Mechanic

A Man sweats nervously as he sits in front of a locked door as his allies watch him intently. Hoards of Zombies are closing in on them and there's nowhere to go but forwards. But before long the man is able to Tinker with the lock and get the door open. Him and his allies waste no time in getting through the door and closing and barricading it behind them as the undead pound on it relentlessly, trying to get in.

Whether you're an innovative engineer, who uses feats of technology to create a versatile walking weapon capable of adapting to any situation using different gadgets and bodily modifications. Or, perhaps you create your gadgets by Tinkering with the materials and find out what works and what doesn't by use of trial and error. Either way, you are capable of creating fantastic works of Technological Invention that can easily get you and your allies out of a sticky situation.

### **Expert Craftsmen**

Mechanics are expert craftsmen and are adept at using their versatile set of skills to get them and their allies out of sticky situations. Given enough time and resources, Mechanics can create just about anything. The Mechanic is a valuable member to any party.

### **Tinkerers**

Many Mechanics like to Tinker with whatever objects they can find, and see what they can create through trial and error. Some even disassemble already built contraptions such as televisions and uses the pieces from those in brand new creations. Mechanics never stop thinking about what they can create to get themselves and their allies out of their current situation. No matter how dire the circumstances, Mechanics will find a way to get themselves out of it.

## **Creating a Mechanic**

When creating a Mechanic, think about how your character learned the skills needed to work with machines. Did they teach themselves? Or were they trained by a parent or professor? Perhaps they went to college to become a Mechanic. Or perhaps they just figured it out for themselves through experimentation.

#### **Quick Build**

You can make a Mechanic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Inventor background. Third, choose Sleight of Hand and Tinkering as your class skills. And finally, choose a Wrench and a Handgun with 10 Bullets as your equipment.

## **Class Features**

As a Mechanic you gain the following class features.

### **Hit Points**

* **Hit Dice:** 1d8 per Mechanic level
* **Hit Points at 1st Level:** 8 + Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + Constitution modifier per Mechanic level after 1st

### **Proficiencies**

* **Armor:** Light Armor
* **Weapons:** Sharp Melee Weapons, Firearms
* **Tools:** Tinker's Tools
* **Saving Throws:** Constitution, Intelligence
* **Skills:** Choose two from Sleight of Hand, Crafting, Investigation, Insight, Tinkering, Perception, Performance, Stealth

### **Equipment**

You start with the following equipment, in addition to the equipment granted by your Background:

* (a) A Wrench or (b) a hammer
* (a) A Machete or (b) A Welding Mask
* (a) A Handgun with 10 bullets or (b) A Crowbar
* An Entertainer's Pack

### **Gadgets**

At level 1, you gain access to 3 gadgets from the gadget list. If your GM requires it, acquiring a gadget costs time to craft, depending on the gadget's level, as seen on the table below. When you level up, you may choose to take a gadget you possess and replace it with one gadget for which you meet the requirements. The old gadget is destroyed, and you must craft the new one. If a gadget is somehow damaged, you must repair it with an Intelligence (Tinker's tools) check with a DC equal to 12 + the Gadget level, spending half of the time to repair it. A gadget lost or destroyed must be replaced entirely.

 **20** | 48 hours

### **Expertise**

You gain Expertise in two of your Skill Proficiencies of your choice. Crafting, Sleight of Hand, and Tinkering are all iconic choices for a Mechanic if you have Proficiency in them. When you reach 9th level, you can choose two more of your skill proficiencies to gain expertise in.

### **The Right Tool for the Job**

Starting at 2nd level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

### **Mechanic Archetype**

At 3rd level, you choose a Mechanic Archetype that defines your skills. You choose between the Battletech, Tinkerer, Gunsmith, or Hacker. You gain specialization features at 6th, 10th, and 15th levels.

### **Ability Score Improvement**

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

### **Energy**

At level 5, you gain energy, an expendable pool of points with an amount equal to your Mechanic level + your Intelligence Modifier. Once you spend energy, you cannot get it back until you finish a short or long rest. Many Mechanic features utilize energy, denoting costs in such abilities descriptions

### **Flash of Genius**

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

### **Indominable Mind**

Beginning at 14th level, once a day if your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total. You gain an additional use of this ability at level 17 and 20.

### **Cannibalization**

At 18th level, you can draw energy from your gadgets by rendering them temporarily inoperative. When you do so, you cannot use the chosen gadget or cannibalize it again and lose all of its benefits until the next time you take a long rest, and gain an amount of energy equal to its level.

