dauntless/content/Classes/Mechanist/*Playing a Mechanist*.md
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Mechanists are inventors, makers, and engineers, interested in the composition of material objects and in the components of creation itself. While others dedicate their lives to mastering magic or science, the mechanist sees such forces as flexible components within a grander design. To walk the path of the mechanist is to open the back of the universe, observe its moving parts, and restructure them as suits your needs.

Mechanist is a class that invites creative interpretation by players. Your class can hold up in combat, but finding ways to use the items and objects around you brings out the aspects that make this class shine

MECHANISTS AS ADVENTURERS

Mechanists are capable warriors with an arsenal of magical tricks. With a little creativity, a mechanist can create items or tools to suit any purpose, whether creating weapons that exploit a foes weakness, conjuring a device to save a falling friend, or enhancing a vehicle to reach a destination in record time.

Continued in the ToV - Players Guide.pdf; Chapter 2, pg 53.

Errata

Shard of Creation

1st-Level Mechanist Feature 

Transform 

While touching the shard, you can use an action and expend 1 charge to transform it into any type of nonmagical weapon or shield or object of Medium size or smaller. The object appears in an unoccupied space within 10 feet of you, but the chosen space must contain a surface or liquid capable of supporting the object. If the object you create is of an appropriate size to be worn or held, you can choose for the object to appear in your hand or on your person. The total value (in gold pieces) of an object created cant be more than 20 × your mechanist level.

A transformed shard remains in its new form until you die, use an action to return it to its original state (expending no charges), or use an action to transform it again. No matter what shape the shard assumes, those who handle the shard can sense something strange about its nature. The shard cant be passed off as a typical item for purposes of buying and selling. 

Augment

2nd-Level Mechanist Feature  

You gain the ability to channel magical energy into items. To use this ability, you must spend 1 hour focusing on the item that you wish to augment while remaining in physical contact with it (which can be done as part of a short or long rest).

You gain two augment effects of your choice. Augment effect options are detailed at the end of the class description. At certain mechanist levels, you gain additional augment effects of your choice, as shown in the Augment Effects Known column of the Mechanist Progression table. In addition, when you gain a level in this class, you can choose one augment you know and replace it with another augment that you meet the prerequisites for. You cant replace any unique augments you gain from your subclass.

When you use this ability, choose an effect from those you know. Regardless of the effect, an augmented item is considered a magic item while the effect remains active. You can apply these effects to existing magic items, and any bonuses or features granted by an augment effect stack with any properties a magic item already possesses. 

Unless specified otherwise, a chosen effect lasts indefinitely, but as an action, you can touch an item to end an ongoing effect that you created. You can have effects active on multiple items, provided you spend the required time focusing on each item individually. However, an item can only bear one effect at a time. Multiple uses of the same effect dont stack.

The maximum number of items you can affect with this feature at one time is listed in the Augmented Items column of the Mechanist Progression table. If you try to exceed your maximum, you must choose an ongoing effect to end.

You can also augment your transformed shard of creation, provided its form meets the requirements for the chosen effect. The effect remains with the shard when it transforms as long as the new form remains compatible— if not, the effect immediately ends.

Mechanist Boons

When you reach 10th level and 20th level in your chosen class, you gain the Heroic Boon and Epic Boon class features (see Players Guide), which allow you to choose one potent ability from a list of options. This section offers additional boons to choose from when you reach those levels of the mechanist class.

Heroic Boons 

When you reach 10th level in the mechanist class, you have the following additional options to choose from when selecting the boon for your Heroic Boon feature.

Heroic Boon 

10th-Level Mechanist Feature 

Your commitment to the mechanists path grants you a powerful ability. Choose one of the following heroic boons:

  • Inspired Combatant. You can now use the Inspire effect of your Shard of Creation feature (see Players Guide) to enhance your attacks. When you make an attack roll while touching the shard (regardless of its current form), you can spend 1 charge to roll a d8 and then add the number rolled to your check result. If you hit with the attack, the attack deals extra damage (of the type dealt by the triggering attack) equal to the number rolled. When you reach 18th level in the mechanist class, this die increases to a d10.
  • Manifold Invention. You learn two additional effects of your choice from your Augment feature. These effects dont count against your total effects known, as shown in the Augments Effects Known column of the Mechanist Progression table (see Players Guide).

