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Mechanist

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 Martial Techniques
LevelProf. BonusSpecialFPKnownReadiedStances
1+2Devotion, Martial Techniques4331
2+2Adapted Toughness9431
3+2Devotion Feature13432
4+2ASI18532
5+3Devotion Feature22642
6+3Mechanical Resilience27642
7+3Devotion Feature31743
8+3ASI36743
9+4Devotion Feature40853
10+4Mechanical Resilience (two uses)45853
11+4Devotion Feature49953
12+4ASI54953
13+5Mechanical Resilience (three uses)581064
14+5Devotion Feature631064
15+5Mechanical Resilience (four uses)671164
16+5Devotion Feature, ASI721164
17+6--761274
18+6Mechanical Resilience (five uses)811274
19+6Epic Boon, ASI851375
20+6Devotion Capstone901375

Health Die: d8
Spell Die: d8

Hit Points at 1st level: 8 + Constitution score
Hit Points each level beyond 1st: 5 + Constitution modifier

Proficiencies:

Armor: Unarmored Defense (Wisdom)
Weapons: Simple weapons, two martial weapon groups of choice
Saving Throws: Constitution, Wisdom
Skills: Choose two of Arcana, History, Insight, Investigation, Medicine, Persuasion, Religion
Tools: Mechanist's Tools, choose one of Blacksmith's Tools, Thieves' Tools, Tinker's Tools

Starting Equipment:

  • Menu A (Weapons)
  • Menu B (Armor or ranged weapon)
  • Menu C (kits)
  • accessory items

Creating a Mechanist

Example Build:











Focus Points:

Martial Techniques: (All devotions have access to King's Game and Grinding Gear, some devotions gain an additional school)

Devotion: You may choose to undergo the limb removal process (if your species normally has limbs). If you do so, you gain proficiency with thaumecha. If you do not, you instead learn one geomancy, invocation, or martial technique of the appropriate level whenever you would gain the Mechanical Alteration ability.

Bishop: The Bishop devotion grants you proficiency with light armor, as well as proficiency with one additional weapon group, though this group must be ranged weapons.

Instead of gaining access to additional schools of martial techniques, Bishops may select an Enchanted Shot, Geomancy, or Invocation in place of a technique known. An enchanted shot functions as a technique, except it does not need to be readied and does not count against readied techniques.

Knight: The Knight devotion grants you proficiency with medium armor, as well as the Pawns customization.

The Knight devotion gains access to the Reaving Chains school.

Rook: The Rook devotion grants you proficiency with heavy armor, and you may use your constitution score in place of your strength for determining your AC bonus from shields.

The Rook devotion gains access to the Devil's Due school.

Princess: The Princess devotion does not grant armor proficiency, but instead you may use your charisma score in place of your dexterity score.

The Princess devotion gains access to the Heraldic Horn school, and may select Princess Invocations in place of a technique known.

Adapted Toughness: (At the start of each of your turns, gain temp HP equal to your wisdom modifier)

Mechanical Resilience (see fighter ability; can succeed on failed save, refreshes on long rest)


Subclasses

Bishop

1st Bottomless Quiver: You may spend 1 FP to gain a number of rounds of ammunition equal to three times your proficiency bonus. This ammunition is basic psuedomaterial and persists for 1 minute or until used.

Enchanted Shots: (on hit with a weapon attack, can expend a use to inflict status condition.)

  • charming (+ cantrip dice psychic damage; weapon damage is psychic instead. will save vs charm for 1 round. +1 round duration per max tech rank beyond 1st.)
  • exorcising (+ cantrip dice vs outsiders, outsiders must make a wisdom save vs paralysis 1 round. +1 round duration per 2 max tech rank.)
  • maiming (+ cantrip dice damage, for 3 rounds, regeneration and fast healing of the target is stopped. +1 round duration per max tech rank beyond 1st.)
  • punishing (+ cantrip dice damage, for 3 rounds, each time it strides or steps, it takes 1d8 psychic damage. +1d8 for per 2 max tech rank beyond 1st.{
  • unavoidable (on miss; +1d4 to attack roll, regardless of hit or miss, deal +1d4 force damage to target. +1d4 to attack and force damage per max tech rank beyond 1st.)
  • veiled (+ cantrip dice radiant damage, wisdom saving throw or have 5ft nearsightedness until start of your next turn.)

