Mechanist There was once was a man who had a simple desire, to play a fantasy role playing game as a 7 year old gnome child who utilized a mechanical suit to fight evil. However there was a problem, no such class existed. But the man had no fear, and soon managed to create a class to fit his outlandish desires. Creating a Mechanist What sets a Mechanist apart from the average class is its heavy reliance on the Exo-Suit that they are able to craft. While the Mechanist does not have spells, magic connects the user to the suit and players should consider flavoring how their suit works within that framework. Do they enchant small lodestones across an otherwise normal set of metal plates? Or is the entire suit magical, each part acting in conjunction with the others? What does the suit actually look like and what aesthetic choices reflect its designer? Most importantly, do not forget about the person under the suit. What lead them to tinkering armor like this? Was a parent or teacher an inspiration for an otherwise unseen level of powerful armor? Or is armor like this common and considered a rite of passage for any young Mechanist hoping to rise to fame? All of these questions should be considered while crafting your Mechanist. quick build You can make a Mechanist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by either Strength, Dexterity or Consitution. Second, choose the Sage background. Class Features As a Mechanist you gain the following class features. Hit Points Hit Dice: 1d4 Hit points at 1st level: 4+ Con modifier; Higher Levels: 1d4 (or 3) + Con modifer Proficiencies Armor : clothes

: clothes Weapons : Simple Weapons. 2 Martial melee weapons and 2 martial ranged weapons

: Simple Weapons. 2 Martial melee weapons and 2 martial ranged weapons Tools : Tinker's tools, Smith's tools, Leatherworking tools

: Tinker's tools, Smith's tools, Leatherworking tools Saving Throw Intelligence and Wisdom

Intelligence and Wisdom Skils: Choose three from Acrobatics. Arcana, Athletics, History, Investigation, Perception, and Sleight of Hand Mechanist Level Proficiency Bonus Features 1st +2 Robit Frame 2nd +2 Tool Expertise 3rd +2 Robit Frame Chassis, Energy Distribution System 4th +2 Ability Score Improvement 5th +2 Extra Attack 6th +3 Magical Item Analysis 7th +3 Robit-Suit Chassis Feature 8th +3 Ability Score Improvement 9th +4 Emergency Repairs 10th +4 Supior Attunment 11th +4 Self-Destruct Routine, Extra Attack (2) 12th +4 Ability Score Improvment 13th +5 Robit Chassis Feature 14th +5 Armor Master 15th +5 Emergency Repair (2) 16th +5 Ability Score Improvement 17th +6 Robit Chassis Feature 18th +6 Improved Robit Chassis Feature 19th +6 Ability Score Improvment 20th +6 Remote Control Equipment You start with the following equipment in addition to the equipment granted by your background: (a) a martial melee weapon or (b) two simple melee weapons

(a) a light crossbow or (b) 4 javelins

(a) a scholar's pack or (b) an explorer's pack

Your Robit frame, Smith's tools, Tinker's tools, and Leatherworkers tools Robit Chassis Your Robit is a full body suit that is magically linked to you. Only you have the technical expertise to operate and repair your Robit. Your Robit provides you with full coverage from attacks and has its own pool of Hit Points seperate from your own.

At Level 1 you have only constructed the bare frame of your chassis, in this state your Robit provides you with 1/2 cover. At Level 2 you make additional progress in finishing your design allowing your Robit to give you 3/4 cover. At Level 3 you finally finish constructing the full chassis. While operating the completed Robit you have full cover from all attacks and are immune to psychic damage. However, whenever the Robit suffers elemental damage (Cold, Fire, or Lightning)you directly take 1/2 the damage subtracting an amount equal to a Constitution saving throw. You can repair your Robit, replenishing its Hit Points during a short rest. You can reapir 4+ you Intellegence modifier a number of times equal to your Mechanist level. It is repaired completely over a long rest. If your Robit's Hit points ever drop to zero, you are forceblly rejected from it 10ft away. Make a Dexterity Saving throw equal to 1/2 the damage taken to land on your feet. You must complete a long rest before you gain the benefits of the Robit again. Energy Distribution System At 2nd level when you gain this feature, your Robit enhances your natural ability to react to danger. Upon finishing a ong rest choose one of the following: Strength, Dexterity or Constitution and gain proficiency in that saving throw. Ability Score Improvement 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. Spell Casting Mechanists are experts of medling magic and technology. However when it comes to traditionally praticed magic, Mechanists are only capable of casting spells at the most basic levels. As a Mechanist you have access to a handful of cantrips from the Wizard Spell list. You know a number of wizard cantrips equal to your Intellegence modifier. Starting at 2nd level, your proficiency bonus is

doubled for any ability check you make that uses

any of the tool proficiencies you gain from this

class. Extra Attack Beginning at 5th level, and again at level 11, you can take make an additional attack when you take the attack action on your turn. Magical Item Analysis Starting at level 6 your knowledge of magical items allows you to understand their secrets. You know the artificer

spells detect magic and identify, and you can cast

them as rituals. You don’t need to provide a

material component when casting identify with

this class feature. Emergency Repairs At level 9 you have mastered the art of repairing your Robit under extreme pressure. As a bonus action you can extend one Robit hit die plus your intellegence modifier. You can only perform 1 emergency repair per short or long rest. At level 15 you can perform an emergency repair twice by rest. Supior Attunement At 5th level, your superior understanding of

