Table of Contents
A woman stands before a group of goblins. Negotiations have broken down and the goblins have drawn their blades. Before they can take a step toward her, she unleashes a lethal bullet from her pistol, laying their leader low, and causing the others to retreat in fear of this unknown weaponry.
Carefully, an exhausted machinist puts the finishing touches on their newest creation. They flip the switch and the small tower-shaped machine takes flight. It receives its commands and a tiny pistol lets loose a bullet destroying the target. A smile spreads across the master tinkerer's face.
A man wearing leather armour approaches a horde of invaders who'd overrun their home given the chance. They toss a mechanical sphere into the group and in an instant, they're enshrouded in flame.
Machinists have spent many hours in the workshop to progress the art of war. From the creation of firearms to the production of mechanical constructs for the battlefield, the machinist ensures the gears of war continue to turn ever efficiently.
Forefront of Innovation
A Machinist is an incredibly skilled artisan who has decided to push the boundaries of current technology and has managed to do so successfully. They are capable of building a wide variety of machines and firearms which they use to overwhelm enemies of their homes through sheer efficiency. Those who welcome a Machinist to live within their city will be granted the boons of a true genius.
In the name of Advancement
The first step of a Machinist's path is developing an aetherconverter. This device draws the latent magic energy within the Machinist out and uses it to power their devices. Due to their aetherconverter powering their devices, there are few in the world who are able to use them. For that reason, it falls upon the Machinists themselves to head out into the world to field test their creations. The Machinists must push their creations to their limit and continue to modify them. As an adventurer this is the drive of a machinist, to test their equipment and rework it on a long journey in the name of science and innovation.
Creating a Machinist
When creating a machinist you must keep in mind why they may be heading out on their adventure. Is your machinist field testing their inventions, or seeking inspiration to create even more intricate machines? Perhaps they are on a journey to make the world a better place by bestowing their creations on the common man. A Machinist has the most advanced technology at their fingertips and is using that technology to make life more efficient.
Class Features
As a Machinist, you gain the following class features
Hit Points
Hit Dice: 1d8 per Machinist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Machinist level after 1st
Proficiencies
Armour: Light armour.
Weapons: Simple weapons, Pistols, Hunting Rifles, Revolvers, Muskets
Tools: Two sets of Artisan's Tools.
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background
(a) leather armour or (b) hide armour
(a) a pistol and 20 bullets or (b) a dagger
(a) a musket and 20 bullets
(a) an explorer's pack or (b) a dungeoneer's pack
(a) a set of artisan's tools of your choosing
(a) an aetherconverter
Full Description
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