Mechanist (5e Class)

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Mechanist[edit]

Whether you're an innovative engineer, who uses feats of technology to create a versatile walking weapon capable of adapting to any situation using different gadgets and bodily modifications. Or, perhaps you're a magical bookworm looking to create something to do the heavy lifting you aren't capable of by fulfilling it with magical enhancements and strange powers. Either way, the big metal-man is willing and capable of fulfilling your every wish without question.

Creating a Mechanist[edit]

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Fullmetal Alchemist by Whoareuu[1].

Before you create a Mechanist, you should ask yourself what urged your character to become invested in machinery. Was your character a prodigious self-learning genius who innovated mechanical creations since a young age, or a military scientist furthering his pursuit of mechanical understanding for the sake of war?

Quick Build

You can make a Mechanist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Clan Crafter background. Third, choose Artificers Tools, a shortbow with 30 arrows and a Dungeoneers Pack.

Class Features

As a Mechanist you gain the following class features.

Hit Points

Hit Dice: 1d6 per Mechanist level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Mechanist level after 1st

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple weapons, Improvised weapons, Tinkerers weapons
Tools: Artificers Tools, Tinkerers Tools, Smiths Tools
Saving Throws: Intelligence, Dexterity
Skills: Choose 2 from Arcana, Sleight of Hand, Nature, Survival and Medicine.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Dagger or (b) Shortbow with 30 Arrows
  • (a) Smiths Tools or (b) Tinkerers Tools or (c) Artificers Tools
  • (a) Dungeoneers Pack or (b) Explorers Pack
  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The Mechanist

Level Proficiency
Bonus
Features
1st +2 Mech, Upgrade
2nd +2 Expanded Mind, Body Modification
3rd +2 Mechanistic Specialisation
4th +2 Ability Score Improvement,
5th +3 Expanded Mind, Repair
6th +3
7th +3 Mechanistic Specialisation Feature
8th +3 Ability Score Improvement, Expanded Mind
9th +4
10th +4 Mechanistic Specialisation Feature
11th +4 Expanded Mind
12th +4 Ability Score Improvement,
13th +5 Mechanistic Specialisation Feature
14th +5 Expanded Mind
15th +5
16th +5 Ability Score Improvement, Mechanistic Specialisation Feature
17th +6 Expanded Mind
18th +6
19th +6 Ability Score Improvement, Mechanistic Specialisation Feature
20th +6 Expanded Mind

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Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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Multiclassing[edit]

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Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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