### **Master Mechanic**

When you reach 20th level, you have mastered the art of being a mechanic. All time required to craft Gadgets is cut in half. In addition, The amount of Energy you need to use certain features on your Gadgets is also cut in half.

## **Gadgets**

Below are a list of all the gadgets you can craft as a Mechanic. They are separated into 6 categories determined by the level of the Gadget: 1st, 5th, 9th, 13th, 17th, and 20th. You unlock a new level of Gadget when you reach that level of your character.

### **Level 1**

* **Climbing Hooks**
	+ You gain the following benefits while the Climbing Hooks are equipped:
		- Climbing Speed +10 Feet

* **Voice Changer**
	+ You gain the following benefits while the Voice Changer is equipped:
		- If you have spent a minute or more hearing a creature speak, you can mimic their voice unerringly. A Wisdom (Insight) check is required to discern if that the voice is false. You can also change the pitch of any voice (including your own) spoken through this device.
		- *1 Energy-* You can increase the volume of your voice to 10 times as much

* **Night Vision Goggles**
	+ You gain the following Benefits while the Night Vision Goggles are equipped:
		- Darkvision 30 Ft.

* **SCUBA Equipment**
	+ You gain the following benefits while the SCUBA Equipment is equipped:
		- You gain a swim speed equal to your walking speed.
		- *2 Energy-* As a bonus action, you can breathe underwater for an hour.

### **Level 5**

* **Power Boots**
	+ You gain the following Benefits while the power boots are equipped:
		- Increases your walking speed by 10 feet.
		- Jump distance and height are doubled and you can use your Int score and modifier instead of Str.
		- Whenever you take fall damage, take half damage and you don't fall prone.

* **Eagle Lens**
	+ You gain the following benefits while the Eagle Lens are equipped:
		- You add your Intelligence Modifier (minimum 1) to Perception checks you make.
		- You gain a +1 bonus to ranged attack rolls.
		- *1 Energy-* Gain advantage on a ranged weapon attack roll you make.

* **Scout Lens**
	+ You gain the following benefits while the Scout Lens are equipped:
		- You can see through darkness to a distance of 60 feet and have no perception or inspect penalties. You can also see an additional 60ft as if it was in "Dim Light."
		- The lenses can also magnify objects viewed to twice their size.

* **Mechanical Helmet**
	+ You gain the following benefits while the Mechanical Helmet is equipped:
		- You add 1 to your AC.
		- *2 Energy-* As a bonus action, you can send a high-frequency noise from your helmet, that will deafen every other living thing, excluding undead, within 15ft until the start of your next turn.

### **Level 9**

* **Thanotic Reader**
	+ You gain the following benefits while the Thanotic Reader is equipped:
		- You can detect the location of undead within 60ft of you.
		- *2 Energy-* You can identify how and when a corpse died.

* **Disguise Mask**
	+ You gain the following benefits while the Disguise Mask is equipped:
		- You have advantage on Deception and Persuasion Checks

* **Energy Canteen**
	+ You gain the following benefits whenever the Energy Canteen is used:
		- A Storage Canteen that restores 2d6 energy as an action. It is refilled whenever you take a long rest.

* **Prosthetic Arm**
	+ If you end up having your arm amputated, the mechanic can make you a Prosthetic Arm. While it is equipped, you gain the following benefits:
		- Your Strength Score is increased by 2, to a maximum of 20.
		- An unarmed strike deals 1d6 damage.

### **Level 13**

* **Flamethrower**
	+ You gain the following benefits while the Flamethrower is Equipped:
		- ***Fire blast.*** As an action, shoot a blazing stream of fire. You project a 30ft long line of fire, making a ranged attack roll against each creature in it, dealing 2d6 + Int mod fire damage on a hit. The attack roll uses Dexterity.
		- ***Smokescreen.*** As a bonus action, and for *5 energy*, you can release exhaust smoke from your flamethrower. A 10ft-radius sphere centered around yourself is filled with smoke for 2 rounds, heavily obscuring the area for all creatures except you. All creatures within the area of effect are blinded for 2 rounds.
		- ***Napalm Spread.*** As an action, and for *10 Energy*, force all creatures within a 15ft cone to make a Dex save. On a failure, they take 4d6 fire damage. A creature takes half damage on a success. You can spend more energy to deal an additional 1d6 fire per point spent, up to 3 energy.