Mechanical Alteration

3rd Weapon Specialization

5th Add the following enchanted shots to the available list.

  • holding (+ cantrip dice force damage; charisma saving throw or target is restrained for 3 rounds, paralysis instead if attack crits or saving throw fails by more than 5)
  • searing ( + cantrip dice fire damage; wisdom saving throw or target gains vulnerability to fire for 3 rounds or until after it takes fire damage once, whichever is first)

Mechanical Alteration

7th

9th Mechanical Alteration

11th

14th Mechanical Alteration

16th

Knight

1st Pawns: (Can maintain up to two pawns. small statblock critter. Similar to weapon drones in Lancer). Gains Mechanical Alteration with each devotion feature, but may only apply it to pawns, and each is separate per pawn; all mechanical alterations on pawns draw from the same limit, but the number of slots is doubled for each level).

3rd May now use Mechanical alteration on self, separate abilities from pawns.

5th (Can now maintain up to three pawns)

7th (triples slots of total mechanical alteration for pawns)

9th Self Mechanical Alteration

11th (can now maintain up to four pawns)

14th Self Mechanical Alteration, quadruple slots for total mechanical alteration for pawns.

16th Self Mechanical Alteration

Princess

1st Inspiring Presence You have a pool of d4s equal to your proficiency bonus plus your charisma modifier. You may spend these inspiration dice as a free action whenever an ally other than you makes an attack roll, saving throw, or skill check to grant them a bonus on their roll equal to the result of the inspiration die. The target ally must be able to see or hear you and be within 60 feet. You regain all inspiration die upon completing a short rest.

3rd Mechanical Alteration

5th Crowned Princess: Select one of the following crowns. You gain the listed features and abilities for that crown at 5th level, and whenever you reach 9th level and 14th level. Argent Tiara

  • Whenever you spend an inspiration die and the triggering roll still fails, you regain that spend inspiration die immediately.

Golden Rule

  • Gain expertise with CHA-based skills, and may use charisma for attack and damage rolls when using a weapon with which you are proficient.

Steel-Crown

  • Gain +1 additional hit points per level and proficiency with light armor. You may spend an inspiration die when making a strike to grant yourself a bonus to the roll equal to the result, and if successful, you grant all creatures of your choice within 60 feet that can see or hear you temporary hit points equal to the inspiration die result plus your charisma modifier. These temporary hit points last for 1 minute.

7th Mechanical Alteration

9th

11th Mechanical Alteration

14th

16th Mechanical Alteration

Princess Invocations

You gain proficiency in a unique charisma skill, Coercion, which is used for casting princess invocations, as well as attempting to get your way by pouting, threatening, or flattering the problem. This includes if the problem is inanimate or patently absurd (though the DC may increase for repeated usage, and FP may be required for more magical effects). Princess Invocations function as normal invocations, with the following feature added to a failure result: On failure, you may spend FP equal to the target's level to turn the result into a success instead, and your invocation use is increased by +2 instead of +1.

Begone!! - You learn the following invocations: "Get Lost!!", "Go Away!!", and "Stay Back!!"

