Credits Author/Designer: JadeJoules

Reference: Player's Handbook, Dungeon Master's Guide, Wayfinder's Guide to Eberron, Forgotten Realms Wiki, Watercoloring in the Homebrewery, Homebrewery Formatting Guide.

Illustrations By: Matt Gaser (pg.1 corner), Izzat Aljumaie (pg.1), Riyahd Cassiem (pg.4), Jarold Sng (pg.5), Yura Kim (pg.6), and QalarValar (various). Some images edited for clarity. All edits are made with the intent to preserve as much of the original artwork as possible.

PDF made using The Homebrewery by u/stolksdorf Mekanist An elf clad in a gleaming electrum suit swiftly approaches the locked doors of a noble's mansion. A set of lockpicks extends from his outstretched fingers and mould themselves into shape. The door opens with a click, and a visor appears over the elf's eyes as he scours the room for valuables. A massive bronze hulk sweeps across a battlefield, a shining, vibrating sword cleaving a trail through the hordes of orcs attacking it. Inside, a human grips the controls tightly, blue light arcing from his fingertips into the machine. A small grin finds itself upon his face as he lets loose a shockwave of electricity from the carapace surrounding him. The brass plating glows softly as the armor takes several more swings at the stunned creatures surrounding it, battering them with reckless abandon. A halfing sits on the floor of his workshop, piles of steel and gems surrounding him. Scattered around the room are the half-finished remains of previous projects. He digs his hands into the piles and closes his eyes as a swirl of mystical energy shapes the materials around him. He's sure this will be the best upgrade he's built yet. Using a combination of magic and science, mekanists thrive on creating incredible suits of armor that augment their natural abilities. Some were born to it, with an affinity to magic that expressed itself naturally, rather than with study. Others work hard to learn exactly what makes the armors tick, and how best to enhance their abilities. While some wish to use their armors for combat or protection, many just feel most comfortable sitting inside one of their creations. Mechanical Magic The magic a mekanist uses to create their armor is unusual, mostly due to the fact that they cannot cast spells with it. Instead, they can use their magic to alter the form of metals, most often into constructs they can wear. Some mekanists learn to harness this power, altering the way it can function, and learning to manipulate more than just metal. Whether they've gained their power through study or birth, a mekanists power derives from some connection with Mechanus, the outer plane of order. However, the connection may come naturally, due to a propensity for justice and law, or it may be squeezed through the astral plane by a chaotic force of will. Though it is rare, beings from Mechanus may intervene with the latter.

The Mekanist Level Proficiency Bonus Features 1st +2 Meka Construction (Basic), Heart Engine 2nd +2 Tactical Foresight, Shock Shield 3rd +2 Mek Affinity 4th +2 Ability Score Improvement 5th +3 Meka Construction (Scout), Extra Attack 6th +3 Mek Affinity feature 7th +3 Ability Score Improvement, Mekanoid Familiar 8th +3 Shock Shield (2) 9th +4 Hardened Chassis 10th +4 Ability Score Improvement 11th +4 Meka Construction (Drone, Colossus), Infused Weapons 12th +4 Mek Affinity feature 13th +5 Ability Score Improvement 14th +5 Retrofitting 15th +5 Shock Shield (3) 16th +5 Ability Score Improvement 17th +6 Mek Affinity feature 18th +6 Meka Evolution 19th +6 Ability Score Improvement 20th +6 Move as One Versatile Combatants A mekanist is only as powerful as the armor he creates. Knowing this, most of them create many suits of armor for different circumstances. A single mekanist could have upwards of 20 different armors in their workshop, each one with a different purpose in mind. While usually most effective in combat, some mechanists build armors for rescue operations, espionage, and even entertainment. The scope of their armor is only as wide as their imagination. Because a single mekanist can do several jobs for the price of one, powerful officials and lords will pay top dollar for any who find themselves in a mercenarial position. Even when jobs go sideways, a mekanist probably has an answer somewhere up his sleeve. Creating a Mekanist Mekanists are less defined by who they are then by what they make, so keep that in mind as you build yours. What goals does your character have in mind, and how will their Meka help them acheive those goals? Do you try to make your Meka pleasing to the eye, or have you built them with intimidation

in mind? Also, think about what kind of connection they have to their Meka. Does your character view it as a tool, a comfort, or a friend? You may also want to think about why you started building these Meka. If you were a soldier, maybe you suffered a grevious injury and needed to find a way back to the battlefield. As a child, you might have been bored with the toys of your peers and looked for more interesting ones of your own creation. Quick Build You can make a mekanist quickly by following these suggestions. First, make Strength your highest ability score, followed by Intelligence. Second, choose the Guild Artisan background. Finally, build a basic chassis Meka with a saber, armor plating, and a utilikit. Class Features As a mekanist, you gain the following class features Hit Points Hit Dice: 1d4 per mekanist level

