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Mechanist

Mechanist artificers are known for their feats in engineering in the creation of mechanised fighting constructs. These creations have the ability to be controlled by their creator, or fight automatically, and can be retrofitted with any combination of upgrades and augmentations. With their reinforced defences and attacks, mechanists and their constructs fight together in unison as one powerhouse unit.

Tool Proficiency

When you adopt this specialisation at 3rd level, you gain proficiency in one of the following tools: smith’s tools, or tinker’s tools. If you already have both these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

Mechanist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer LevelMechanist Spells
3rd LevelBurning Hands, Earth Tremor
5th LevelAganazzar's Scorcher, Darkvision
9th LevelIntellect Fortress, Life Transference
13th LevelFreedom of Movement, Otiluke's Resilient Sphere
17th LevelFlame Strike, Hold Monster

Mechanist Infusions

Starting at 3rd level, your specialisation grants you an expanded list of new infusion options to learn when you learn an artificer infusion. The following infusions are added to your Infusion Options but do not count against the number of infusions you know:

Mechanist InfusionsPrerequisite & Required ItemRequires Attunement
Arcane Visor 3rd Level Mechanist, a helmet or goggles- - -
Emergency Escape Ring 3rd Level Mechanist, a ringYes
Grappling Hook 3rd Level Mechanist, a sickle and 60ft of rope- - -
Rocket Boots 7th Level Mechanist, a pair of boots or footwear- - -
Belt of Overexhertion 15th Level Mechanist, a belt or sashYes

Construct Mech

Starting at 3rd level, you learn how to construct a mechanical construct that you can pilot like a suit. You create the mechanical construct when you complete a long rest using your smith’s tools or tinker’s tools. When you do so, you determine its size and its options in the following feature. Your mechanical construct can take the appearance of any creature or form, but has two limbs which it uses to attack with, and a space inside for the pilot to control it.

You can enter the mechanical construct on your turn using half your movement. When you do so, your mechanical construct has half movement for the rest of the turn. Only you can enter and successfully pilot the mechanical construct. While piloting, you can still be targeted directly by effects, but any damaging effect that targets you deals damage to the mechanical construct’s hit points instead. Both of your hands are required to pilot the mechanical construct and its Mechanical Limbs. While piloting the mechanical construct, you cannot cast spells that require Somatic or Material components. 

While piloting the mechanical construct, you have full cover from any attacks that require an attack roll, and the mechanical construct is targeted instead. If your mechanical suit takes damage while you’re inside it, you take only 1 damage from the source. You can still be targeted directly by effects that require a saving throw while piloting the mechanical construct, however you only make one saving throw for both you and your mechanical construct if both are required to make a saving throw (as per the “Protective Shell” feature in your piloted mechanical construct’s stat block). 

You can exit your mechanical construct on your turn at the cost of no movement. When you do so, you appear in an unoccupied space within 5ft of the mechanical construct. If the mechanical construct’s hit points are reduced to 0 while you are piloting it, you appear from the mechanical construct and appear in an unoccupied space within 5ft of the mechanical construct, and you take any of the excess damage.

While unpiloted, the mechanical construct is friendly to you and your companions, it obeys your commands, and cannot be affected by effects that don’t deal damage to it. In combat, the mechanical construct shares your initiative count, but takes its turn immediately after yours if unpiloted. On its turn, the mechanical construct can only perform one of the following options: either move, perform a single action, or perform a single bonus action.

If your mechanical construct is reduced to 0 hit points, it dies and cannot be healed. You can spend 1 hour, which can be done during a short rest, to revive the construct, and it regains hit points equal to 8 x your Intelligence modifier. After reviving the construct, you must complete a long rest before you can do so again, unless you expend a spell slot to revive the mechanical construct again. If you expend a spell slot to revive the mechanical construct, it regains additional points equal to the slot level x your Intelligence modifier (minimum of 1). 

During a long rest, you can use your smith’s tools or tinker’s tools to repair your guardian and change its appearance and features. While being repaired or modified, the guardian is considered unconscious and cannot function until the completion of the long rest. At the completion of the long rest, the guardian regains all its hit points, charges, and all its hit dice. If your guardian is dead, you can use your smith’s tools or tinker’s tools to revive your guardian at the completion of the long rest. If you create a new guardian or have lost your guardian, you can spend three days creating a new one. When you do so, you must use your tools during each long rest to work on your new guardian, and any remains of the original guardian disappears.

Mechanist's Mechanical Construct

Mechanical Armaments

Beginning at 3rd level, you can customise the features of your mechanical construct. When you complete a long rest, you can change multiple aspects of your Mechanical Construct in the following ways:

  • You can change the size of your mechanical construct to either medium or large.
  • You can change the damage type of your mechanical construct’s Mechanical Limb attack to either Bludgeoning, Piercing, or Slashing damage.

Additionally, you can grant your mechanical construct additional features, choosing from the following options. When you complete a long rest, you can change the chosen mechanical armaments on your mechanical construct. If a feature has a level prerequisite, you must have enough levels in this class to meet the requirement. At higher levels, your mechanical construct can gain more mechanical armaments, gaining an additional one at 7th level, an additional feature at 11th level, and two additional armaments at 15th level.

Mechanist's Mechanical Armaments

Limb Augmentation

Beginning at 7th level, you learn how to further customise your mechanical construct’s limbs. When changing the armaments of your mechanical construct, both of the mechanical construct’s mechanical limbs can now be replaced with separate Mechanical Armaments that are considered “Limb Augmentations”. When the mechanical construct attacks, it can choose to use either mechanical limb to attack with.

Additionally, the mechanical construct’s attacks become magical for the purpose of overcoming resistance to non-magical attacks.

Ejection Hatch

At 11th level, you create a special hatch inside your mechanical construct that can launch its pilot when the pilot exits the mechanical construct. When you leave your mechanical construct, you can choose to appear in any unoccupied space within 20ft of the mechanical construct. You take no opportunity attacks when you launch from the construct, and you land safely standing on the ground if the space is on the same level as the mechanical construct.

Explosive Construct

Starting at 11th level, you learn how to integrate explosive power inside your mechanical construct incase of emergencies. When your mechanical construct is reduced to 0 hit points, after you leave the construct, you can choose to cause the construct to explode, forcing all creatures within 10ft of the mechanical construct to make a Dexterity saving throw against your spell save DC. On a failed saving throw, the target takes 2d12 fire damage on a failed save, or half on a successful save. 

Additionally, the mechanical construct can trigger its explosives manually. As an action, the mechanical construct can make all creatures within 10ft of it to make a Dexterity saving throw against your spell save DC. On a failed saving throw, the target takes 2d12 fire damage on a failed save, or half on a successful save. Before triggering the explosion, the mechanical construct can charge in a straight line up to half its movement; this does not use any of the mechanical construct’s movement. If you are piloting the mechanical construct when this action is used, you can leave the mechanical construct before or after the construct moves. 

After using this action, the mechanical construct’s hit points are reduced to 0. The explosion deals additional damage depending on the construct’s hit points, dealing an additional 1d12 for every remaining 20 hit points it had.

Mechanical Symbiosis

Starting at 15th level, your mechanical construct further becomes an extension of you, granting it additionally adaptability and power. You gain the following effects:

  • You can change the Mechanical Armaments on your mechanical construct during a short and long rest.
  • Once on its turn, the mechanical construct’s attacks deal an additional 2d8 lightning damage.
  • While piloted, the mechanical construct gains any damage resistances and immunities that the artificer piloting it has.


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