* **Tracking Device**
	+ When you use the Tracking Device, you gain the following Benefits.
		- You can attach the tracking device to a creature. You then automatically succeed any Wisdom (Survival) checks you make to track that creature.
		- The Tracking Device has a range of 300 Ft.
* **Energy Shield**
	+ You gain the following benefits while the Energy Shield is equipped:
		- Your AC Increases by 2
		- You count as being behind half cover
		- *5 Energy-* You count as being behind Full Cover for 2 turns

* **Excess Energy Storage Device**
	+ You gain the following benefits:
		- You add 3 + Int modifier to the maximum amount of Energy you have.
		- Whenever you suffer at least ten points of lightning damage, you can as a reaction regain one energy point. This can be done up to three times in total per short or long rest.

### **Level 17**

* **Invisibility Cloak**
	+ You gain the following benefits while the Invisibility Cloak is equipped:
		- You can turn partially transparent. You have advantage on Stealth Checks
		- *15 Energy-* As an action, you can turn completely invisible. When you do this, you automatically succeed on all Stealth Checks.

* **Small Robot**
	+ The Small robot gives you the following benefits.
		- He can assist you with any ability check. He adds an additional +2 modifier to your roll.
		- He can fight for you. He has 10 hp and has an attack bonus of +2 and uses 1d6 as his attack dice.

* **Grenade Kit**
	+ When you create the Grenade kit, you gain the following benefits:
		- You can use one Grenade, one smoke Grenade, or one Fragmentation Grenade. You can’t use another until you finish a short or long rest. When you reach 20th level, the amount of grenades you can use increases to three.
		- *10 Energy-* You can super charge a grenade. When you do this, its area of effect and damage is doubled.

* **Improvised Bomb**
	+ When you use the Improvised Bomb, you gain the following benefits:
		- You can throw the bomb 30 Ft. and whoever is in a 10 x 10 foot area of where it lands, is dealt 2d6 Force damage.
		- *10 Energy-* By supercharging the Bomb, you double the area of effect and increase the damage to 4d6

### **Level 20**

* **Jetpack**
	+ You gain the following benefits while the Jetpack is equipped:
		- A device on your back allows you to effectively levitate 10 Ft off the ground
		- *10 Energy-* As an action, you can move up to 120ft in a straight line. If you collide with a creature in this path, your movement ends and the creature must make a DEX save. On a failure, the target falls prone. Creatures larger than you gain advantage on this save.
		- *20 Energy-* Gain a flying speed of 60 feet for ten minutes.

* **Turret**
	+ A small deployable device with an AC of 12 and HP equal to 5+(6 x your Engineer Level). As an action you can deploy the turret to a space adjacent to you. Turrets are automated firearms used to defend and support an engineer and their allies. Only one may be deployed at a time, unless otherwise stated. A turret can be undeployed while adjacent to it. A turret is immune to Poison damage, cannot be feared or charmed, and is immune to poison and disease.
		- ***Automated Strike.*** Enemy creatures that enter a 25 ft radius around the turret, or start their turn there, must make a Dex save. On a failure they take 4d6 + int mod (min. 1) piercing damage. They take half damage on a success.

* **Drone**
	+ A small deployable flying device with an AC of 12 and HP equal to 5 + (4 x your Engineer Level). As an action you can deploy the drone to a space adjacent to you. A drone has a flying speed of 30 feet, can carry a weight of 40lbs and cannot move more than 300ft away from you. A drone moves on your initiative, has its own movement action, but uses your actions for its abilities. Only one may be deployed at a time, unless otherwise stated.
		- ***Drone Shot.*** As an action, your drone makes a shot at a target you can see. This attack has a range of 60 ft. On a hit, drone shot deals 1d8 + Int. Mod piercing damage.
		- ***Drone Camera.*** For *10 Energy*, you can observe through your drone. This functions as Scrying targeting the Drone, and requires concentration. As long as you continue observing your drone, it can move up to a mile away and be controlled from this distance. If Drone Camera ends while your Drone is out of range, it stays in the same spot until you enter its range again.

* **Large Robot**
	+ The Large Robot gives you the following benefits:
		- He can assist you with any ability check. He adds an additional +8 modifier to your roll.
		- He can fight for you. He has 20 hp and has an attack bonus of +4 and uses 2d6 as his attack dice.

## **Multiclassing**

* **Prerequisites.** In order to Multiclass into the Mechanic class, you must meet the following Prerequisites: Intelligence 13 or higher
* **Proficiencies.** When you Multiclass into the Mechanic class, you gain the following Proficiencies: Light Armor, Tinkerers Tools, Sleight of Hand and Crafting