Nowadays, it's almost unheard of that any field operations are undergone without heavy technological support. But what are you going to do if that technology fails?
Field mechanics take the roles of protectors and medics in a group, ensuring equipment and people alike are in good working order.
This task is difficult to do alone, so many field mechanics use their immense technological knowhow to construct an "ADD" to cover them while they conduct vital repairs.
3rd-level Field Mechanic feature
You gain proficiency with mechanic's tools. If you already have this proficiency, you gain proficiency with one other type of technician's tools of your choice.
3rd-level Field Mechanic feature
You always have certain tech prepared after you reach particular levels in this class, as shown in the Field Mechanic Techs table. These techs count as mechanist techs for you, but they don't count against the number of mechanist techs you prepare.
Field Mechanic Tech table
Mechanist Level |
Tech |
3rd |
Simp, Emergency Barrier |
5th |
Neon Strike, Encouraging Wink |
9th |
Medical Nanite Swarm, Suppressing Fire |
13th |
Diagnostic Nanite Swarm, Burning Swarmshield |
17th |
Banishing Strike, Medical Nanite Burst |
3rd-level Field Mechanic feature
Your combat training and your experiments with technology have paid off in two ways:
3rd-level Field Mechanic feature
Your tinkering has borne you a faithful companion, an ADD. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the ADD stat block, which uses your proficiency bonus (PB) in several places. You determine the droid's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the droid shares your initiative count, but it takes its turn immediately after yours. It can move 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 action. That action can be one in its stat block or some other action. If you are incapacitated, the droid can take any action of its choice, not just Dodge.
If the quick-fix tech is used on it, it regains 2d6 hit points. If it has died within the last hour, you can use your mechanic's kit as an action to revive it, provided you are within 5 feet of it and you expend a tech slot of 1st level or higher. The ADD regains function after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new ADD if you have your mechanic's kit with you. If you already have a shield droid from this feature, the first one immediately perishes. The droid also perishes if you die.
Auxiliary Defence Droid (ADD) Medium Machine Armor Class 15 (natural armor) Hit Points 2 + your Intelligence modifier + five times your mechanist level (the defender has a number of Hit Dice [d8s] equal to your mechanist level) Speed 40 ft. STR: 14 (+2) DEX: 12 (+1) CON: 14 (+2) INT: 4 (-3) WIS: 10 (+0) CHA: 6 (-2) Saving Throws Dex +1 plus PB, Con +2 plus PB Skills Athletics +2 plus PB, Perception +0 plus PB x 2 Damage Immunities Poison Condition Immunities Charmed, exhaustion, poisoned Senses Darkvision 60 ft., passive Perception 10 + (PB x 2) Challenge Your proficiency bonus (PB) Vigilant. The droid can't be surprised. Actions Kinetic Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage. Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it. Reaction Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender. |
5th-level Field Mechanic feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
9th-level Field Mechanic feature
You've learned how to program nanosurgeons to harm or heal. When either you hit a target with a tech weapon attack or your shield droid hits a target, you can release nanosurgeons to create one of the following effects:
You can use these canisters a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
15th-level Field Mechanic feature
Your Nanosurgeon Canisters and ADD become more powerful: