishgard’s Skysteel Manufactory,
machinists were, at first, a new weapon in Ishgard’s
war against the Dravanians. With their ingenuity,
cannons and ballistas began to adorn the walls of
the city, built to wreak havoc and tear dragons
from the sky. However, in this new age of peace,
where the Dragonsong War has ended and
Ishgard looks to rebuild, the machinists have
spread their teachings and technology across
Eorzea and beyond.

CLASS | THE MACHINIST


3
Multiclassing and the Machinist
If your group uses the optional rule on multiclassing in the
The Machinist
Player’s Handbook, here’s what you need to know if you choose Proficiency Battery Gadgets
machinist as one of your classes. Level Bonus Features Points Known
Ability Score Minimum: As a multiclass character, you must 1st +2 Heat Gauge, Battery, 25 —
have at least a Dexterity score and Intelligence score of 13 to
Technical Support
take a level in this class, or to take a level in another class if
you are already a machinist. 2nd +2 Combat Roll, Gadgets 30 2
Proficiencies Gained: If machinist isn’t your initial class, here 3rd +2 Machinist Industry 35 3
are the proficiencies you gain when you take your first level as a 4th +2 Ability Score 40 3
machinist: Light armor, simple weapons, firearms, tinker’s Improvement
tools. 5th +3 Hypercharge, 45 4
Heat Gauge (d8)
6th +3 Tool Expertise, Combat 50 4
Roll Improvement
Creating a Machinist 7th +3 Machinist Industry 55 4
When creating a machinist character, think about the Feature
nature of your machinist training and inventions. Did you 8th +3 Ability Score 60 4
learn from a wise veteran of the Dragonsong war? Are Improvement
you a member of a guild that recently got their hands on 9th +4 Hypercharge 65 4
machinsit technologies? Or perhaps your character is 10th +4 Heat Gauge (d8) 70 5
merely an incredibly curious and inventive prodigy? 11th +4 Machinist Industry 75 5
Whatever the case, consider how you might put a Feature
unique spin on your inventions and gadgets. Are they 12th +4 Ability Score 80 5
experimental military devices in need of testing? Are Improvement
they ancient and strange Allagan relics? Did you build 13th +5 Sharpened Mind 85 5
each one yourself, or perhaps inherit some from a parent 14th +5 Machinist Industry 90 5
or mentor figure? Feature
Additionally, you should think about what led you to a 15th +5 Heat Gauge (d12) 95 6
life of adventure. Are you field-testing your latest 16th +5 Ability Score 100 6
inventions? Are you searching for a unique and valuable Improvement
metal to create your magnum opus? Or do you just really 17th +6 Reassemble 105 6
want to blow things up? 18th +6 Rapid Recharge 110 6
Improvement
Quick Build 19th +6 Ability Score 115 6
You can make a machinist quickly by following these Improvement
suggestions. First, make Dexterity your highest ability 20th +6 Master Machinist 120 7
score, followed by Intelligence. Second, choose the guild
artisan background.
Equipment
Class Features You start with the following equipment, in addition to the
As a machinist, you gain the following class features equipment granted by your background:

Hit Points (a) a pistol and 20 bullets or (b) a musket and 20


Hit Dice: 1d8 per machinist level bullets
Hit Points at 1st Level: 8 + your Constitution modifier (a) a hand crossbow and 20 bolts or (b) any simple
Hit Points at Higher Levels: 1d8 (or 5) + your weapon
Constitution modifier per machinist level after 1st (a) an dungeoneer’s pack or (b) an explorer’s pack
leather armor, a pistol and a set of tinker’s tools.
Proficiencies
Armor: Light armor Heat Gauge
Weapons: Simple weapons, blowguns, hand crossbows,
heavy crossbows, firearms At 1st level, you learn how to wield the heat generated by
Tools: Tinker’s tools, one type of artisan’s tools of your your weapons as a weapon itself. After you make a
choice weapon attack using a firearm, you gain a heat dice,
which is a d6. You can store a maximum number of heat
Saving Throws: Dexterity, Intelligence
dice equal to your Intelligence modifier (minimum of 1),
Skills: Choose two from Arcana, Deception, History,
and you lose all stored heat dice if you go one minute
Insight, Investigation, Perception, Sleight of Hand,
without gaining one.
Stealth

