Livspoeng
Kyndigheter
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 13
Niva 14
Niva 15
Niva 16
Niva 17
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 8
Niva 9
Startutstyr
Klasseegenskaper
Suppressive Fire (Level 1)
Beginning at level 1, when you use Ready action to prepare to attack a target creature, you are able to disable your target temporarily. If your attack hits, the target grature must make a Constitution saving throw against your Machinist save DC. On a failed save the creature is knocked prone and their speed becomes 0ft. until the end of their turn.
Machinist
Technical Support (Level 2)
Beginning at the 2nd level, you are able to use your artisan's tools to disarm mechanical traps.
Sounding Sentry (Level 2)
Also at the 2nd level, you have developed a tiny device which casts the alarm spell. You can affix it to a door or window, or have it monitor an area around itself in a 20ft. cube. You may use the device once before needing to charge it during a long rest.
Machinist Archetype (Level 3)
At 3rd level, you choose which area of inventing you wish to pursue. You choose the Marksman, Tinkerer or Grenadier archetype.
Technologist (Level 3)
Also at 3rd level, you may have developed technologies alongside your Machinist archetype. Certain actions may require creatures to make saving throws or you to make attack rolls to hit. These are calculated as follows:
Tech
Tech
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.
Peloton (Level 6)
Beginning at the 6th level, your mental stamina allows you to push your body further. Your base movement increases by 5ft. and you may use your Intelligence modifier for Initiative rolls.
Machinist Archetype Feature (Level 6)
At 6th level, you gain a feature granted by your Machinist Archetype.
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.
Eye For Design (Level 9)
Beginning at the 9th 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.
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.
| Limb | Effect |
|---|---|
Head | |
Heart | |
Arm | Disarmed |
Leg |
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.
Machinist Archetype Feature (Level 11)
At 11th level, you gain a feature granted by your Machinist Archetype.
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 13)
Beginning at the 13th level, during battle you are able to perform a combat role. When you are targeted by an attack, you may use your reaction to impose disadvantage on the attack and move 5ft. to an open space without provoking an attack of opportunity. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Ricochet (Level 14)
Beginning at the 14th level, you may spend your reaction to perform a ricochet shot if you are attacking with a firearm. Upon landing a successful attack, you make a second attack against a creature within 5ft. of the first targeted creature. This second attack does not consume ammunition.
Emergency Rescue (Level 15)
Beginning at the 15th level, you have developed a life saving device which casts cure wounds on creatures with 0 hit points on contact. Intelligence is your spell casting ability for this device.
As an action you can throw the palm sized spherical device at a creature within 20ft. of you. If you have 0 hit points at the start of your turn and the device in your possession, it will automatically activate and heal you as a free action.
The device can cast cure wounds once. The device is recharged when you finish a short rest.
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.
Machinist Archetype Feature (Level 17)
At 17th level, you gain a feature granted by your Machinist Archetype.
Cloaking Device (Level 18)
Beginning at the 18th level, you've developed a cane sized device which turns you and all creatures within a 5ft. radius of you invisible for 1 minute. All creatures must remain within 5ft. of the device to retain invisibility. You can use the cane once before you need to recharge it during a long 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.
Midas Touch (Level 20)
Beginning at the 20th level, as a bonus action you can complete maintenance on an invention in an instant. You must then finish a long rest to use Midas Touch again.
Firearms and Creations
The cost of firearms and to rebuild lost, destroyed or stolen accessory equipment granted by features can be found in the Machinist Appendix D on page 106.
Multiklassing
Multiklassekrav
- DEX: 13 eller INT: 13
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Grenadier
Grenadier (Level 3)
The Grenadier has focused their studies on the creation and mastery of explosive arms.
Explosive Innovator
3rd-level Grenadier feature
Beginning at level 3, you've completed the plans to create your grenadier bombs. During a long rest, you are able to prepare and keep a number of bombs equal to your Intelligence modifier. Only you may use these bombs. A bomb costs 1 silver in materials to create.
As an action you throw a bomb within 30ft. of you. All creatures in a 5ft. sphere make a Dexterity saving throw against your Grenadier DC. The creatures takes 1d8 fire damage on a failed save and half as much on a success. This damage increases by another d8 at the 6th, 11th and 17th levels.
Additionally, you may craft one specialty bomb during a long rest. These bombs act as though you cast that spell centered on the point where you threw your bomb. The effect of your specialty bombs is challenged using your Tech save DC. You may only possess one type of each specialty bomb at a time. The bomb effect lasts the maximum amount of time the spell allows for concentration spells.
