THE MACHINIST 1
A New Class Playtest
VMachinist
Machinists eschew the arcane for the mechanical,
foregoing the power of magic for the seemingly
inevitable progress of technology. These adventurers
are not industrialists churning replicas out of factories
but inventors, testing their creations in the field and
making adjustments on the fly. Play a machinist if
you want to portray a visionary at odds with a world
whose institutions rely on magic, a believer in the
equalizing effects of technological progress, or an
obsessive creator hellbent on proving the value of their
mechanical marvels.
Playing a Machinist
The machinist class has three elements that define
its identity.
Experimental Armaments. Machinists fight with
a unique self-created arsenal called Experimental
Armaments. Although mediocre warriors with
traditional weapons, the novelty of their own
designs emboldens machinists and makes them
capable combatants whether they’re using a custom
lightning saber, a flail ending in an everburning orb
of alchemist’s fire, or a bee hive launcher.
Ingenious Inventions. Although machinists are
idiosyncratic by nature, they share a common
understanding of mechanics that allows them
to create Ingenious Inventions. These inventions
enhance a machinist’s abilities, or grant them
wholly new abilities, that can help them solve the
diverse challenges of adventuring. These inventions
are further improved by upgrades machinists can
reconfigure during downtime.
Magnum Opuses. Every machinist has a magnum
opus, a creation so profound it defines their life and
legacy. With these devices, machinists can pilot giant
constructs, manipulate the flow of time, and more.
Creating a Machinist
To create a machinist, refer to the following sections for
your hit points, proficiencies, and starting equipment.
The Machinist table lists the features you gain at each
level, as detailed in the “Machinist Features” section.
As you make your machinist character, think about
how you learned to create mechanical wonders. Did
you apprentice under a master machinist or are you
self-taught? Are your inventions the result of a lengthy
iterative process or periods of research punctuated by
breakthroughs? Do you see burgeoning technology
as a path to fame and fortune or a way to improve
the world?
2 THE MACHINIST
A New Class Playtest
The Machinist
Proficiency Inventions Upgrades
Level Bonus Class Features Known Available
1st +2 Construct Code, Experimental Armament — —
2nd +2 Ingenious Inventions 2 3
3rd +2 Magnum Opus 2 4
4th +2 Ability Score Improvement 2 5
5th +3 Extra Attack 3 6
6th +3 Sufficiently Advanced, Magnum Opus feature 3 7
7th +3 Iron Mind Defense 3 8
8th +3 Ability Score Improvement 4 9
Quick Build Multiclassing and the Machinist
You can make a machinist quickly by following these If your group uses the optional rule on
suggestions. First, Intelligence should be your highest multiclassing, here’s what you need to know if
ability score. Make Constitution your next highest if you you choose machinist as one of your classes.
want to excel in combat. Choose Wisdom or Charisma Ability Score Minimum. As a multiclass
instead if you prefer to be erudite or social. Second, character, you must have an Intelligence score
choose an appropriate or interesting background. of at least 13 to take a level in this class, or to
take a level in another class if you are already
Class Features a machinist.
Proficiencies Gained. If machinist isn’t your
As a machinist, you gain the following class features.
initial class, here are the proficiencies you gain
when you take your first level as a machinist: light
Hit Points armor, medium armor, shields, simple weapons,
Hit Dice: 1d10 per machinist level
hand crossbows, heavy crossbows.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per machinist level after 1st Construct Code
1st-Level Machinist Feature
Proficiencies You know Construct Code, the secret language of
Armor: Light armor, medium armor, shields
machinists. You can speak the language and use it to
Weapons: Simple weapons, hand crossbows,
leave hidden messages. You and others who know this
heavy crossbows
language automatically spot such a message. Others
Tools: Tinker’s tools and three artisan tools of
spot the message’s presence with a successful DC
your choice
15 Wisdom (Perception) check but can’t decipher it
Saving Throws: Dexterity, Intelligence without magic.
Skills: Choose two from Arcana, History, Insight, Constructs with an Intelligence higher than 3
Investigation, Medicine, Nature, Perception, and that know at least one language can understand and
Sleight of Hand automatically spot messages written in Construct Code.