"Get Lost!!" (2 actions) - DC (Target's Intelligence DC); on a success, the target is teleported to a random free space within 20 feet of its original location, though it must wind up further away from you than it started, and its movement speed is reduced to 0 until the start of its next turn. Critical success: instead of reappearing instantly at the destination when teleported, the target is banished for 3 rounds. It may attempt an intelligence saving throw on its turn to return early (the movement speed.
"Go Away!!" - (1 action) DC (Target's Strength DC); on a success, the target is pushed directly away from you by up to 10 feet. Critical success: as success, but the target is pushed up to 30 feet away. If the target collides with an object or other creature, it takes damage as if it were falling the full distance of the push, even if its movement is stopped. You may increase the casting time of this invocation, increasing the distance the target is pushed by +10 feet (+30 feet on a critical success) for 2 actions, or +30 feet (+60ft on a critical success) for 3 actions.
"Stay Back!!" - (1 action) DC (Target's Charisma DC); on a success, the target is unable to willingly move closer to you for 1 round unless it succeeds on a charisma saving throw as an action. Critical success: as success, but the duration is 3 rounds, or until the target succeeds on the charisma saving throw.

I am talking!! You learn the following invocations: "Quiet!!", "Shut up!!", and "Silence!!"

"Quiet!!" - (Reaction, when a creature uses an ability with the verbal tag) DC (Target's Charisma DC); on a success, the triggering action is interrupted and wasted. Critical success: as success, and the target is stupefied 2 for 3 rounds.
"Shut up!!" - (2 actions) DC (Target's Charisma DC); on a success, the target is unable to speak, use arts, or cast spells for 3 rounds. Critical success: as success, but the duration is increased to 1 minute. The target may attempt a charisma saving throw as an action to end this effect early after the first round.
"Silence!!" - (3 actions) DC 18; on a success, creatures of your choice within 60 feet are unable to speak, use arts or special abilities, or cast spells for 3 rounds. Critical success: as success, but the duration is increased to 3 rounds. An affected creature may attempt a charisma saving throw as an action to end this effect early on itself.

Rook

1st Reactive Armor: Gain +2 HP per level. As a reaction when you take damage, you may reduce that damage by 1d8 + your level. You must complete a short or long rest to use this reaction again. At 6th, 9th, and 14th levels, the reduction increases by +1d8 and you may use this reaction an additional time without requiring a rest.

3rd

5th Mechanical Alteration

7th

9th Mechanical Alteration

11th

14th Mechanical Alteration

16th


Mechanical Alteration (can apply some abilities to your thaumecha. Can change abilities on a long rest, trading out one alteration slot for another of the same rank or lower.)

1st
  • Customization, Least (Gain a customization of your choice, up to least rank)
  • Thaumechanical Assist (Select one strength or dexterity based skill; you may use your constitution in place of the usual ability score with that skill.
    5th
  • Armorcraft I (Your thaumecha grants an additional +1 to AC, and its HP is increased by 5)
  • Customization, Lesser (Gain a customization of your choice, up to lesser rank)
  • Handicraft I (You may grant a +1 enhancement bonus to one weapon you have access to during a long rest. This enhancement only functions for you.)
  • Resistance, Energy (select one type of damage; gain resistance to that damage type equal to your level)
    9th
  • Armorcraft II (Your thaumecha grants an additional +2 to AC, and its HP is increased by 10)
  • Customization, Moderate (Gain a customization of your choice, up to moderate rank)
  • Handicraft II (You may grant a +1 bonus to two weapons, or a +2 bonus to one weapon.)
    14th
  • Armorcraft III (Your thaumecha grants an additional +3 to AC, and its HP is increased by 15)
  • Customization, Greater (Gain a customization of your choice, up to greater rank)
  • Dual Resistance (as energy resistance, but two damage types)
  • Handicraft III (You may grant a +1 bonus to three weapons, or a +2 bonus to one weapon and a +1 bonus to another, or a +3 bonus to one weapon.)
    20th
  • Armorcraft IV (Your thaumecha grants an additional +3 to AC, treats its damage reduction value as +2 higher, and its HP is increased by 25)
  • Customization, Masterwork (Gain a customization of your choice, up to masterwork rank)
  • Handicraft IV (You may grant up to +4 enhancement, distributed among 2-4 weapons of your choice, with a maximum bonus of +3.)

Customizations

(At least 20?), some can be restricted by level for balance. The body has 2 slots, the arms have 3 slots, and the legs have 3 slots. FP cost is based on proficiency bonus unless otherwise stated.