Epic Boons 

When you reach 20th level in the mechanist class, you have the following additional options to choose from when selecting the boon for your Epic Boon feature.

Epic Boon

20th-Level Mechanist Feature 

Your commitment to the mechanists path grants you a powerful new ability. You gain one of the following epic boons:

  • Energy Transfer. As a reaction when you would suffer an instance of damage, you can end one of the active effects from your Augment feature (see Players Guide) on an item within 60 feet of you (you choose which if multiple) to instead take no damage from the triggering instance.
  • Fully Loaded. For each effect from your Augment feature (see Players Guide) currently active on items within 60 feet, you gain a +1 bonus to any attack rolls and damage rolls you make. If you fail to hit with an attack roll while any of those items are within 60 feet of you, you can automatically end one of those effects (your choice) to automatically succeed on the attack roll instead.

Augment Effects Expanded 

This section lists additional augments available for mechanists to learn and use. See the Augment class feature in the Players Guide for a full description of how these effects work. Some augments can be used by the Fleshsmith subclass on the body of the mechanist, their flesh-forged servitors, or living allies. These are denoted as Living Body (Fleshsmiths Only). 

Storing

Item Requirement: Shield or Living Body (Fleshsmiths Only) 

You imbue an item with the ability to absorb a Small or smaller object that is at least one size smaller than it. While absorbed, the object cannot be damaged. The absorbed object disappears and can be called from or returned to the imbued item as an action. If the imbued item is destroyed, any absorbed item appears within 5 feet of the destroyed item. When a Fleshsmith imbues a living body, there might be no sign of the item, a prominent lump, or even a kangaroo-like pouch.

At Higher Levels. Once you reach 9th level in the mechanist class, the imbued item can absorb a Medium or smaller object. Once you reach 15th level in the mechanist class, the imbued item can absorb a Large or smaller object.

Auspicious 

Item Requirement: Four Leaf Clover, Rabbits Foot, Stone, or Similar Object 

You imbue an item with the ability to store and share luck. If you have 5 or fewer Luck while holding the item, you can transfer any number of Luck that you possess into the item. The item can hold a number of Luck up to your INT modifier. As a bonus action, you expend 3 Luck from the item to gain 1 Luck or transfer 1 Luck to another creature that you are touching. 

At Higher Levels. Once you reach 9th level in the mechanist class, you need only expend 2 Luck from the item to gain or transfer 1 Luck.

Barring

Item Requirement: Shield, Weapon, or Living Body (Fleshsmiths Only) 

You imbue an item with defensive foresight. While holding it in one hand, you can use your reaction to increase your AC by 2 until the end of your next turn. When a Fleshsmith imbues a living body with this augment, its arms gain boney ridges, wooden growths, or dense fur.

At Higher Levels. Once you reach 9th level in the mechanist class, the AC bonus increases to +3 instead of +2.

Duplicative

Item Requirement: Any Medium or Smaller Object 

You make a duplicate of an item you touch. The duplicate is nonmagical, regardless of the original item. The total value (in gold pieces) of the duplicated item cant be more than 10 × your mechanist level. The duplicate lasts until you finish a long rest.

Galvanizing

Item Requirement: Blanket, Healers Kit, Holy Symbol Staff, or Object Associated with Healing 

You imbue an item with the ability to transfer some of your life force to another creature. As an action, while holding the item in one hand and touching another living creature, you can roll any number of your hit dice. The creature regains hit points equal to half the result, rounded down. The effect recharges after you finish a long rest.

Poisoning

Item Requirement: Weapon or Living Body (Fleshsmiths Only)  

You imbue an item with the capacity to inject a deadly venom. When the wielder successfully attacks with a weapon, it deals an additional 1d6 poison damage. When a Fleshsmith imbues a living body, the target gains glands that spread poison on their weapons or natural attacks. 

At Higher Levels. Once you reach 9th level in the mechanist class, the damage increases to 2d6 poison. 

Qualified

Item Requirement: Medium or Smaller Equipment That Can Be Worn or Carried. 