Equipment Experimental Armament
You start with the following equipment, in addition to 1st-Level Machinist Feature
the equipment granted by your background:
With experimentation and innovation, you can create
» 5 light hammers and (a) hand crossbow and 20 a novel weapon with 10 minutes of work and 10 gp
bolts or (b) heavy crossbow and 20 bolts worth of wood and metal. You create a unique melee or
» (a) leather armor and a shield or (b) scale mail ranged weapon that weighs 5 lb. You are proficient with
» (a) a burglar’s pack, (b) a dungeoneer’s pack, or this weapon and can use your Intelligence modifier,
(c) a scholar’s pack instead of your Strength or Dexterity modifier, when
» Tinker’s tools and one other artisan tool set of making attacks with this weapon.
your choice
THE MACHINIST 3
A New Class Playtest
If you create a melee weapon, it deals d8 damage. If Mechanical Mastery. Some of your inventions
you create a ranged weapon, it deals d6 damage and and upgrades allow you to make special attacks or
has a range of 30/120 feet. When you create the weapon require your target to make a saving throw to resist
you choose whether it deals bludgeoning, piercing, the invention’s effects. The invention attack bonus and
or slashing damage and select two of the following saving throw DC is calculated as follows:
weapon enhancements of your choice: Invention attack modifier = your proficiency bonus
» Your melee weapon gains the reach or + your Intelligence modifier
finesse property.
» Your melee weapon gains the versatile property. The Invention save DC = 8 + your proficiency bonus +
damage die while using two hands increases from your Intelligence modifier
the one handed damage by one step (for example,
from d8 to d10). Magnum Opus
» Your ranged weapon can be used without 3rd-Level Machinist Feature
disadvantage against creatures within 5 feet.
» Your ranged weapon gains the two-handed property You define yourself by your magnum opus, the
and the damage die increases by one step (for invention that will define your life and legacy. Choose
example, from d6 to d8). Android or Chronometer, detailed at the end of the
» While you are wielding your weapon and not using class description. The magnum opus you choose grants
a shield, you gain a +1 bonus to AC. you features at 3rd level and again at 6th.
» Your weapon deals one of the following damage
types of your choice instead of bludgeoning, Ability Score Improvement
piercing, or slashing: acid, cold, fire, lightning,
4th-Level Machinist Feature
poison, or thunder.
When you reach 4th level, and again at 8th, 12th, 16th,
When you reach 5th level, when you create a
and 19th level, you can increase one ability score of
weapon using this feature you can select three weapon
your choice by 2, or you can increase two ability scores
enhancements instead of two.
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Ingenious Inventions
2nd-Level Machinist Feature Extra Attack
You can construct devices that far exceed the 5th-Level Machinist Feature
technological level of your time. These devices are
You can attack twice, instead of once, whenever you
highly modular, allowing you to upgrade them in a
take the Attack action on your turn.
variety of ways, but also require your constant care and
maintenance to remain functional.
Inventions Known. You know two inventions of your Sufficiently Advanced
choice that you meet the prerequisites for. As you gain 6th-Level Machinist Feature
levels in this class, you learn additional inventions
as shown in the Inventions Known column of the Weapons created with your Experimental Armament
Machinist table. You must meet the prerequisites for feature count as magical for the purpose of overcoming
an invention when you learn it. resistance and immunity to nonmagical attacks
Creating one of your inventions takes 1 hour and 10 and damage.
gp of materials. When you first gain this feature, you
do not need to provide materials to create your chosen Iron Mind Defense
inventions. In addition, each invention requires 10
7th-Level Machinist Feature
minutes of maintenance performed by you every 24
hours or it stops working. Creating and maintaining You gain proficiency with Wisdom and Charisma
inventions is considered light activity for you. saving throws.
Upgrades Available. When you finish a long rest,
you can choose a number of upgrades to your known
inventions as shown in the Upgrades Available column Ingenious Inventions
of the Machinist table. These upgrades remain until The following inventions are presented in alphabetical
you replace them during another long rest. order. You can learn an invention at the same time you
meet its prerequisites.
4 THE MACHINIST
A New Class Playtest
Aeronautic Suit Grappling Gun
You have created a suit that includes auto-filling You have created a device that fires off a grapple hook
balloons, glide enabling membranes, and micro tied to a rope. While you wield this device, you can use
rockets. While you are wearing this suit, you take no your action to target an object at least one size larger
falling damage and land on your feet after a fall. than you or a surface you can see within 60 feet. You
immediately move to an unoccupied space adjacent to
Aeronautic Suit Upgrades that point.