1d4 per mekanist level Hit Points at 1st Level: 4 + your Constitution modifier

4 + your Constitution modifier Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per mekanist level after 1st Proficiencies Armor: None

None Weapons: Simple weapons

Simple weapons Tools: Smith's tools and vehicles (land) Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose three from Arcana, Athletics, History, Investigation, Medicine, Perception, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortbow and 20 arrows or (b) any simple melee weapon

(a) a scholar's pack or (b) a dungeoneer's pack

A basic meka with augments or weapons worth 3 modules

Smith's tools Meka Construction You can use the strange magic you wield to shape metal into fantastical suits of armor called Meka. These armors can be outfitted with augments that allow incredible versatility in a multitude of situations. Beginning at level 1, you can build Meka that use the Basic chassis. When you reach level 5 in this class, you gain the ability to build Meka using the Scout chassis, and at level 11 in this class you gain the ability to make Meka from both the Drone and Colossus chassis. In order to build a Meka, you must spend gold equal to the value of the chassis combined with any augments or weapons being attached. Augments and weapons are restricted by chassis type, as noted in the tables at the end of this PDF. They are also limited by the amount of modules your chassis has available. You can attach as many augments as you would like, but you are restricted to one weapon per arm (default 2).

You must also spend downtime days equal to the total gold value divided by 100, rounded up. At the end of the building time, you will have a finished Meka. A finished Meka is set, and cannot normally be altered with new augments or weapons. A Meka is considered both a construct and a heavy armor. However, it does not require a heavy armor proficiency to wear, and only a mekanist may normally wear one. It takes 1 minute to don or doff a Meka. While wearing a Meka, you gain any new abilities it has. A Meka replaces your Armor Class and movement speed, but uses your stats and skill proficiencies. While wearing a Meka, you can only wield weapons that you have installed using modules, but you are considered proficient in those wepons. A Meka also has a pool of hit points. While wearing one, you subtract any damage from the Meka's pool of hit points first, then your own. In addition, when a Meka drops to 0 hit points, roll a d20. On a 1-5, one augment or weapon, determined randomly, breaks and is unusable until the next long rest. However, you may wear the Meka and use it to its full extent even if it has 0 hit points, as long as you have at least 1 hit point. You may repair one Meka during every long rest, bringing it back up to its full hit points and fixing any broken augments. Heart Engine At the center of a Meka is a mechanical heart built from a special gem that stores energy. If removed, this heart can be used as a spellcasting focus for any spellcaster (except for druids). This heart also provides effects as listed here: A Meka cannot be affected by any spell that cannot affect constructs. However, if you are inside the Meka, you can still be affected by such spells.

A Meka cannot be affected by any spell that affects a creature or objects size. If you are inside the Meka, this effect also transfers to you.

If you are inside a Meka, you have advantage on single-target Intelligence and Charisma spell saving throws. Tactical Foresight Starting at 2nd level, as long as you are not surprised, you may add your Intelligence modifier to your initiative. Shock Shield At 2nd level, you may use your action to release a wave of electricity from your Meka. Every creature within 5 feet of your Meka must make a Dexterity saving throw, taking 1d6 + your Intelligence modifier lightning damage on a failed save, and no damage on a successful save. In addition, any creature

that fails its saving throw is stunned for 1 round. The DC for this saving throw is equal to 8 + your Intelligence modifier + your proficiency bonus. Once you use this feature, you must finish a long rest before you can use it again. You can use this feature twice between long rests starting at 8th level, and three times between long rests starting at 15th level. Extra Attack Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. Mekanoid Familiar You have learned how to weave your magic to create much smaller, independent constructs. Starting at level 7, you may cast find familiar as a ritual spell with these additional benefits and requirements: Your familiar may take the form of any Challenge Rating 0 creature

