Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the mechanist’s ranged attack rolls with a firearm. In addition, the mechanist ignores half cover and three-quarters cover when making ranged attacks with a firearm.
Legendary Resistance (3/Day). If the mechanist fails a saving throw, they can choose to succeed instead.
Magic Resistance. The mechanist has advantage on saving throws against spells and other magical effects.
Sensory Array. While wearing their helmet, the mechanist has advantage on initiative rolls, and can't be surprised, provided it isn't incapacitated. Additionally, it has truesight out to a range of 120 feet.
Spellcasting. The mechanist is a 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It has the following artificer spells prepared:
Cantrips (at will): guidance, mending, message, prestidigitation
1st level (4 slots): absorb elements, cure wounds, detect magic, identify.
2nd level (3 slots): blur*, heat metal, lesser restoration
3rd level (3 slots): dispel magic, intellect fortress, haste
4th level (1 slot): summon construct
*The mechanist can cast these spells once without expending a spell slot
Multiattack. The mechanist makes three attacks, only one of which can be with its concussion gauntlet.
Spinning Machine Gun. Ranged Weapon Attack: +15 to hit, range 200/800 ft., one target. Hit: 22 (2d12 +8) piercing damage, misfire 2.
Concussion Gauntlet. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 8) thunder damage, and the target must succeed on a DC 20 Constitution saving throw or be blinded, and deafened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The mechanist can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The mechanist regains spent legendary actions at the start of its turn.
Attack. The mechanist makes a ranged attack with its spinning machine gun.
Artificer Magic (Costs 2 Actions). The mechanist casts an artificer spell of 3rd level or lower.
Sustained Fire (Costs 3 Actions). The mechanist unleashes a hail of bullets in a cone of 120 feet. Each creature in the area must make a DC 23 Dexterity saving throw, taking 44 (8d12 -8) piercing damage on a failed save or half as much on a successful one.
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