Base Class: Fighter
Those who pursue the path of the Machinist are very gifted not only with combat, but also in tools and machinery. Using their engineering talent, they modify their own weapons and armor to synergize with their physical ability, creating a warrior who is the sum of their parts.
Machinecraft
At 3rd level, you gain proficiency with Tinker's Tools and Firearms.
Novice Engineer
When you choose this archetype at 3rd level, you can choose 3 Simple Modifications to make to your weapons and armor. When you reach 5th level, you may choose to change one of the modifications you currently have. You must have Tinker's Tools to make these modifications.
Simple Modifications
Choose from this list when choosing Simple Modifications to make to your weapons and armor.
Breath Mask
You make a mask that allows you to breathe underwater or in unclean air for up to 10 minutes.
Cleated Boots
You have advantage on saving throws against being moved.
Exploding Ammunition
Your ammunition hits with an explosive punch upon contact with an enemy. On each hit with a ranged weapon, your target is pushed back 5 feet.
Extended Grip
You can choose to attack targets an additional 5 feet beyond the range of the weapon, but the damage dice for the attack are reduced by 1 level. (1d12, 2d6, 1d10, 1d8, 1d6, 1d4).
Featherweight Armor
The maximum Dexterity Modifier when calculating AC while wearing medium armor is increased by 1. This modification may be made multiple times.
Gunblade
You combine your ranged and melee weapons for an all-in-one weapon that can switch seamlessly between the two forms of combat. The weapon is versatile, dealing a 1d8 slashing damage when one handed and 1d10 when two handed. The ranged attacks deal 1d8 piercing damage, with a range of 60/180 feet, and use regular firearm ammunition. You are proficient in this weapon as part of your modifications and class.
Monocular
You make a single-eyed goggle that allows you to see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
Sawed-Off
When two adjacent targets are within 10 feet of you, you can use one of your attacks to target both of them. You roll 1 attack roll against both of their AC's and 1 damage roll for both of them as part of the same attack.
Scope
The range of your weapon is doubled while this scope is attached to it.
Shield Extension
You have advantage on saving throws against damage-dealing area-of-effect spells and magical effects; such as fireball or dragon breath attacks.
Shock Boots
Your speed increases by 10 feet while wearing these boots.
Shoulder Pistons
You have advantage on Athletics checks and Strength Saving throws.
Shrapnel Cloak
You make a cloak that is excellent at deflecting incoming missiles. As a reaction, you can force ranged attacks against you to be made at disadvantage until your next turn.
Underwater Armor
You make modifications to your armor to make your body more maneuverable in the water. While wearing this armor, you make attacks underwater just as skillfully as on land. Disadvantage imposed on weapons underwater has no effect on you.
Weaponized Gauntlet
You make a gauntlet that deals 1d8 + your Strength Modifier bludgeoning, slashing or piercing damage (you choose the damage at the time of attacking). You are proficient with this weapon.
Webbed Boots
Your swimming speed becomes equal to your walking speed.
Inventor's Eye
You have an uncanny eye for figuring out how machines work. When you reach 7th level, you have advantage on Intelligence (Investigation), Wisdom (Insight), and Wisdom (Perception) checks made to identify, recognize, and understand simple or complex machines. (This includes non-magical traps).
Intermediate Engineer
At 10th level, choose 3 additional Simple Modifications to make to your weapons and armor. When you reach 12th level, you may choose to change one of the simple modifications you currently have. You must have Tinker's tools to make these modifications.
Master Engineer
Your machines are flawless, creating robust armor and deadly weapons. At 15th level, choose 2 Complex Modifications to make to your weapons and armor. When you reach 17th level, you may choose to change one of the Complex Modifications you currently have. You must have Tinker's Tools to make these modifications.
Complex Modifications
Choose from this list when choosing to make Complex Modifications to your weapons and armor.
Ballistic Armor
You take 3 less damage from bludgeoning, piercing, or slashing damage while wearing armor modified in this way.
Battlefield Gauntlet
The weaponized gauntlet is improved to deal 1d10 + your Strength modifier bludgeoning, slashing or piercing damage (you choose the damage type per attack). Additionally, it increases your AC by 1.
Chainsaw Blade
Your melee weapon now deals an additional 1d4 slashing damage.
Elemental Ammunition
Your weapon now deals an additional 1d4 damage. The damage type is your choice of the following: acid, cold, fire, lightning, or thunder.
Keen
Your weapon attacks score a critical hit on a roll of 18-20.
Rocket Pack
You make a jetpack which allows you to fly at a speed equal to your land speed for 1 minute per short or long rest.
This pack may be modified to work underwater as well, doubling your swimming speed for the same duration as it would work on land.
Mechanical Repair Expert
You are a quick study in all things mechanical. During a long rest, you can repair up to 2 simple machines or modifications, or 1 complex machine or modification so long as you possess the materials required to do so. You must have Tinker's tools to make these repairs.
Mechanical Malfunction
The modifications you make to your weapons and armor are not perfect, made on the fly as they are. On a roll of a natural 1 with a modified weapon, there is a 50% chance that your modification will malfunction and cause the weapon to be unable to be used until properly repaired.
On modifcations to armor, high levels of damage can cause them to malfunction and the wearer to lose the benefits of those modifications until repaired. For instance, a powerful blow to the face while using the underwater breather can cause it to cease function of filtering oxygen out of the water. Any damage taken at 3 times your level aimed towards a specific modification has a 75% chance of causing the modification to malfunction.
These malfunctions can be repaired as part of your Mechanical Repair Expert skill during a long rest.
Mechnical Expertise
The modifications, both Simple and Complex, that you have made have surpassed the limits of simple engineering. All modifications made as a part of your class are now immune to being broken in battle.
As well, rolls made to repair or create any and all other forms of machinery are made with advantage and the materials required are cut by half due to your innate knowledge of machinery and ways to make them with less wasted material. Machines made in this way have advantage against being broken.
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