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Puntos de Golpe

Dados de Golpe 1d8 por nivel

Competencias

DEX , INT

Machinist

Nivel Bonificador de Competencia Características Invention Tier Number of Inventions
1 + 2 Aether Battery Inventions 1 2
2 + 2 Aether Battery Inventions 1 2
3 + 2 Aether Battery Inventions 1 2
4 + 2 Aether Battery Inventions 1 2
5 + 3 Aether Battery Inventions 2 2
6 + 3 Aether Battery Inventions 2 3
7 + 3 Aether Battery Inventions 2 3
8 + 3 Aether Battery Inventions 2 3
9 + 4 Aether Battery Inventions 3 4
10 + 4 Aether Battery Inventions 3 4
11 + 4 Aether Battery Inventions 3 4
12 + 4 Aether Battery Inventions 3 4
13 + 5 Aether Battery Inventions 3 5
14 + 5 Aether Battery Inventions 3 5
15 + 5 Aether Battery Inventions 3 5
16 + 5 Aether Battery Inventions 3 5
17 + 6 Aether Battery Inventions 3 6
18 + 6 Aether Battery Inventions 3 6
19 + 6 Aether Battery Inventions 3 6
20 + 6 Aether Battery Inventions 3 6

Características de Clase

Nivel 1

Aether Battery
Inventions

Nivel 10

Graze

Nivel 11

Magnum Opus Feature

Nivel 12

Ability Score Improvement

Nivel 14

Combat Roll

Nivel 15

Magnum Opus Feature

Nivel 16

Ability Score Improvement

Nivel 18

Quick Charge

Nivel 19

Ability Score Improvement

Nivel 2

Mechanical Turret
Tech Support

Nivel 20

Magnum Opus Feature

Nivel 3

Magnum Opus

Nivel 4

Ability Score Improvement

Nivel 5

Extra Attack
Reload

Nivel 6

Eye for Design

Nivel 7

Magnum Opus Feature

Nivel 8

Ability Score Improvement

Competencias

Armor

light

Skills

Equipo Inicial

(a) a pistol and 20 bullets or (b) a dagger
(a) a musket and 20 bullets
(a) a set of artisan's tools of your choosing
an aetherconverter

Características de Clase

Aether Battery (Level 1)

Also beginning at 1st level, you have developed special energy modules you use in your inventions called aether batteries. You are able to support a number of aether batteries equal to your proficiency bonus + your Intelligence modifier. When you complete a short rest you are able to recharge a number of batteries equal to your proficiency bonus, and you recharge all of your batteries when you complete a long rest.

Each battery has 10 energy charges on it. These energy charges are expended when you use an invention. The power use of the battery changes based on the invention.

Inventions (Level 1)

Beginning at 1st level, you have begun to invent new wondrous equipment that both you and your allies can make use of. You can currently support 2 functional inventions, with the ability to further inventions as you level up. You also learn to support more complex and specialized inventions as you progress as a machinist.

You are able to support additional inventions at the 6th, 9th, 13th, and 17th levels. After completing three long rests, you may disassemble one of your inventions and build a new one.

The possible inventions you can build are listed at the end of the archetypes description.

Tech

Tech

Mechanical Turret (Level 2)

At 2nd level, you have built a mechanical ally which assists you in battle. You can review their stats in the statblock below.

In combat, the mechanical turret acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the mechanical turret to take the Attack action. If you are incapacitated, the mechanical turret can take any action of its choice, not just Dodge.

When the mechanical turret is reduced to 0 hit points, it turns off and falls to the ground. You can use your action and expend one of your aether batteries to reboot the turret. The mechanical turret turns back on after 1 minute with all its hit points restored.

When you finish a long rest, you complete maintenance and repairs on your mechanical turret. If it is still active it regains all its hit points.

Tech Support (Level 2)

Also starting at 2nd level, your training has lead to you becoming a highly agile fighter. Your speed is increased by 5ft. This bonus increases when you reach certain Machinist levels, as shown in the Machinist table.

Magnum Opus (Level 3)

At 3rd level, you choose an Magnum Opus that you emulate in the exercise of your Machinist abilities. Your Magnum Opus choice grants you features at 3rd level and then again at 6th, 11th and 17th level.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Reload (Level 5)

Beginning at the 5th level, ranged weapons you use lose their loading property.