CLASS | THE MACHINIST


4
Once per turn, when you hit a creature with a ranged require an attack roll to determine whether the gadget
attack using a firearm, you can choose to spend any hits the intended target. Your gadget save DC and gadget
number of stored heat dice. Roll the spent dice and add attack modifier are calculated as follows:
them together. The creature takes additional fire
damage equal to the total. Gadget save DC = 8 + your proficiency bonus + your
Your heat dice change when you reach certain levels in Intelligence modifier
this class. The dice become d8s at 5th level, d10s at 10th
Gadget attack modifier = your proficiency bonus + your
level, and d12s at 15th level.
Intelligence modifier.
Battery
Also at 1st level, you have created a powerful aether
Machinist Industry
battery capable of drawing in and storing aetheric At 3rd level, you choose an industry in which to focus
charge. The battery can store up to 20 battery points, and your invention and innovation. Choose from the
regains all expended points after finishing a long rest. Marksman, Demolition, Automaton, Commander or
Your maximum number of battery points increases as Construction industries. The industry you choose grants
you gain levels in this class, as shown in the Battery you features at 3rd level, and again at 7th, 11th and 14th
Points column of the Machinist table. level.
When you make a weapon attack with a firearm using
non-magical ammunition, you can spend 1 battery point Ability Score Improvement
to make the attack without consuming ammunition. When you reach 4th level, and again at 8th, 12th, 16th,
You learn more ways of using your battery as you gain and 19th level, you can increase one ability score of your
levels in this class. choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
Technical Support above 20 using this feature.
Finally, at 1st level you are an expert with mechanical
systems and devices. You have advantage on rolls made Hypercharge
to discern how a mechanical system or piece of Beginning at 5th level, you gain two heat dice when you
technology functions. make a weapon attack using a firearm.
Additionally, you can use tinker’s tools to disarm
mechanical traps. Tool Expertise
Combat Roll At 6th level, your proficiency bonus is now doubled for
any ability check you make that uses your proficiency
At 2nd level, you learn how to deftly avoid your foes. As a with a tool.
bonus action, you can move 5 feet without provoking
attacks of opportunity. Starting at 7th level, the distance Overdrive
you can move increases to 10 feet.
Starting at 9th level, you can spend 10 battery points as a
Gadgets bonus action to double the number of heat die you have
stored.
In your time spent inventing, you have discovered how to
create and wield a variety of powerful gadgets. Gadgets Sharpened Mind
are powerful, unique devices that give you access to an
Starting at 13th level, your vast intellect has sharpened
arsenal of different weapons, tools and abilities.
your mind. You gain a bonus to Wisdom and Charisma
At 2nd level, you gain two gadgets of your choice,
checks equal to your Intelligence modifier.
which are detailed at the end of this document. When you
gain certain machinist levels, you gain additional Reassemble
gadgets of your choice, as shown in the Gadgets Known
column of the Machinist table. At 3rd level, your choice of At 17th level, you learn how to quickly reconfigure your
Machinist Industry gives you an additional gadget, which firearms to maximise efficiency. As a bonus action, you
doesn’t count against the number of gadgets you know. can cause the next attack you make with a firearm a
Additionally, when you gain a level in this class, you critical hit. Once you use this feature, you can’t use it
can choose one of the gadgets you know and replace it again until you finish a long rest, unless you spend 30
with another gadget that you could learn at that level. A battery points to use it again.
level prerequisite in a gadget refers to machinist level,
not character level.
Rapid Recharge
Whenever you take an action to use or activate a At 18th level, you make modifications to your aether
gadget, you gain 2 heat dice. battery to improve efficiency. When you finish a short
Some of your gadgets require your target to make a rest, you regain 30 battery points.
saving throw to resist the feature’s effects. Other gadgets

CLASS | THE MACHINIST


5
Master Machinist holding, you can use your reaction to make a weapon
attack against it using the firearm.
By 20th level, you have perfected the technology you
wield in battle. Whenever you deal damage to a creature Marksman’s Spite
using a gadget or heat die, you deal additional damage Starting at 11th level, ranged weapon attacks you
equal to your Intelligence modifier. make against a creature suffering from the blinded,
charmed, frightened, grappled, restrained or stunned
Machinist Industries conditions can never have disadvantage. Additionally,
when you hit a creature with a ranged weapon attack and
A machinist has a choice of many industries in which to the attack roll beats the target’s AC by 5 or more, the
focus their research and development. Each one grants a attack deals an additional 1d10 damage.
machinist access to unique and specialised weaponry
and skills to fulfill a different role on the battlefield. An Quick Draw
industry may have a headquarters in some corner of the By 14th level, your reactions have become more honed
world, or be associated with a particular artisan’s guild, than most. You have advantage on initiative rolls.
with their research and technology providing invaluable Additionally, you have advantage on all weapon attacks
aid for even those who aren’t on the battlefield. you make using a firearm during the first round of
combat.
Marksman Industry
The marksman industry is a convocation of machinist
that focus their research into developing their firearm
technology and skills. These machinist excel in
targetting vital areas to cripple their foes and controlling
the battlefield through an unparalleled skill with
firearms. To them, the most important and reliable piece
of technology they have is the humble weapon in their
hands.