Rocket Powered. You can use a bonus action to gain a
flying speed of 30 feet for 1 minute. Once you use this Grappling Gun Upgrades
upgrade, you can’t use it again until you finish a short Creature Catcher. You can also target creatures with
or long rest. this invention. If the creature is at least one size larger
You can take this upgrade up to five times. The than you, you move to an unoccupied space adjacent to
second time you take it, the duration of the flying the creature. If the creature is at least one size smaller
speed increases to 10 minutes. The third time you take than you, it must succeed on a Strength saving throw
it, the flying speed increases to 60 feet. The fourth time or be drawn to an unoccupied space of your choice
you take it, the duration of the flying speed increases adjacent to you. If the creature is your size, you choose
to 1 hour. The fifth time you take it, you can use this whether you move to an unoccupied space adjacent to
upgrade twice, regaining both uses when you finish a the creature or force it to succeed on a Strength saving
short or long rest. throw or be drawn to an unoccupied space of your
choice adjacent to you.
Gigadrill Grappling Grabber. You can target an object at least
one size smaller than you that isn’t being worn with
Prerequisite: 11th level this invention, pulling the object to you instead of you
You have created a massive drill that allows you to moving. If the object is being held by a creature, the
quickly demolish structures and landscapes. While creature must succeed at a Strength saving throw or
you wield the gigadrill, it counts as a magical melee drop the item and it is drawn to you.
weapon that does 2d6 piercing damage and has the Longer Lead. You can choose a target you can see
two-handed property. You are proficient with this within 120 feet, instead of 60 feet.
weapon and can use your Intelligence modifier, instead Quickfire. When you take the Attack action, you can
of your Strength or Dexterity modifier, when making replace one of your weapon attacks with the use of this
attacks with this weapon. Damage from your gigadrill invention. Once you use the invention in this way, you
is doubled against objects and structures. can’t use this invention again until the start of your
next turn.
Gigadrill Upgrades Zipline. The movement caused by this invention does
Big Tip. The damage from your Gigadrill increases not provoke opportunity attacks.
to 3d6.
Hypnotizing. You can use a bonus action to choose Hydraulic Boots
one creature that can see you within 30 feet. That
You have created a pair of boots with mechanical
creature must succeed on a Wisdom saving throw
components that enhance your mobility. While you
or be stunned until the start of your next turn as the
are wearing these boots, your walking speed increases
hypnotic spiral of the drill entrances it. Once you use
by 5 feet.
this upgrade, you must finish a short or long rest before
you can use it again.
Hydraulic Boots Upgrades
Tunneling. You can use a bonus action to gain a
Greased. You ignore difficult terrain.
tunneling speed of 30 feet for 1 minute. Once you use
Load Bearing. You count as one size larger for the
this upgrade, you can’t use it again until you finish a
purposes of determining carrying capacity and the
short or a long rest.
amount of weight you can push, drag, or lift.
You can take this upgrade up to three times. The
Longstride. Your walking speed increases by an
second time you take it, the tunnels you create remain
additional 5 feet.
open for other creatures to pass through until they are
Piston Powered. You can use a bonus action on your
destroyed by effort or time. The third time you take it,
turn to take the Dash action.
your tunneling speed increases to 50 feet.
Spring Loaded. Your jump distance is tripled.
THE MACHINIST 5
A New Class Playtest
Reticulated Pseudopods Protective. You have advantage on saving throws
against being blinded.
You have created a set of artificial pseudopods that fit
Tapestry Detection. You sense the presence of magic
into a backpack. While you are wearing this device, you
as if under the effect of the detect magic spell.
gain a climbing speed equal to your walking speed.
Reticulated Pseudopods Upgrades
Bracing. You have advantage on saving throws
Magnum Opus
Machinists are defined by their magnum opus, an
against being knocked prone or moved. invention of incredible potential to change the world.
Ceiling Stalker. You can use your climbing speed to For most machinists, their magnum opus is not just a
move across ceilings. pet project but an obsession whose proper execution
Prehensile Pseudopods. Your pseudopods are drives them. Even when two machinists share a
prehensile, allowing you to hold objects, wield weapons, magnum opus, they frequently discover that the
and grapple as if you had four additional arms. methods used to create their prized device are wholly
Pseudo Sentient. You can use your Intelligence dissimilar from their colleagues.
modifier, instead of your Strength modifier,
when grappling.
Telescopic Tentacles. Your reach with melee weapons Ultimate Weapon
and grapples increases by 5 feet. You have created the ultimate weapon, an improvement
on your experimental armament that will redefine
Subnautical Suit warfare if it can be produced en masse. Even in its early
prototype, you have developed a weapon of deadly
You have created a suit that includes an air filtration and esoteric power. In its ultimate form, your ultimate
system and propellers. While you are wearing this suit, weapon allows you to stand toe to toe with some of the
you can hold your breath a number of hours up to your most accomplished warriors of your time.