Eye for Design (Level 6)

At 6th level, when assessing mechanical systems and intentional designs. You gain advantage on Investigation checks to understand how a mechanical system works and advantage on Survival checks to track a creature within a building, village, town or city.

Magnum Opus Feature (Level 7)

At 6th level, you gain a feature granted by your Magnum Opus.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Graze (Level 10)

Beginning at the 10th level, you are able to target your ranged attacks to cause negative effects on your target. Using your bonus action, you can empower your next shot to target a limb causing different effects. If your attack lands, your target must make a Dexterity saving throw against your Machinist save DC or fall under the selected effect. This effect lasts until your next action where applicable.

Graze Effects
LimbEffect

Head

Stunned

Heart

Frightened

Arm

Disarmed

Leg

Prone

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Magnum Opus Feature (Level 11)

At 11th level, you gain a feature granted by your Magnum Opus.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Combat Roll (Level 14)

At 6th level, when assessing mechanical systems and intentional designs. You gain advantage on Investigation checks to understand how a mechanical system works and advantage on Survival checks to track a creature within a building, village, town or city.

Magnum Opus Feature (Level 15)

At 17th level, you gain a feature granted by your Magnum Opus.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Quick Charge (Level 18)

At 18th level, all your batteries recharge when you complete a short rest.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Magnum Opus Feature (Level 20)

At 20thth level, you gain a feature granted by your Magnum Opus.

Multiclase

Requisitos de Multiclase

  • DEX: 13 o INT: 13

Competencias Obtenidas

Armor light
Weapons pistols , hunting rifles , revolvers , muskets

Subclases

Gaussian Marksman
FFXIV
Inventor's Legacy
FFXIV
Roboticist
FFXIV

Características de Subclase

Gaussian Marksman

Gaussian Marksman (Level 3)

The gaussian marksman is a skilled sharpshooter at heart and looks to revolutionize their craft through technology. Their magnum opus, the Gauss Barrel, provides them with various boons to always find their mark when making their shots. With their skills they hope to become the greatest shot in the world.

Gauss Barrel

3rd-level Gaussian Marksman feature

Beginning at 3rd level, you've completed work on the Gauss Barrel, a special attachment used with firearms and crossbows which highly improve the weapon's potential. The Gauss Barrel requires one Aether Battery to function. When you make a ranged weapon attack with your Gauss Barrel equipped you may spend one battery charge to add your Intelligence modifier to the attack and damage roll of the attack.

Heat Blast (Level 7)

6th-level Gaussian Marksman feature

Beginning at 7th level, you're able to capitalize on the heat generated by your Gauss Barrel. Each time you make a ranged weapon attack using the Gauss Barrel feature, you gain two heat charges. You can have a number of heat charges equal to your proficiency bonus.

When you make a ranged weapon attack using the Gauss Barrel, you can spend one heat charge to heat the ammunition, causing it to deal 1d6 bonus fire damage if it hits. This damage increases to 2d6 fire damage at 15th level.

Sharpshooter (Level 11)

11th-level Gaussian Marksman feature

Beginning at 11th level, when you make an attack improved by the Gauss Barrel, that attack crits on a die result of 19 or 20.

Heated Clean Shot (Level 15)

17th-level Gaussian Marksman feature

Beginning at 15th level, when you make an attack roll while the Gauss Barrel is attached, you may use a battery charge to gain advantage on the attack.

Marksman's Spite (Level 20)

17th-level Gaussian Marksman feature

Beginning at 20th level, the damage dealt by a critical hit is tripled. Additionally, your attacks improved by the Gauss Barrel feature land a critical hit on die result 18-20.

Inventor's Legacy

Inventor's Legacy (Level 3)

Machinists who have an endless thirst for innovation and the skills to make good on this passion for creation do not seek a single magnum opus behind, but rather a vast selection of wondrous machines. This is the Inventor's Legacy, a trove of great innovations used on countless adventures.

Well Oiled Machines

3rd-level Inventor's Legacy feature

Beginning at 3rd level, when an attack is made with your invention, it deals bonus damage equal to your Intelligence modifier.

Overnight Success (Level 7)

6th-level Inventor's Legacy feature

Beginning at 7th level, when you complete a long rest, you may disassemble one of your inventions and replace it with a new one. This act is considered to have taken place during the long rest.

Battery Stabilizer (Level 11)

11th-level Inventor's Legacy feature

Beginning at 11th level, your batteries have twice the charges they normal would have.