Your familiar is a construct instead of its normal creature type

You ignore the material components listed, and instead require 15 gold worth of gem shards and metal scraps

You cannot dismiss the familiar without destroying it

You may have 2 familiars at the same time Hardened Chassis Beginning at 9th level, you have resistance to bludgeoning, piercing, and slashing damage from non-magical sources while inside a Meka. Infused Weapons Starting at 11th level, all weapons you build for your Meka are considered magical for the purpose of damage calculation. Retrofitting Starting at 14th level, you can create a specialty module that costs 2 module points and 500 gold. This module allows you to attach a magic weapon to your Meka in place of one of its normal weapon modules. No matter what weapon it is, it only takes 1 hand to wield, and you are considered proficient with it while wearing your Meka. A module made in this way only works for the magic item it was made for. Meka Chassis Name Armour Size Base AC Movement Speed Hit Points Module Slots Weight Cost Basic (B) Medium 14 30 ft. 1d6 (4) / level 4 100 lb. 100 gp Colossus (C) Huge 18 25 ft. 1d12 (7) / level 8 650 lb. 1000 gp Drone (D) Large 16 30 ft. 1d10 (6) / level 10 400 lb. 850 gp Scout (S) Medium 17 40 ft. 1d8 (5) / level 7 225 lb. 500 gp

Meka Evolution By 18th level, you have tinkered with your Meka long enough to manufacture a significant upgrade. From now on, every Meka you create can benefit from the following effects: You gain immunity to lightning damage while inside a Meka.

Augments and weapons no longer break when your Meka reaches 0 hit points. Move as One When you reach 20th level, you gain a new realization of the connection between you and your Meka. As long as you are not currently inside of a Meka, you may take autonomous control of a single Meka. The Meka uses your Wisdom, Intelligence, and Charisma scores, but defaults to a 16 in Strength, Dexterity, and Constitution. The Meka acts on your initiative order, and you can command it telepathically without using an action. This telepathic connection stretches for 1 mile. However, if you cannot see it, you do not know if it is successful in its pursuits. The Meka has access to every ability you do, and is considered to be inside itself for certain effects to take place. However, if it uses an ability with a limited resource, you also lose that resource. You may also call a Meka to your location from up to 5 miles away, but if it is further than 1 mile, you cannot control its actions. However, it will attempt to take the safest and quickest route to your location. Mek Affinity Machine Soul Ironblood When you take this affinity at 3rd level, you gain

advantage on any skill check, saving throw, or

attack roll against constructs. High Energy When you take this affinity at 3rd level, you

have a well of energy to draw from to

increase the damage of your attacks. As a bonus action, you may activate this ability to give yourself an extra d6 of radiant damage on all attacks for 1 minute. This die changes as you gain levels in this class, to a d8 at level 6, a d10 at level 12, and a d12 at level 17. If you have an engine augment, you can change the radiant damage to the same damage type as your engine. You may use this ability once between long rests. Upgrade Starting at 6th level, you no longer need to eat, drink, or sleep, and are considered a construct as well as a humanoid (creatures you designate as allies may ignore restrictions on constructs in regards to you). In addition, when outside of your Meka and not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit. Force Field When you reach 12th level, your shock shield gains an additional benefit. When you use your shock shield, you also release a coating of abjuration magic across your Meka. You gain temporary hit points equal to your mekanist level + your Intelligence modifier that last for 1 minute or until depleted. Overdrive At 17th level, the time spent inside your Meka has allowed you to explore the untapped potential within. As an action, you may activate Overdrive mode. This gives you a bonus of +2 to your Strength, Dexterity, and Intelligence ability scores, to a maximum of 22, for 1 minute. You may end Overdrive mode as a bonus action. When Overdrive mode ends, you suffer 1 level of exhaustion. Technician Tinkering When you take this affinity at 3rd level, you may use your hit dice to heal your Meka during a short rest. If you use this feature, you add your Intelligence modifier to the amount healed for each hit die, instead of your Constitution modifier. High-Efficiency Model When you take this affinity at 3rd level, you learn how to more efficiently implant modules into your Meka. Every chassis you build from now on gains 2 additional module slots. This number increases by one at level 6, level 12, and level 17, to a maximum of 5 additional module slots. Kit Bashing The sheer amount of time you've spent messing around with your Meka has given you some insight into how other things work. Starting at 6th level, you may add half your proficiency bonus (rounded up) to any tool check you are not proficient with. Gearhead By 12th level, you have figured out how the

individual pieces of your Meka work. You may

build augments and weapons without

building chassis, for the same gold

cost as usual. In addition, during a

short or long rest, you may

remove and replace up to 3

modules worth of augments

and weapons on your Meka.