You may build a specialty bomb to cast its spell at a higher level by temporarily giving up a bomb slot for each level you want to raise the casting level of the specialty bomb. The slots return after the bomb is used.
| Level | Spell Bombs |
|---|---|
3rd | |
6th | pyrotechnics (no fire required), web |
11th | |
17th |
Planned Detonation
3rd-level Grenadier feature
Beginning at the 3rd level, you know how to adjust your bombs to prevent friendly fire. As a bonus action you may select a number of creatures equal to your intelligence modifier who are unaffected by the effects of a bomb you use during the same turn.
Proximity Detonation (Level 6)
6th-level Grenadier feature
Beginning at the 6th level, you can set your bomb to go off when any creature wanders within 5ft. of the bomb.
Plentiful and Potent (Level 11)
11th-level Grenadier feature
Beginning at the 11th level, you double the number of bombs you can create during a long rest and can carry. Additionally you may hold two of each specialty bomb. Additionally your basic bombs can be detonated with a range up to 15ft. radius.
Bomb Launcher (Level 17)
17th-level Grenadier feature
Beginning at the 17th level, you've developed a specialized launcher for your bombs which mounts on your forearm. You double the range of your bombs. Additionally, damaging effects of your bombs deal additional damage equal to your Intelligence modifier.
Marksman
Marksman (Level 3)
You have decided to focus on your marksmanship, developing tools and skills to assist in your sharpshooting.
Gauss Barrel
3rd-level Marksman feature
At 3rd level you have completed your work on a specialized barrel to attach to your firearm. While equipped and functioning you gain +2 to your attack and damage rolls. The Gauss barrel can assist a number of shots equal to your Intelligence modifier before requiring a cleaning completed at the end of a short or long rest. This bonus increases by 1 at the 6th, 11th and 17th level.
Hawkeye Goggles (Level 6)
6th-level Marksman feature
At 6th level you have completed special goggles to assist in shooting and scouting over long distances. While wearing the goggles you gain proficiency in the Perception skill checks involving sight and may use Intelligence for those checks. You can see up to 4 miles in clear conditions and increase the normal range of your ranged weapons by 30ft.
Lock-On (Level 11)
11th-level Marksman feature
At the 11th level, you double the number of Gauss Barrel shots available to you. While wearing your Hawkeye Goggles, when you make an attack roll with with your Gauss Barrel effect your weapon can shoot at maximum range without disadvantage.
Sniper (Level 17)
17th-level Marksman feature
Beginning at the 17th level, when you land a critical hit, the damage is tripled. You score a critical hit on a die result 19 or 20.
Tinkerer
Tinkerer (Level 3)
You have decided to focus your efforts on the production of miniature turrets. These turrets come in many shapes and sizes and serve specific purposes.
Clockwork Companion
3rd-level Tinkerer feature
Also 3rd level, you have completed development of your turret companion alongside the selection of your machinist archetype. You select between the Rook Autoturret and Bishop Autoturret stat block.
When you complete a short rest, you are able to decide what load out the turret makes use of, changing its stat block between the two options.
In combat, the 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 your one of your attacks when you take the Attack action to command the turret to take the Attack action.
If you are incapacitated, the turret can take any action of its choice, not just Dodge.
If the turret runs out of hit points, it become inoperable. The turret will require 10 GP in materials and 1 day to complete repairs on the machine. When making repairs to your turret while it still has hit points, you spend 1 GP in materials and complete the repairs at the end of a short rest. If your turret is totally lost to you and needs to be fully rebuilt, it will cost you 100 GP in materials at 3rd level, with an additional 50 GP for each additional machinist level. At the end of completing repairs, the turret recovers all of its missing hit points.
Sensory Input (Level 6)
6th-level Tinkerer feature
Beginning at the 6th level, you have developed a head piece which allows you to see what the turret's camera perceives and hear what the turret is able to hear.
Tripod Stance (Level 11)
11th-level Tinkerer feature
Beginning at the 11th level, you have developed stance gear for your turrets. They are able to use their action to use their stance action.
Promoted (Level 17)
17th-level Tinkerer feature
Beginning at the 17th level, your turrets activate their promotion ability for a number of rounds equal to your intelligence modifier rounded down. You must then finish a long rest to use Promoted again.