Graze Scope
At 3rd level, you have designed a new gadget, the graze
scope. When you make a ranged attack using a firearm
or gadget, you can spend 10 battery points as a bonus
action to activate the scope. When you activate the scope,
you gain a +2 bonus to the attack roll, and if the attack
hits, you can choose one of the following effects to inflict
on the target:
Head. The creature must make a Constitution saving
throw against your Gadget save DC, or be blinded until
the end of your next turn.
Legs. The creature must make a Dexterity saving
throw against your Gadget save DC, or be knocked
prone.
Arms. The creature must make a Strength saving
throw against your Gadget save DC, or be forced to drop
one item of your choice that it’s holding.

When you use this gadget, you gain a heat die.


Additionally, if you know the Barrel Stabilizer or
Silencer gadgets, you can activate them as part of the
same bonus action to activate the Graze Scope.

Keen Eye
Also at 3rd level, you gain proficiency in the Perception
skill. Additionally, you can use a bonus action to make a
Wisdom (Perception) check to spot a hidden creature.

Supressive Fire
By 7th level, you’ve learned how to keep your foes at
bay. When a creature you can see moves more than 5 feet
while within the normal range of a firearm you are

MACHINIST | MARKSMAN
6
Demolition Industry Greater Grenades
At 11th level, you augment your grenades to become
Machinists of the demolition industry develop powerful even more powerful. The damage of your elemental
explosives to compliment their firearms. They decimate grenades increases to 3d6, and when your elemental
creatures and structures alike, their bombs and grenades grenade explodes, it creates a different effect depending
blowing holes in the defences of their enemies. Many on the damage type you choose for the grenade.
machinists that focus in this industry revel in the Acid. The grenade splatters acid on any creature
destruction and carnage they create. caught in the explosion. Any creature that fails its saving
Elemental Grenades throw takes half as much damage again at the end of its
next turn.
At 3rd level, you have designed a new gadget, the
Cold. Any creature that fails its saving throw has its
elemental grenade. As an action, you can spend 10
speed reduced by 15 feet until the end of its next turn.
battery points to hurl a grenade at a point you can see
within 30 feet. The grenade then explodes, forcing each Fire. The grenade leaves a pool of burning pitch in a 10
creature in a 10-foot-radius sphere centered on that point foot radius centered on the point the grenade was thrown
to make a Dexterity saving throw against your Gadget to. Until the start of your next turn, any creature that
save DC. A target takes 2d6 damage on a failed save, or moves through the area takes 2d6 fire damage.
Lightning. Any creature that fails its saving throw can’t
half as much on a successful one. The damage type is
take reactions until the end of its next turn.
your choice of acid, cold, fire, lightning or thunder.
Thunder. Any creature that takes damage from the
When you use this gadget, you gain two heat dice.
grenade is deafened until the end of its next turn, and any
Demolisher creature that fails its saving throw is pushed back 10 feet.
Also at 3rd level, you become capable of easily Additionally, the number of heat dice you gain when
destroying and dismantling objects. You deal double you use a grenade increases to three.
damage to structures and objects using and gadgets.
Kaboom!
Additionally, you can disarm and dismantle
By 14th level, you have perfected your explosives. The
mechanical traps and objects in half the time it would
radius of your grenades increases to 20 feet, and you can
normally take.
throw them up to 60 feet. Additionally, the damage of
Cauterized your grenades increases to 5d6.
By 7th level, you have become so accustomed to working Finally, when you use a grenade, you can choose to
with explosives, you become resistant to their effects. deal maximum damage with that grenade. Once you use
You have resistance to fire damage. Additionally, you are this feature, you can’t use it again until you finish a long
immune to the effects of your own grenades. rest.