You imbue an item with the capacity to grant proficiency with a skill or tool to a creature that carries it.

At Higher Levels. Once you reach 15th level in the mechanist class, the item grants proficiency and expertise, doubling the wielders PB.

Reaching

Item Requirement: Weapon or a Living Body (Fleshsmiths Only) 

You imbue an item to increase your reach by 5 feet when wielding it. When a Fleshsmith imbues a living body, they add tentacles, vines, or similar appendages that increase reach and that can wield weapons. These additional limbs do not allow the target to wield additional weapons. 

At Higher Levels. Once you reach 15th level in the mechanist class, the bonus to reach increases to 10 feet.

Remote Viewing 

Item Requirement: Goggles, Glasses, Spyglass, or Similar Equipment; or Object with a Transparent Surface

You imbue an item with magical capabilities to see over great distances. While you touch the item, you can use an action to create an invisible sensor within 1 mile of you that lasts for up to 10 minutes. You can see and hear through the sensor, and it otherwise behaves as the clairvoyance spell. While the augmented item is activated, you can use an action to deactivate it. The effect recharges once you finish a long rest.

Sheltering 

Item Requirement: Door, Structure, or Vehicle  

You imbue an item with the ability to create a place of safety. When you activate this item, it creates a doorway to an extraplanar space. You and anyone you allow can pass through the doorway, up to a maximum of 5 + your INT modifier Large or smaller creatures. The space appears as a comfortable, furnished inn with enough food, water, and fodder to sustain the creatures in it for one day. As an action, you can evict any creature in the extraplanar space. Evicted creatures appear within 5 feet of the doorway and cannot re-enter the space. The effect recharges after you finish a long rest.

Sustaining 

Item Requirement: Armor or Jewelry  

You imbue an item with the ability to protect the wearer from dangerous environments. While wearing the item, the user can breathe normally in any environment, does not need to eat, and has advantage on saves to avoid exhaustion.

At Higher Levels. Once you reach 15th level in the mechanist class, the item grants immunity to exhaustion.

Transcribed 

Item Requirement: Book, Glasses, Googles, Scroll, Scroll Tube, or Tablet 

You imbue an item with the ability to store written information. As an action, you can store the written contents of a single nonmagical book, letter, or scroll. The item will not store magical writings, pictures, or drawings. Written magical traps are automatically triggered if the item targets writing containing a magical symbol, ward, or dangerous rune. 

While carrying an item that contains written information, you can recall the contents of the work flawlessly (though you dont gain the ability to comprehend languages you dont already know). As an action, you can replace the stored information in an imbued item with another written work that you touch the item to.

Understanding

Item Requirement: Circlet, Googles, Hat, Helm, Spectacles, or Living Body (Fleshsmiths Only)  

You imbue an item with the ability to understand any spoken or written language. When a Fleshsmith imbues a living body, the creature gains an additional set of eyes or sensory appendage.

Vigorous

Item Requirement: Armor, Cloak, Necklace, or Ring  

You imbue an item to grant abundant health. While wearing this item, you have advantage on saves to resist disease and poison. 

At Higher Levels. Once you reach 9th level in the mechanist class, you also gain resistance to poison damage. Once you reach 15th level in the mechanist class, you also gain immunity to disease. 

Controlled

Item Requirement: Item that Requires a Roll to Determine an Effect

You imbue an item with the ability to generate more favorable random effects. While rolling dice to determine the effect produced by the augmented item, you can roll the dice twice and choose which result you want to use. If you roll the same result on both rolls, you can ignore the result and choose which effect occurs from any of the listed possibilities. This augment affects die rolls like the d8 used to determine the creature resulting from a bag of tricks or the d100 used to determine the effect of a wand of wonder. This augment doesnt affect ability checks, attack rolls, or saves made with the item.

Focused 

Item Requirement: Spell Focus 

You imbue a spellcasting focus with superior casting potential. Spells cast with the spell focus have a +1 bonus to spell attack rolls, and DCs made to resist effects of spells cast using the focus are increased by 1. 

At Higher Levels. Once you reach 9th level in the mechanist class, the bonus to spell attack rolls increases to +2. At 15th level, it becomes +3.