Only augments and

weapons from

Meka with the

same chassis can be

swapped, and you must have the

replacement on hand. Jury Rigging Beginning at 17th level, you can

ignore the chassis restrictions

on your augments and

weapons. In addition, all

Meka you build get the

Utilikit augment for free.

Meka Augments This section describes the abilities and effects the various Meka augments can provide. Remember, you can only gain the benefits of a Meka you are currently wearing. Additional Arms. An extra set of arms allow for more dexterity and utility. You may now have up to 4 weapons, and gain advantage on Sleight of Hand skill checks. Additional Legs. An extra set of legs allow for increased movement abilities. You gain 10 feet of movement speed and a climb speed of 20 feet. Air Filter. Hermetic seals and a curious enchantment allow purified air flow. While in the Meka, you can breathe normally underwater, and cannot be poisoned or take poison damage via inhalation. Amphibious. Modifications to the movement capabilities of the Meka allow it to function well underwater. You gain a swim speed equal to your movement speed. Armor Plating. Heavy armor surrounds the chassis, protecting it from harm. The Meka recieves +1 Armor Class. This augment stacks with Kinetic Shielding. Collapser. A small pocket dimension sits inside of an unassuming metal sphere. As an action, you may collapse the Meka into the pocket dimension. You may also release it as an action. While collapsed, the Meka only weighs as much as the Collapser, and becomes a Tiny size object. If a creature is inside the Meka when it collapses, it is immediately ejected and laid prone 5 feet away from where the Meka was, taking 2d4 force damage. Combat Stims. Transmutation magic flows through the chassis of the Meka, infusing the mekanist inside with heightened senses. While inside the Meka, you have advantage on Acrobatics and Athletics skill checks, and

cannot be surprised. In addition, as a bonus action, you may accelerate the infusion to give yourself advantage on your next attack. This ability can only be used 3 times between long rests, and only once per round. Cozy Cockpit. The inside of the Meka is furnished with cushioning and other soft materials, allowing a much more pleasant wear. You may wear a Meka during a long rest without any negative side effects. Cryo Engine. This evocation attachment to the heart engine fills the Meka with freezing energy. You gain resistance to cold damage, and deal an extra 1d4 cold damage with all weapon attacks. If you have another engine augment, you can only benefit from one source of extra engine damage on each attack. Driftpulse. Rapid pulses of force magic allow the Meka to effectively levitate. While levitating, you are not slowed by difficult terrain and can hover up to 5 feet above the ground. You cannot take fall damage or be knocked prone while inside the Meka. Extra Seating. Seats attached to the outside allow for others to ride atop the Meka. Up to 4 other creatures may use you as a mount. Extra Storage. Heavy pistons allow the Meka to lift much more weight than normal. Your carrying capacity doubles and you cannot become encumbered or heavily encumbered. If you exceed your carrying capacity, you immediately become immobile. Flame Engine. This evocation attachment to the heart engine fills the Meka with fiery energy. You gain resistance to fire damage, and deal an extra 1d4 fire damage with all weapon attacks. If you have another engine augment, you can only benefit from one source of extra engine damage on each attack. Jump Jets. Radiant pulses allow you jump much farther than normal. You can jump 30 feet vertically, or 40 feet horizontally. Kinetic Shielding. A strange bubble of force surrounds the Meka, repelling most attacks. The Meka recieves +2 Armor Class. This augment stacks with Armor Plating. Regenerator. Restoration magic flows through the chassis, spreading healing energy to anyone inside. For every hour spent inside the Meka, a creature can heal 1d8 hit points. In addition, a creature in the Meka that drops to or is at 0 hit points stabilizes if they are not already stabilized. If a creature aside from the mekanist who created the Meka is inside, then they may gain the benefits of the Regenerator, but the Meka becomes immobile and none of its other augments can function. Sensor. Divination magic flows through the chassis, allowing the mekanist inside to see freely. You gain 30 feet of blindsight, and 10 feet of tremorsense. Shock Engine. This evocation attachment to the heart engine fills the Meka with shocking energy. You gain resistance to lightning damage, and deal an extra 1d4 lightning damage with all weapon attacks. If you have another engine augment, you can only benefit from one source of extra engine damage on each attack. Silent Running. Enchantment magic fills the Meka, allowing it to move completely silently. You gain advantage on Stealth skill checks, and your footsteps make no sound. You also cannot be detected by creatures with tremorsense.











