MACHINIST | DEMOLITION
7
Automaton Industry At 14th level, you develop a powerful defensive device
for both yourself and your automaton. When you or your
Among machinists, there are few that can come close to automaton takes damage, you can use your reaction to
the level of skill and ingenuity needed to join the cause both you and your automaton to gain 5d10
automaton industry. Mysterious and selective with those temporary hit points.
they welcome into their ranks, these machinists build Once you use this feature, you can’t do so again until
and deploy a powerful automaton to aid them on the you finish a long rest.
battlefield. Fighting in tandem with their creation, they
become a force to be reckoned with.

Automaton Queen
Automaton Queen
Medium construct
At 3rd level, you have designed a new gadget, the
automaton queen. You can spend 20 battery points as an Armor Class 14 + PB (natural armor)
action to deploy and activate the automaton queen, which Hit Points 5 + five times your machinist level (the automaton
lasts for 1 hour, until it is reduced to 0 hit points or has a number of Hit Dice [d8s] equal to your machinist level)
dismissed as an action. When you deploy the automaton, Speed 30ft.
you gain two heat dice.
STR DEX CON INT WIS CHA
You can only have one automaton queen at a time and
16 (+3) 10 (+0) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
can’t activate a new one while your automaton is present.
If the mending spell is cast on the automaton, it regains
Saving Throws Str +3 plus PB, Con +2 plus PB
2d6 hit points. Damage Immunities poison
The automaton is friendly to you and your companions, Condition Immunities charmed, exhaustion, poisoned
and it obeys your commands. See its game statistics in Senses darkvision 60 ft., passive Perception 10
the Automaton Queen stat block, which uses your Languages understands the languages you speak
proficiency bonus (PB) in several places. You determine Challenge —
the automaton’s appearance. Proficiency Bonus equals your bonus
In combat, the automaton shares your initiative count,
but it takes its turn immediately after yours. It can move Guardian The automaton queen has advantage on opportunity
attacks.
and use its reaction on its own, but the only action it
takes on its turn is the Dodge action, unless you take a
bonus action on your turn to command it to take another Arm Punch Melee Weapon Attack: your gadget attack modifier to
action. That action can be one in its stat block or some hit, reach 5 ft., one target you can see. Hit 1d8 + 3 + PB
other action. If you are incapacitated, the automaton can bludgeoning damage.
take any action of its choice, not just Dodge. Roller Dash The automaton queen moves up to 15 feet and
makes one arm punch attack. This movement does not provoke
Quick Repairs attacks of opportunity.
Also at 3rd level, you become able to use your aether
battery to repair your automaton as well as small objects. Pile Bunker (Costs 10 Battery to Activate). Melee Weapon Attack:
You can spend 5 battery points to cast the mending your gadget attack modifier to hit, reach 5 ft., one target you can
cantrip as an action. see. Hit 2d8 + 3 + PB bludgeoning damage.

Automaton Arsenal
Starting at 7th level, you augment your automaton to be
able to wield the same arsenal of gadgets as you. When
you use a gadget, your automaton can deliver the effect
as if it had used the gadget. Your automaton must be
within 100 feet of you, and it must use its reaction to
deliver the effect when you use it. If the gadget requires
an attack roll, you use your gadget attack modifier for the
roll.
Additionally, your automaton’s weapon attacks count
as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.

Mechanical Fury
Starting at 11th level, when you command your
automaton queen to take the Attack action, the
automaton can make two attacks.

Emergency Barrier

MACHINIST | COMMANDER
8
Commander Industry Analysis
By 7th level, you have honed a technique for analysing
The commander industry is a collection of leaders and your foes. As a bonus action, you can study a creature you
strategists. Machinists of this discipline hone their mind can see within 60 feet of you. When you do so, the DM
and command their allies, learning the strengths and tells you one of the following characteristics of your
weaknesses of friend and foe alike to create vast, choice:
complex plans and ensure the best outcome of a battle.
The creature’s damage resistances, if any.
Tactical Radio The creature’s damage immunities, if any.
At 3rd level, you have developed a new gadget, the The creature’s damage vulnerabilities, if any.
tactical radio. During a short or long rest, you can outfit The creature’s saving throw with the highest bonus.
yourself and your companions each with a tactical radio. The creature’s saving throw with the lowest bonus.
A creature outfitted with a tactical radio can use a bonus
action to communicate with another creature outfitted Advanced Tactics
with a tactical radio over a distance of up 1 mile. At 11th level, you learn new ways to command your
Creatures outfitted with a tactical radio are able to hear allies. The following benefits are added to the list of
you up to a distance of 1 mile, unless deafened. benefits you can give using your Tactical Radio feature.
As an action, you can spend 15 battery points to
activate the radio and command your allies. Creatures of The creature can use its reaction to make one weapon
your choice that can hear you gain one of the following attack or cast a cantrip.
benefits of your choice: The creature gains a bonus to the next saving throw it
makes equal to your Intelligence modifier.
The creature gains temporary hit points equal to 1d8
+ your Intelligence modifier for 1 minute. Presence of Courage
The creature’s movement speed is increased by a From 14th level, your commanding presence instills
number of feet equal to 5 times your Intelligence courage in yourself and your allies. You are immune to
modifier until the end of your next turn. the charmed and frightened conditions, friendly creatures
The creature gains a bonus to the next ability check that can see or hear you have advantage on saving throws
they make equal to your Intelligence modifier. against the charmed and frightened conditions.
Additionally, whenever a friendly creature starts its
Whenever a creature gains one of these benefits, it can
turn within 5 feet of you, it gains temporary hit points
immediately use its reaction to move up to half it’s speed,
equal to your Intelligence modifier.
without provoking opportunity attacks.
When you activate the radio, you gain a heat die.

