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An elf sits with her back to a bar, calmly looking down the barrel of an irate scavver's revolver. The gun fires, but the round bounces off an ornate ceramiron helmet that seems to have sprung up out of nowhere. Before anyone can react, a gauntleted fist slams into his gut and produces an ear-destroying boom and he crumples to the ground.

Shouts are heard as a gobbo sprints down an alleyway. As he rounds a corner, he pulls a bizarre cylinder from a pocket and tosses it into the wall where it embeds itself and begins to unfurl. Moments later, a private security team turns after him, only to be engulfed in a roaring jet of flame from the device, which then hops off the wall and skitters away backwards after it's master.

A splicer grunts as he hastily yanks his unconscious jeroboan friend into cover, narrowly dodging a hail of bullets. He fumbles in his bag for a moment, before pulling out a shifting vial of oily fluid. Tipping her head back and unsealing the container, he jams it into her mouth. Her wounds immediately begin to knit together and moments later her eyes snap open with a gasp.


Mechanists are experts in the intricate and potentially explosive workings of modern technology.

While others may be able to manipulate their tech to produce earth-shattering results, a mechanist possesses a deep and fundamental understanding of science and engineering, often along with a disconcerting disregard for health and safety, that allows them to produce today's mind-boggling technological marvels from not much more than that which others would view as useless trash.

Lifeblood of the New World

The New World relies on tech almost as much as it does on air. None of the massive corporations would be so prevalent or powerful as they are today without those individuals who possess the mastery of modern science pushing them forward. At the same time, the lesser populace within the enormous territories would have exponentially more difficult lives were it not for the ingenious tools and devices that help keep them afloat in a sea of corruption and greed.

Innovation Incarnate

A mechanist without aspirations is no better than the things they make. While their incentives differ greatly, mechanists share a common drive to progress, regardless of their lot in life. Whether they make weapons, tools, implants or vehicles, they all have an immense need to make each of their own inventions better than the last.

This incredible need to improve upon their creations reflects on themselves. No matter how many times their gadgets fail, break and/or explode, they never lose the ever-present buzz at the back of their mind that tells them to have another go at it.

Mechanist Table

Proficiency Widgets Active Tricks - Tech Slots per Tech Level -

Level Bonus Features Known Widgets Known 1st 2nd 3rd 4th 5th

1 +2 Techno-Tinkering, Techcasting - - 2 2 - - - -

2 +2 Tinker With Item 4 2 2 2 - - - -

3 +2 Mechanist Specialty, The Right Tool for the Job 4 2 3 3 - - - -

4 +2 Ability Score Improvement 4 2 3 3 - - - -

5 +3 Mechanist Specialty Feature 4 2 4 4 2 - - -

6 +3 Tool Expertise 6 3 4 4 2 - - -

7 +3 Flash of Genius 6 3 4 4 3 - - -

8 +3 Ability Score Improvement 6 3 4 4 3 - - -

9 +4 Mechanist Specialty Feature 6 3 4 4 3 2 - -

10 +4 High-End Item Adept 8 4 4 4 3 2 - -

11 +4 Tech-Storing Item 8 4 4 4 3 3 - -

12 +4 Ability Score Improvement 8 4 4 4 3 3 - -

13 +5 - 8 4 4 4 3 3 1 -

14 +5 High-End Item Savant 10 5 4 4 3 3 1 -

15 +5 Mechanist Specialty Feature 10 5 4 4 3 3 2 -

16 +5 Ability Score Improvement 10 5 4 4 3 3 2 -

17 +6 - 10 5 4 4 3 3 3 1

18 +6 High-End Item Master 12 6 4 4 3 3 3 1

19 +6 Ability Score Improvement 12 6 4 4 3 3 3 2

20 +6 Symbiotic Technolink 12 6 4 4 3 3 3 2

Class Features

As a mechanist, you gain the following features.

Hit Points

Hit Dice: 1d8 per mechanist level

Hit Points at 1st Level: 8 + your constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mechanist level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Civilian weapons, Military Firearms

Tools: Locksmiths' tools, Basic toolkits, one type of technician's tools of your choice

Saving Throws: Constitution, Intelligence

Skills: Choose two from Technology, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

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

Techno-Tinkering

At 1st level, you learn how to integrate simple tech into regular objects. To use this ability, you must have locksmiths' tools or technician's tools in hand. You then touch a Tiny standard object as an action and give it one of the following technological properties of your choice:

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can modify multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Techcasting

You have studied the basics of modern tech and how to conduct it through objects. As a result, you have gained the ability to cast tech. To observers, you don't appear to be casting tech in a conventional way; you look as if you're producing it using standard items or outlandish inventions.

Tools Required

You need appropriate tools to use your techs. You must have a techcasting focus - specifically locksmiths' tools or some kind of technician's tool - in hand when you cast any tech with this Techcasting feature (meaning the tech has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.

After you gain the Tinker With Item feature at 2nd level, you can also use any of your widgets as a techcasting focus.