Aquatic Adaptation (Least)

(hold breath prof hours/long; 1 FP adds +10 minutes. 20ft swim speed)

Autoresuscitation (Moderate)

(Automatically stabilize when at 0 HP and do not have to make death saving throws) (as a reaction when reduced to 0 HP, may instead be reduced to 1 HP and gain temporary hit points equal to 3 * FP spent. You still gain wounded 1 from this.)

Extra Shields (Lesser)

(Gain pair of shields, can raise one for +1 shield AC or both together for +2 shield AC; do not apply strength to AC with them. Gain emergency shield reaction. When blocking with these shields, you spend FP to reduce damage equal to the FP spent. After a shield has blocked damage in this way, it cannot be used until you complete a short rest.)

Footbow (Least)

(You convert yourself into a siege weapon by spending all of your movement; you cannot move while the footbow is deployed, and are prone. The footbow deals 2d8 points of piercing damage, and has a range of 120/600ft. Arrows for the footbow cost 4 times as much, due to their size, but it may fire any special ammo designed for it. Returning to normal configuration is an action.)

High Jump Springs (Lesser)

(doubles jump distance, long and high. Also increases distance you can move with a jump in one turn.)
(FP spent when jumping increases long jump distance by +10ft per FP, and high jump by +5ft per FP)

Optical Camouflage (Lesser)

(Prof/Long can spend action to gain advantage to stealth checks until you move at least 30 feet; 3 FP, can become heavily obscured for 1 minute; 4 FP, can become invisible for 1 minute as greater invisibility)

Quadrupedal Configuration (Least)

(bonus action to activate; cannot use arms for holding, but speed increases by +10ft and advantage to saves to avoid becoming prone and against being moved. Effective height is halved for squeezing. Can stand up from prone as a bonus action in this mode, or as part of entering this mode)

Quick Blade (Lesser)

You may spend 1 FP to draw a dagger made of pure energy from this customization as if you were drawing a weapon normally. This dagger deals 1d4 points of electricity damage, and persists for 1 minute, or until the attack resolves if thrown (it has a range of 20'/60'). For every 2 FP spent on this dagger (including the original cost), it gains a +1 bonus to attack rolls, and deals +1d4 points of electricity damage.

Rapid Strike: (Moderate)

When making a Strike, you may reduce the multiple attack penalty for that strike by 1 by spending FP equal to the unmodified multiple attack penalty that attack would suffer.

Rocket Punch: (Lesser)

You may launch your arm as a ranged attack with a range of 20 feet, dealing damage based on your cantrip dice. Alternatively, you may make a trip, push, or steal maneuver instead at the same range. You may choose to use your dexterity or intelligence modifier for all purposes of this customization.

Sacrificial Limb: (Least)

As a reaction when you take damage, you may divert some or all of that damage to one of your limbs; choose the amount you would like to divert, and then roll a 1d10 and add that to the amount transferred. See the Aachian rules for damaging artificial limbs; this diverted damage is not reduced by the limbs' normal resistance to energy damage, but it does apply the reduction against physical damage to energy damage as well. Any damage in excess of the limb's HP is not applied to you.

Speed Module: (Moderate)

Your walking speed increases by +10 feet, and you gain the Speed Booster and Shine Spark actions.

Speed Booster (1-3 actions, 3 FP; once per turn) You stride twice for each action spent, all of your movement must be in a straight line. If you spend 6 FP, you may stride three times per action spent. You gain the Trample ability during this movement.
Shine Spark (2 actions, 4 FP; Must have used the Stride or Speed Booster actions as your previous action) You launch yourself in a straight line twice your speed, counting as flying and forced movement. You stop if you hit an obstacle that would not be destroyed by the damage from this ability. All creatures within your path take damage 1d6 points of damage per FP spent on Shine Spark, as well as any Speed Booster actions you have used since the start of your previous turn.
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Page last modified on September 16, 2025, at 06:20 AM