Leader’s Intuition
Also at 3rd level, you gain a sense on how to best read,
lead or manipulate people. You gain proficiency in one of
the following skills of your choice: Insight, Persuasion or
Intimidation.
Construction Industry When you take damage while your mechanical wall is
granting you cover, you can use your reaction cause
After the Dragonsong War, Ishgard looked to rebuild. the wall to take that damage, instead of you taking it.
The Skysteel Manufactory, which had once built tools of This feature doesn’t transfer any other effects that
war and devastation, immediately lended it’s aid to might accompany the damage, and this damage can’t
rebuild the city state. The advances these machinists be reduced in any way.
made during this time led to the invention of machinery
to improve one’s physical strength and rapidly construct
defensive positions.
Gadgets
If a gadget has prerequisites, you must meet them to
Mechanical Wall learn it. You can learn the gadget at the same time you
At 3rd level, you have designed a new gadget, the meet its prerequisites. The gadgets are presented in
mechanical wall. As a bonus action, you can spend 10 alphabetical order.
battery points to place down a mechanical wall in a
space within 5 feet of you. When placed, the device
Air Anchor
instantly builds into a 5-foot long, 3-feet high wall that You have developed a harpoon capable of grounding
grants half-cover to any creature standing behind it. The airborne targets. As an action, you can spend 10 battery
wall counts as a medium object with 19 AC and 30 hit points to fire the air anchor at a target you can see within
points. The wall lasts for 1 minute, or until you use a 90 feet of you. Make a ranged gadget attack. On a hit, the
bonus action to dismantle it if you are within 5 feet of it. target takes 2d8 piercing damage, and it’s flying speed (if
You can have up to two mechanical walls at a time, and any) is reduce to 0 feet until the end of your next turn.
can’t activate a new one while you already have two When you use this gadget, you gain two heat dice.
present. Armed Explosive
When you place a mechanical wall, you gain a heat
Prerequisite: 5th level
die.
You have created a small but powerful explosive device.
Construction Armor As an action, you can spend 15 battery points to place the
Aslo at 3rd level, you develop a suit, worn over your explosive in an unoccupied space within 5 feet of you.
armor, that enhances your physical strength. You gain the When you do so, the explosive buries itself into the
following benefits: ground and becomes hidden. Another creature can spot
the explosive with a successful Wisdom (Perception)
Your carrying capacity is doubled. check against your gadget save DC. The explosive
Your jump height and distance are doubled. persists for 8 hours before it runs out of charge and
Your unarmed strikes deal damage equal to 1d4 + becomes nonfunctional.
your Strength modifier When a creature steps into the explosive’s space, it
You can use your Intelligence in place of Strength detonates. You can also detonate the explosive manually
whenever you make an Athletics check. using a bonus action. When the explosive detonates, all
creatures within 5 feet of the explosive must make a
Immovable Dexterity saving throw, taking 4d6 fire damage on a
When you reach 7th level, you make improvements to failed save, or half as much on a successful one.
your construction armor. You have advantage on saving When the explosive detonates, you gain a heat die.
throws against being forcibly moved or knocked prone.
Additionally, when you hit a creature with an unarmed Auto Crossbow
strike, you can push the creature up to 10 feet away. You have created a powerful automatic crossbow that
can deal damage over a wide area. As an action, you can
Amped Cover spend 10 battery points to unleash the auto crossbow.
Starting at 11th level, you improve your mechanical Creatures in a 30-foot cone before you must make a
walls. When you make a ranged weapon attack from Dexterity saving throw, taking 2d6 piercing damage on a
behind your mechanical wall, the attack deals an failed save, or half as much on a successful one.
additional 1d6 lightning damage. When you use this gadget, you gain two heat dice.
Mechanical Fortress Barrel Stabilizer
At 14th level, you make further improvements to your You have designed a barrel stabilizer for use with your
mechanical walls, allowing them to protect you even firearms. As a bonus action, you can spend 5 battery
against more accurate foes. You gain the following points to attach the stabilizer to a firearm you are
benefits: holding. The next weapon attack you make using the
firearm before the end of your turn ignores disadvantage
The AC of your walls increases to 20, and the HP caused by a hostile creature standing within 5 feet of you.
increases to 50. When you use this gadget, you gain a heat die.
The number of walls you can have active at once
increases to three.