Tricks

At 1st level, you know two tricks of your choice from the mechanist tech list. At higher levels, you learn additional mechanist tricks of your choice, as shown in the Tricks Known column of the Mechanist Tech table.

When you gain a level in this class, you can replace one of the mechanist tricks you know with another trick from the mechanist tech list.

Preparing and Casting Techs

The Mechanist Tech table shows how many tech slots you have to cast your mechanist techs. To cast one of your mechanist techs of 1st level or higher, you must expend a slot of the tech's level or higher. You regain all expended tech slots when you finish a long rest.

You prepare the list of mechanist techs that are available for you to cast, choosing from the mechanist tech list. When you do so, choose a number of mechanist techs equal to your Intelligence modifier + half your mechanist level, rounded down (minimum of one tech). The techs must be of a level for which you have tech slots.

For example, if you are a 5th-level mechanist, you have four 1st-level and two 2nd-level tech slots. With an Intelligence of 14, your list of prepared techs can include four techs of 1st or 2nd level, in any combination. If you prepare the 1st-level tech cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the tech doesn't remove it from your list of prepared techs.

You can change your list of prepared techs when you finish a long rest. Preparing a new list of mechanist techs requires time spent tinkering with your techcasting focuses: at least 1 minute per tech level for each tech on your list.

Techcasting Ability

Intelligence is your techcasting ability for your mechanist techs; your understanding of the theory behind magic allows you to wield these techs with superior skill. You use your Intelligence whenever a mechanist tech refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mechanist tech you cast and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

Tech attack modifier = your proficiency bonus + your Intelligence modifier

Script Casting

You can cast a mechanist tech as a script if that tech has the script tag and you have the tech prepared.

Tinker with Item

At 2nd level, you gain the ability to install certain technologies into standard items. The high-end items you create with this feature are effectively prototypes of permanent items.

Infusions Known

When you gain this feature, pick four mechanist infusions to learn, choosing from the "Mechanist Widgets" section at the end of the class's description. You learn additional widgets of your choice when you reach certain levels in this class, as shown in the Widgets Known column of the Mechanist table.

Whenever you gain a level in this class, you can replace one of the mechanist widgets you learned with a new one.

Tinkering with an Item

Whenever you finish a long rest, you can touch a standard object and imbue it with one of your mechanist widgets, turning it into a high-end item. A widget works on only certain kinds of objects, as specified in the widget's description. If the item requires installation, you can install it into yourself the instant you finish tinkering with the item. If you decide to install the item later, you must do so using the normal process for installation (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

Your widget remains in an item indefinitely, but when you die, the widget vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The widget also vanishes if you give up your knowledge of the widget for another one.

You can tinker with more than one standard object at the end of a long rest; the maximum number of objects appears in the Active Widgets column of the Mechanist table. You must touch each of the objects, and each of your widgets can be in only one object at a time. Moreover, no object can bear more than one of your widgets at a time. If you try to exceed your maximum number of widgets, the oldest widget immediately ends, and then the new widget applies.

If a widget ends on an item that contains other things, like a [bag of holding], its contents harmlessly appear in and around its space.

Mechanist Specialist

Mechanists pursue many disciplines. Here are specialist options you can choose from at 3rd level.

The Right Tool for the Job

At 3rd level, you learn how to produce exactly the tool you need: with locksmiths' tools or technician's tools, you can create one set of technician's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of tech, the tools are standard, and they disintegrate when you use this feature again.

Ability Score Improvement

When you reach 4th, 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.

Tool Expertise

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

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

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make high-end items:

Tech-Storing Item

At 11th level, you learn how to store tech in an object. Whenever you finish a long rest, you can touch one civilian or military weapon or one item that you can use as a techcasting focus, and you store one tech in it, choosing a 1st- or 2nd-level tech from the mechanist tech list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the tech's effect from it, using your techcasting ability modifier. If the tech requires concentration, the creature must concentrate. The tech stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store tech in an object.

Magic Item Savant

At 14th level, your skill with high-end items deepens more:

Magic Item Master

Starting at 18th level, you can have up to six magic items installed at once.

At 20th level, the items you create are embedded with data relays that can assist you in a pinch.

Mechanist Widgets

Mechanist tinkering is an extraordinary process that installs something colloquially known as a "widget" into a standard object, converting it into a high-end item.

The description of each of the following widgets details the type of object that can receive it, along with whether the resulting high-end item requires installation.

Some widgets specify a minimum mechanist level. You can't learn such a widget until you are at least that level.

Unless a widget's description says otherwise, you can't learn an infusion more than once.

Powered Propulsion Armor

Prerequisite: 14th-level mechanist

Item: A suit of armor (requires installation)

The wearer of this armor gains these benefits:

Exomuscular Armor

Item: A suit of armor (requires installation)

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

The armor regains 1d6 expended charges daily at dawn.

Retrotranslation Boots

Prerequisite: 6th-level mechanist

Item: A pair of boots (requires installation)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Tech Focus

Item: A crack, cyberdeck, or dongle (requires installation)

While holding this item, a creature gains a +1 bonus to tech attack rolls. In addition, the creature ignores half cover when making a tech attack.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Item: A civilian or military weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

HUD-Hat

Prerequisite: 10th-level mechanist

Item: Head armor (requires installation)

While wearing this head armor, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.

