Class_ FFXIV's Machinist - The Homebrewery
Class_ FFXIV's Machinist - The Homebrewery
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.
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.
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.
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.