MACHINIST | CONSTRUCTION
10
Bioblaster Coilgun
Prerequisite: 7th level Prerequisite: 11th level
You have created a potent chemical spewing weapon, the You have designed a potent weapon capable of firing
bioblaster. As an action, you can spend 15 battery points metal rods at high speeds. As an action on your turn, you
to unleash the bioblaster in a 30-foot cone in front of you. can spend 15 battery points to fire the coilgun at a
Each creature in that area must make a Constitution creature or object you can see within 60 feet of you. Make
saving throw. On a failed save, a creature takes 2d6 a ranged gadget attack. On a hit, the target takes 6d4
poison damage and is poisoned. On a successful save, a piercing damage. On a miss, the target takes half as
creature takes half as much damage and isn’t poisoned. much damage.
When you use this gadget, you gain two heat dice. When you use this gadget, you gain two heat dice.

Bishop Autoturret Darkvision Goggles


Prerequisite: 11th level You have designed a set of specialised goggles to see in
You have designed a small autonomous turret to fight the dark. As a bonus action, you can spend 5 battery
beside you. As an action, you can spend 15 battery points points to activate the goggles for 1 hour. While active, the
to place the turret in an unoccupied space within 5 feet of goggles grant you darkvision out to 120 feet.
you. The turret counts as a small object with AC 15 and When you use this gadget, you gain a heat die.
20 hit points. The turret persists until the end of your next
turn, at which point it powers off and must be placed
Deblilitator
again. When you start your turn, you can spend 5 battery Prerequisite: 11th level
points to extend the turret’s duration until the end of your You have created a powerful device that can cripple your
next turn. When you place the turret, and again at the foes. As an action, you can spend 20 battery points to
start of each of your turns while the turret persists, the activate the debilitator and target a creature you can see
turret grants the nearest allied creature within 60 feet of within 60 feet. Choose from acid, cold, fire, lightning, or
it 2d6 temporary hit points. thunder damage. The target must make a Constitution
When you activate this gadget, you gain two heat dice. saving throw. On a failed save, the creature becomes
debilitated for 1 minute. When a debilitated creature
Blank Shot takes damage of the chosen type, it takes an additional
You have created a specialised weapon for pushing back 2d6 damage of the chosen type.
your enemies. As an action, you can spend 5 battery When you use this gadget, you gain two heat dice.
points to fire the weapon. One creature of your choice
within 5 feet of you must make a Strength saving throw. Defibrillator
On a failed save, the creature is pushed back up to 15 You have designed a device capable of pulling a creature
feet and knocked prone. On a successful save, a creature back from the brink of death. As an action, you can spend
is pushed back 5 feet and isn’t knocked prone. 10 battery points and touch a creature that has 0 hit
When you use this gadget, you gain a heat die. points. The creature immediately becomes stable and
regains 1 hit point.
Chain Saw When you use this gadget, you gain a heat die.
You have designed a potent weapon capable of launching
saw blades at high speed. As an action, you can spend 10 Dismantle
battery points to unleash the chain saw. Creatures in a Prerequisite: 15th level
line 5-feet wide and 30-feet long before you must make a You have designed a powerful mechanism that can
Dexterity saving throw, taking 2d8 slashing damage on a destroy your foes defences. As an action, you can spend
failed save, or half as much on a successful one. 20 battery points to activate the machine and target a
When you use this gadget, you gain two heat dice. creature you can see within 60 feet. The creature must
make a Constitution saving throw. On a failed save, the
Cloaking Device creature’s Armor Class is reduced by 2 for 1 minute.
Prerequisite: 11th level When you use this gadget, you gain two heat dice.
You have designed a specialised device capable of
rendering anything invisible. As an action, you can spend Drill
20 battery points to activate the cloaking device. You and Prerequisite: 5th level
creatures of your choice within 5 feet of you become You have created a potent weapon that can fire drills at
invisible for up to 1 minute. The effect ends early if you your foes. As an action, you can spend 10 battery points to
or any other creature affected by this gadget move, fire the weapon. Make a ranged gadget attack against a
attack, cast a spell, or use any feature that forces another creature or object you can see within 30 feet. This attack
creature to make a saving throw. scores a critical hit on a roll of 19 or 20 on the d20. On a
When you activate this gadget, you gain two heat dice. hit, the target takes 2d6 piercing damage, or 2d10
piercing damage if the attack was a critical hit.
When you use this gadget, you gain two heat dice.