Utility Droid

Item: A gem or crystal worth at least 10000$$

You learn intricate methods for digitally constructing a special droid that serves you. The item you tinker with serves as the creature's processor, around which the creature's body instantly forms.

You determine the droid's appearance. Some mechanists prefer stylised bird-drones, whereas some like humorous hardlight projections or just tiny, hovering messes of wire.

The droid is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Utility Droid stat block, which uses your proficiency bonus (PB) in several places.

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.

The droid regains 2d6 hit points if the Quick Fix tech is cast on it. If you or the droid dies, it vanishes, leaving its processor in its space.

UTILITY DROID

Tiny construct

Armor Class 13 (natural armor)

Hit Points 1 + your Intelligence modifier + your mechanist level (the utility droid has a number of Hit Dice [d4s] equal to your mechanist level)

Speed 20 ft., fly 30 ft.

STR: 4 (-3)

DEX 15 (+2)

CON 12 (+1)

INT 10 (+0)

WIS: 10 (+0)

CHA: 7 (-2)

Saving Throws

Dex +2 plus PB

Skills

Perception +0 plus PB x 2, Stealth +2 plus PB

Damage Immunities

Poison

Condition Immunities

Exhaustion, poisoned

Senses

Darkvision 60 ft., passive Perception 10 + (PB x 2)

Languages

Understands the languages you speak

Challenge

Equal to your proficiency bonus (PB)

Evasion. If the Utility Droid is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

Reactions

Channel Tech. The Utility Droid delivers a tech you cast that has a range of touch. The Utility Droid must be within 120 feet of you.

Synaptic Lining

Item: A suit of armor or robes

The item's lining can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a tech, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Flash Weapon

Prerequisite: 6th-level mechanist

Item: A civilian or military weapon (requires installation)

This tech weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Hardlight Rounds

Item: A civilian or military weapon with the ammunition property (requires installation)

This tech weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack. If a ranged attack made with the weapon is a critical hit, you may make an additional attack with it as a free action.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of hardlight ammunition when you make a ranged attack with it. The ammunition created by the weapon dissipates the instant after it hits or misses a target.

Replicate Tech Item

Using this widget, you replicate a particular tech item. You can learn this widget multiple times; each time you do so, choose a tech item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the tech item from among the common tech items in the game, not including sodas or burners.

In the tables, an item's entry tells you whether the item requires installation (attunement). See the item's description in the Dungeon Master's Guide for more information, including the type of object required for its making.

Replicable Items (2nd-Level Mechanist)

Tech Item

Requires Installation

Portable Microbrewery

No

Engrammatic Cube

No

Bubble Helmet

No

Night-Vision Goggles

No

Autocord

No

Burner SIM Card

No

Anomaly-Detection Dongle

No

Security-Analysis Dongle

No

Replicable Items (6th-Level Mechanist)

Tech Item

Requires Installation

Sneaky Sneaks

No

Hooligan's Hoodie

Yes

Aqua-Pack

No

Memetic Contacts

Yes

Membrane Gloves

No

Anti-Cloaking Emitter

No

Creepy-Ass Theramin

No

Hydromagnetism Keyring

No

Replicable Items (10th-Level Mechanist)

Tech Item

Requires Installation

Pneumatic Leg-Braces

Yes

Heatsink Sandals

Yes

Targeting Gauntlets

Yes

Force Ablation Module

Yes

Ballistic Cloak

Yes

Telescopic Contacts

Yes

Hydraulic Arm-Braces

Yes

Interception Gloves

Yes

Terrain Gloves

Yes

HeadCamo

Yes

Neural RAM

Yes

Encrypted Neuromanipulator

Yes

Discreet Neuroscanner

Yes

Tracheal Atmoformer

Yes

Synthtissue Fabricator

Yes

Sonic Rat Wrangler

Yes

Engrammatic Armory

No

Gravslip Keyring

Yes

Neuroshield Keyring

Yes

Spider-Sneaks

Yes

Hovercalves

Yes

Replicable Items (14th-Level Mechanist)

Tech Item

Requires Installation

Micro-Organ Suite

Yes

Industrial Lifting Harness

Yes

Jetcalves

Yes

Smart-heelies

Yes

Reactive Bracers

Yes

Stalker's Cloak

Yes

Firewall Handcuffs

No

Visual Superposition Lens

Yes

Ultraphone

No

Slippery Bastard's Keyring

Yes

Defensive Keyring

Yes

Donker's Keyring

Yes

Repulsion Shield

Prerequisite: 6th-level mechanist

Item: A shield (requires installation)

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor

Prerequisite: 6th-level mechanist

Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you tinker with the item: acid, cold, fire, kinetic, lightning, entropic, poison, software, neon, or thunder.

Returning Weapon

Item: A civilian or military weapon with the thrown property

This tech weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Tech-Refuelling Ring

Prerequisite: 6th-level mechanist

Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended tech slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Mechanist Subclasses

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