Jerry-Rigged (Level 15)

17th-level Inventor's Legacy feature

Beginning at 15th level, you have learned how to combine your hand held inventions into complex machines. You can combine inventions together that require 1 or 2 hands into a single machine. The number of hands required to hold all of the inventions you combine cannot exceed 5 hands. You can hold this combined machine using 2 hands.

Hyper Charger (Level 20)

20th-level Inventor's Legacy feature

Beginning at 20th level, when you complete a short rest you recharge all of your batteries. Additionally, the bonus damage of the Well Oiled Machines feature is doubled.

Roboticist

Roboticist (Level 3)

Driven by a passion of perfecting the automated systems of mechanical allies, the roboticist aims to create the perfect mechanical ally. Their turret was just the first step on a long path to creating a true marvel unlike the world has ever seen.

Regal Automoton

3rd-level Roboticist feature

Beginning at 3rd level, you have completed work on the basics of your Regal Automoton. This enhanced mechanical ally houses your turret within it to act as a control mechanism, replacing the mechanical turret as your mechanical ally. As a bonus action you may release the turret from the Automoton's shell and operate the turret separately, leaving the automoton inactive. As a bonus action you can have it reconnect with the automoton if it is within 5ft. of the shell. The Regal Automoton is controlled as described in the Mechanical Turret feature, but uses the stat block below.

Variable Armor (Level 7)

7th-level Roboticist feature

Beginning at 7th level, you have developed a series of armor enhancements which change the base functionality of your Regal Automoton. You have developed the following enhancements:

Queen's Armor

A moderately protective armor which pushes the automoton's offensive output. While wearing the queen's armor the automoton adds your Intelligence modifier to its weapon attacks and its speed is increased by 5ft. Additionally, it can change its unarmed strike damage type to slashing, piercing or lightning damage.

Knight's Armor

An armor with light armor, improving mobility of the regal automoton. The Regal automoton gains 10ft. of movement speed and the following trait and action:

Standing Leap. The regal automoton's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.

Deadly Leap. If the regal automoton jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains a creature. The creature must succeed on a Strength or Dexterity saving throw (target's choice) against your Tech save DC or be knocked prone and take 11 (1d10 + 3 + PB) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the automoton's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the automoton's space.

Rook's Armor. An armor with heavy plating to improve defensive capabilities. While wearing the Rook's Armor the Regal Automoton's AC is increased by your Intelligence ability modifier. When a creature you can see attacks a target other than you that is within 5 feet of the regal automoton, you can use your reaction to impose disadvantage on the attack roll.

Rook's Armor

An armor with heavy plating to improve defensive capabilities. While wearing the Rook's Armor the Regal Automoton's AC is increased by your Intelligence ability modifier. When a creature you can see attacks a target other than you that is within 5 feet of the regal automoton, you can use your reaction to impose disadvantage on the attack roll.

Advanced Combat Protocol (Level 11)

11th-level Roboticist feature

Beginning at 11th level, your Regal Automaton and Mechanical Turret attack twice when ordered to take the attack action.

Battery Charge Attack (Level 15)

15th-level Roboticist feature

Beginning at 15th level, you have developed a series of armor enhancements which change the base functionality of your Regal Automoton. You have developed the following enhancements:

Aetherial Ray

A canon installed in the chest cavity of the automoton powered using one of your aether batteries. Using 5 charges of your aether battery, as an action the canon unleashes a blast of aetherial energy in a 100ft. line that is 5 ft. line. Creatures in the affected area must make a Dexterity saving throw against your Tech save DC, taking 10d6 force damage on a failure and half as much on a success.

Crowned Collider

As an action, you spend 2 charges of your aether battery. Your automoton gains the effects of the dash action and then while moving at maximum speed delivers a powerful blow against a single target. The automoton makes an unarmed strike attack with advantage against a creature. This attack deals 2d10 bonus damage.

Pilebunker

As an action you can spend 2 charges of your aether battery to unleash a powerful shockwave attack. A stake installed in the arm of your automoton fills with aetheric energy and is plunges into the ground. All creatures in a 20ft. radius must make a Dexterity saving throw, taking 4d6 bludgeoning damage and fall prone on a failure, and half as much damage and do not fall prone on a success.

Style Change (Level 20)

20th-level Roboticist feature

Beginning at 20th level, you've figured out how to create the ultimate battle automoton, able to adapt to any situation. As an action you can change your Regal Automoton's armor and battery charge attack load out.