MACHINIST | GADGETS
11
Flamethrower Noise Blaster
Prerequisite: 11th level Prerequisite: 15th level
You have created a powerful device capable of spewing You have designed a potent device that can disorient your
flames at your foes. As an action, you can spend 20 foes with a blast of sound. As an action, you can spend 20
battery points to unleash the flamethrower and blast a battery points to activate the noise blaster and target a
gale of flame in a 60-foot cone in front of you. Each creature you can see within 30 feet of you. The creature
creature caught in the area must make a Dexterity saving must make a Constitution saving throw. On a failed save,
throw, taking 4d6 fire damage on a failed save, or half as the creature becomes disoriented until the end of it’s
much on a successful one. next turn. A disoriented creature must use its action
If you used this gadget during your last turn, you can before moving on its turn to make a melee attack against
activate it again for 10 battery points instead of the usual the closest creature other than itself that it can see.
cost. When you use this gadget, you gain two heat dice.
When you use this gadget, you gain three heat dice.
Proximity Alarm
Flashbang You have invented a small device to defend against
Prerequisite: 7th level unwanted intrusion. You can spend 5 battery points as a
You have designed a potent explosive that can blind foes. bonus action to place the device against a flat surface.
As an action, you can spend 15 battery points to activate When you place the device, you can designate any
and throw the flashbang at a point you can see within 30 number of creatures that the alarm will ignore.
feet. Any creature within 5 feet of the chosen point must The alarm remains active for 8 hours once it has been
make a Wisdom saving throw. On a failed save, a placed. While active, whenever a Tiny or larger creature
creature is blinded and deafened until the start of their that hasn’t been designated to be ignored enters within a
next turn. On a failed save, a creature is only deafened 30-foot radius of the alarm, the alarm triggers, producing
until the start of their next turn. the sound of a hand bell for 10 seconds that is audible out
When you use this gadget, you gain two heat dice. to 60 feet.
When you use this gadget, you gain a heat die.
Freeze Ray
Prerequisite: 11th level Rook Autoturret
You have invented a powerful device capable of freezing Prerequisite: 11th level
your enemies. As an action, you can spend 20 battery You have designed a small autonomous turret to fight
points to fire the freeze ray. Make a ranged gadet attack beside you. As an action, you can spend 15 battery points
against a creature you can see within 60 feet. On a hit, to place the turret in an unoccupied space within 5 feet of
the creature takes 3d12 cold damage and is restrained, you. The turret counts as a small object with AC 15 and
as it becomes frozen in a block of ice. 20 hit points. The turret persists until the end of your next
When you use this gadget, you gain two heat dice. turn, at which point it powers off and must be placed
again. When you start your turn, you can spend 5 battery
Heartbreaker points to extend the turret’s duration until the end of your
Prerequisite: 7th level next turn. When you place the turret, and again at the
You have created a powerful ranged weapon capable of start of each of your turns while the turret persists, the
easily finishing off foes. As an action, you can spend 15 turret makes an attack against the closest hostile
battery points to make an attack using the Heartbreaker. creature wihin 60 feet of it. The attack uses your gadget
Make a ranged gadget attack against a creature within attack modifier and deals 2d6 lightning damage on a hit.
30 feet. On a hit, a creature takes 3d6 piercing damage. If When you activate this gadget, you gain two heat dice.
the creature has less than half it’s maximum hit points
remaining, it takes an additional 3d6 damage. Satellite Beam
When you use this gadget, you gain two heat dice. Prerequisite: 15th level
You have created a potent laser fitted to a satellite drone.
Hoverboard As an action, you can spend 20 battery points to unleash
Prerequisite: 5th level the satellite beam at a point you can see within 120 feet.
You have created a device capable of ferrying you about Each creature in a 20-foot-radius sphere centered on that
the air. As an action, you can spend 15 battery points to point must make a Dexterity saving throw. A target takes
place down and activate the hoverboard, which remains 5d10 lightning damage on a failed save, or half as much
active until the start of your next turn. While the damage on a successful one. The target gains no benefit
hoverboard is active, you have a flying speed of 30 feet from cover for this saving throw.
and can hover. When you use this gadget, you gain three heat dice.
When you use this gadget, you gain a heat die.