magic items allows you to master their use. You

can now attune to up to four, rather than three,

magic items at a time. Additionally items which are attuned to you also apply to your Robit as well, assuming the effect would be applicable. Self-Destruct Protocol At 11th level when you gain this feature, a few minor alterations and you can make your Exo-Suit explode with a burst of arcane power. As an action you can activate your Exo- Suit’s self-destruct protocol. At the end of your next turn the armor will explode forcing all creatures within 20ft of the armor to make Dexterity saving throws. On a failed save, creatures take a number of d4’s in force damage equal to your Mechanist level. If you are inside the armor upon its exploding you are immediately dropped to 0 HP and must make death saving throws as normal. You cannot re-create your Exo-Suit until you have completed a long rest. Armor Master At 14th level when you gain this feature, your time spent building your Exo-Suit and its upgrades have granted you a supreme understanding of armor. Whenever you use your Smith’s tools to craft armor, you may expend 1000 additional gold upon its creation to enchant the armor so that it becomes Armor +1. This bonus cannot be applied to your Exo-Suit. At 17th level you may expend 2500 gold (in addition to the cost of creating the armor) to create Armor +2.

Remote Control At 20th level when you gain this feature, you have crafted your Exo-Suit into a fully autonomous suit of armor that can perform your bidding at a distance. While your Exo-Suit is doffed you can command it to move and act using a wrist mounted device as though you were piloting it, so long as you remain within 100ft of the armor. You can see what your armor sees via a magical transmission of images to your control device. Your Exo-Suit rolls its own initiative in combat while you are controlling it in this way and will follow your commands on its turn (no action required by you). If you are knocked unconscious the armor will attempt to return to you and will re-don itself onto you. In this state the armor will attack any creatures that are attempting to harm you and will move away from any immediate danger until it is destroyed or you regain consciousness. Robit Chassis The Robit chassis forms an all covering suit around its wearer. A Robit is magically linked to its Mechanist, and can only be operated by its invention. the Fortress A fortress more than suit, the Fortress chassis is the toughest and most durable armor ever to step on the battlefield. Fortress Chasses At 3rd level when you complete the chassis, your Robit has the following features: Yuor Robit's hit points is equal to 12+Intellegence modifier. Plus 2d12 (or 14)+(2xIntellegence Modifier)

When you gain a level in the Mechanist class your suit gains 1d12 (or 7)+ INT modifier

Your AC=16

Speed is 25 ft. Fortress Stance At 3rd level when you gain this feature, the Fortress chassis can provide protection for both you and your allies in battle. As an action the Fortress chassis can anchor to the ground making your speed 0 and deploying plates that provide resistance to all damage (except psychic as normal). You count as ¾ cover for any allies hiding behind you. Also, you cannot be grappled or knocked prone while in this stance (except by effects chosen by the DM, such as a tsunami or a giant’s fist attempting to grapple you) nor can enemies gain advantage for flanking attacks. Once you have used your action to enter Fortress Stance, any movement on subsequent turns ends the effects listed above. While in the Fortress Stance you automatically fail any DEX saves. Crowd Dispersion System At 7th level when you gain this feature, your armor can give you space to breathe by pushing enemies away from you. As a bonus action on your turn, you may activate the Crowd Dispersion System; causing small vents across your armor to glow with magic and warning lights to blink rapidly. At the start of your next turn all creatures that are adjacent to you are pushed back 10ft in a straight line and take Force damage equal to your Constitution modifier + your proficiency bonus (or your Intelligence modifier + proficiency, whichever is higher). Before activating this feature, you can choose for it to not deal damage and simply push targets away. At Level 18 your crowd dispersion system becomes upgraded. You now affect creatures in a 10ft radius of you. and creatures affected are now pushed 20ft away and must make a DEX or STR save against your DC (8+Profecieny+INT) or be knocked prone. Adamantium Lite At 13th level when you gain this feature, your connection to the Fortress Chassis is so potent that it almost resembles the mythical adamantine material in its raw defensive power. When an enemy rolls critical damage for an attack against you, you nullify the critical; instead taking the normal damage. You may use this feature a number of times equal to your Constitution modifier per long rest. Implacable March At 17th level when you gain this feature, you have become the ultimate bastion of defense. When you use your Fortress Stance feature, your Crowd Dispersion system can affect creatures in a 10ft radius around you and you may use a bonus action to instantly activate it without waiting for your next turn. Additionally, you may move half your normal movement speed on your turn without losing the benefits of Fortress Stance. You also no longer automatically fail DEX saves. Upgrading your Mech As you adventure you may come across ideas and opportunities to upgrade your Robit chassis. Work out with your DM if you can spend downtime to make various modifications to your Robit. Robit Limitations The Robit is not initially air tight, poison can still affect you directly while you are within it. Additionally if submerged in water the chassis will begin to fill with water

Donning your Robit takes the same amount of time as donning heavy armor. This time can be cut down with upgrades.

At Level 1 your Robit has hit points equal to 10+INT modifier. At Level 2 its hit points increase by 1d10 (or 6)+INT

At Level 1 your Robit is primairly comprised of wood and is you have vulnerable to Fire damage. At Level 2 the wodden components are replaced with wood removing the vulnerability to fire.