Solar Sheen. These large panels channel sunlight into the heart engine, generating a reinvigorating energy. For every hour spent outside and in direct sunlight, the Meka can regenerate 1d8 hit points. Smokescreen. A secret compartment underneath stores a magical fog. As an action, you may release the fog, surroun-ding yourself with a thick, dark cloud for 1 minute. The cloud spreads 10 feet in all directions, moves with you, and fully obscures anything within its radius. Creatures inside the fog, including you, cannot see through it. You can use this ability once between long rests. Utilikit. Ready for any situation, this Meka comes prepared. You gain proficiency with thieves' tools, as well as 3 artisan's tools of your choice. The Meka also comes with these tools installed. Meka Weapons This section describes the weapons that a Meka can wield, and explains any special effects they may have. Meka weapons are considered to always be drawn, as they are attached to the arms directly, though they can be retracted into the arm if you choose to do so. At the end of each description, the chassis restrictions will be listed in italics. This is different from the augments due to space restrictions. Acid Thrower. A delivery device for acid. This weapon uses acid as its ammunition, and 1 vial of acid has enough ammunition for 5 attacks. The weapon can store up to 6 vials worth of acid. (Colossus, Drone) Balliste. A balliste is best described as a massive crossbow, though it is not considered one. A balliste can only be fired once per round, and it does 1d8 extra damage to Gargantuan creatures. It cannot be fired on targets 10 feet away or closer. Balliste bolts weigh 1 pound each, and cost 10 gold for a ream of 10 bolts. (Colossus Only) Cannon. Cannons are massive weapons made for sieges and long range warfare. A cannon can only be fired once per round, and it does 1d8 extra damage to walls and structures. It cannot be fired on targets 10 feet away or closer. Cannonballs weigh 5 pounds each, and cost 5 gold for a bundle of 5. (Colossus Only)











































Fist. The default mode for any arms on a Meka. Regardless of how damaged a Meka is, how many weapons it has attached, or how simply it was built, it will always have the option of using this weapon. (All Chassis) Flamebow. This weapon is made to spray fire at single targets. It uses alchemist's fire as its ammunition, and 1 flask of alchemist's fire has enough ammunition for 10 attacks. The weapon can store up to 3 flasks worth of alchemist's fire. (Colossus, Drone) Fragger. This weapon repurposes sling bullets to shoot a deterring pattern of pellets. Each shot requires 5 sling bullets, and the weapon can hold up to 60 bullets at a time. (All Chassis) Lance. The lance is a long weapon created with a focus on dismounting riders. It has advantage on attacks against mounted creatures and their steeds. (Colossus, Drone) Piercer. This bow-like weapon is used in a similar manner to a bow (though it is not a bow), except for the fact that the elasticine bowstring pulls itself back to nock arrows. It uses arrows for its ammunition, and can carry up to 40 arrows within itself. (Basic, Drone, Scout) Saber. This weapon is the most commonly worn weapon by mekanists in training. It is incredibly versatile, with many styles depending on the Meka it is attached to. (All Chassis) Sledge. The sledge is a heavy hammer designed to crush. It has advantage on attacks against Tiny or Small creatures. (Colossus, Drone) Spiker. This large spike punctures through even the toughest materials with ease. If needed, the spike can be ejected as a ranged option. (Basic, Drone, Scout) Stun Baton. Lightning arcs from the tip of this rod. Contrary to its name, it does not stun enemies. Instead, it deals a non-lethal shock to knock them unconscious. Damage from this weapon can never be lethal. (Drone, Scout) Vibroblade. Considered the peak weapon for a Meka, the vibroblade is a massive sword like augment. It vibrates at a such a frequency that the damage it causes can be catastrophic. On a critical hit, the vibroblade deals an extra 10 damage, on top of any other critical hit effects. (Colossus, Drone, Scout)