MACHINIST | GADGETS
12
Silencer
You have designed a silencer for use with your firearms.
As a bonus action, you can spend 5 battery points to
attach the silencer to a firearm you are holding. Until the
end of your turn, weapon attacks made using the firearm
make no noise. Additionally, when you are hidden from a
creature and miss it with an attack using the firearm,
making the attack doesn’t reveal your position.
When you use this gadget, you gain a heat die.

Smoke Bomb
Prerequisite: 5th level
You have invented a small device capable of producing a
thick cloud of smoke. As an action, you can spend 10
battery points to throw the smoke bomb at a point you
can see within 60 feet, creating a cloud of smoke that
creates a heavily obscured area in a 25-foot radius. The
smoke dissipates at the start of your next turn.
When you use this gadget, you gain a heat die.

Stun Gun
Prerequisite: 7th level
You have designed a potent weapon capable of
unleashing electricity around you. You can spend 15
battery points as an action to activate the stun gun. Any
creature within 5 feet of you must make a Constitution
saving throw, taking 3d8 lightning damage on a failed
save, or half as much on a successful one.
When you use this gadget, you gain two heat dice.

MACHINIST | GADGETS
13
The Machinist
Changelog
V3
New: Subclass: Construction Industry
New: Gadgets: Defibrillator, Hoverboard
Fixed: Missing gadget from V2: Drill
Adjusted: Battery Points start at 25, scaling to 120, rather
than scaling with level.
Adjusted: All gadgets now require either an action or bonus
action to activate. Gadget heat gain has been adjusted
across the board.
Adjusted: Subclasses now gain features at 7th, 11th and
14th level, rather than 6th, 10th and 15th.
Adjusted: All subclass main 3rd level features now cost
battery, are considered gadgets, and gain heat.
Removed: Extra Attack, Reload, Gauss Round. Leans into
firearms loading property only allowing one attack, and
most gadgets being Actions anyway.
Reworked: Hypercharge now doubles stored heat dice, as
many bonus action gadget options grant a single heat die
now.
Adjusted: Tool Expertise and Combat Roll Improvement
moved to 6th level.
Reworked: Master Machinist gives damage bonus on
gadgets & heat damage.
Adjusted: Rapid Recharge is now at 18th level, rather than
gained at 14th and improved at 18th.
Adjusted: Reassemble can now be reused for a hefty battery
point cost.
Reworked: Marksman Industry’s ‘Grazing Shot’ is now
‘Graze Scope.’
Adjusted: Marksman Industry’s ‘Between the Eyes’ is now
‘Marksman’s Spite.’ Same effect, but it now deals extra
damage if the attack beats the target’s AC by 5 or more.
Adjusted: Demolition Industry’s ‘Explosive Innovator’ is now
‘Elemental Grenades.’ Now costs battery and damage is
reduced to 2d6.
Adjusted: Demolition Industry’s ‘Greater Grenades’
increases the damage of grenades to 3d6 as well as heat
gain.
Adjusted: Automaton Industry’s ‘Automaton Queen’ now
requires an action and 20 battery points to summon. Pile
Bunker costs battery, damage recued to 2d8. Automaton
Queen can now be healed by the mending cantrip. Can no
longer sacrifice attack to allow it to attack.
Adjusted: Automaton Industry’s ‘Quick Repairs’ no longer
lets you heal the Automaton Queen.
Removed: Automaton Industry’s ‘Promotion.’
New: Mechanical Fury at 11th level for the Automaton
Industry.
Adjusted: Automaton Industry’s ‘Emergency Barrier’ moved
to 14th level. Can now be triggered from any damage.
Adjusted: Commander Industry’s ‘Tactician’ is now ‘Tactical
Radio.’
Adjusted: Changed the wording of the Commander Industry
Analysis feature to clarify “strongest” and “weakest” saving
throws. The feature now only requires a bonus action to be
used.
Adjusted: Commander Industry’s ‘Advanced Tactics’ moved
to 11th level. ‘Presence of Courage’ moved to 14th + has an
extra effect.

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