Intelligence modifier (minimum 1) and you gain a
swimming speed of 30 feet. Magnum Opus: Ultimate Weapon
3rd-level Ultimate Weapon Feature
Subnautical Suit Upgrades
Enhanced Oxygen Retention. You can hold your You have further modified one of the weapons created
breath a number of days up to your Intelligence with your Experimental Armament feature, creating
modifier (minimum 1). In addition, you can breathe an ultimate weapon. The damage die of your ultimate
air and water. weapon increases by one step (for example, from d8 to
Propellered. Your swimming speed increases to 60 feet. d10 or d10 to d12). In addition, your ultimate weapon
Slippery. You can use a bonus action on your turn to gains two of the following enhancements of your choice:
take the Disengage action. » Your melee weapon gains the light, finesse, reach, or
thrown (20/60) property.
Vision Amplification » When you roll a 1 or 2 on a damage die for an attack
you make with this melee weapon, you can reroll
Goggles the die and must use the new roll, even if the new
You have created a set of goggles that enhances your roll is a 1 or a 2.
visual acuity. While you are wearing this device, you » Your ranged weapon’s range increases to 80/320.
have darkvision out to a distance of 120 feet. » Your ranged weapon scores a critical hit on a result
of 19 or 20 on the attack roll.
Vision Amplification » Your ultimate weapon gains the heavy property (or
loses the light property if it has it) and its damage
Goggles Upgrades die increases by one step (from 1d10 to 1d12 or
Enhanced Acuity. You have advantage on Wisdom
1d12 to 2d6, for example).
(Perception) and Wisdom (Survival) checks that rely
» Your ultimate weapon deals one of the following
on sight.
damage types of your choice instead of bludgeoning,
Hawk’s Sight. You do not have disadvantage on
piercing, or slashing: force, necrotic, or radiant.
ranged weapon attacks made at long range.
Kaleidoscopic Sight. You do not have disadvantage You can only have one ultimate weapon at a time.
on attack rolls against invisible creatures, and invisible If you upgrade an Experimental Armament to an
creatures do not have advantage on attack rolls ultimate weapon when you already have one, the
against you. previous ultimate weapon loses all benefits of being an
ultimate weapon.
6 THE MACHINIST
A New Class Playtest
Ultimate Attack Multistrike. You can target each creature within
3rd-level Ultimate Weapon Feature reach of your melee weapon or within 10 feet of a
point of your choosing within your ranged weapon’s
When you take the Attack action on your turn, you gain
normal range.
an ultimate point. While you have 1 or more ultimate
Shatterstrike. The target cannot take reactions
points, you can use your action and expend up to 3
until the start of your next turn and the first attack
ultimate points to make a weapon attack with your
the target makes before the start of your next turn
ultimate weapon. For each ultimate point expended,
has disadvantage.
choose one of the following options.
Sunderstrike. The next attack any creature makes
Gigastrike. You add your machinist level to the
against the target before the end of your next turn
damage dealt by this attack. You can choose this option
has advantage.
multiple times, adding your machinist level again to
the damage dealt by this attack each time.
Ultimate Weapon Upgrades
6th-Level Ultimate Weapon Feature
Choose one of the following Ultimate Weapon
upgrades. While you have your ultimate weapon, you
gain the benefits of these upgrades. You can choose
additional upgrades at higher levels.
Best Defense. When you take the Attack action, gain a
number of temporary hit points equal to your level in
this class. You lose all temporary hit points gained from
this feature at the start of your next turn.
Extra Enhancements. Your ultimate weapon
gains two enhancements of your choice from
the Magnum Opus: Ultimate Weapon
or Experimental Armament lists
of enhancements.
Extra Attack Upgrade (Prerequisite:
11th level). You can attack three times,
instead of once, whenever you take the
Attack action on your turn.
Modulate Weapon. When you finish a
short or long rest, you can replace one of
your ultimate weapon’s enhancements
with another enhancement from the
same list.
Ultimate Unlimiter. You gain an ultimate
point when you make a Dexterity ability check to
determine initiative.
In addition, immediately after you use
your Ultimate Attack feature, you gain an
ultimate point.
THE MACHINIST 7
A New Class Playtest
Chronometer Chronometer Upgrades
6th-Level Chronometer Feature
You have created the chronometer, a device capable
of locally manipulating the flow of time. Even in its Choose one of the following Chronometer upgrades.
most primitive form, you have discovered the ability While you have your chronometer, you gain the
to temporarily slow and hasten time for your friends benefits of these upgrades. You can choose additional
and foes alike. In its ultimate form, you believe the upgrades at higher levels.
chronometer may be the key to visiting the distant past Always On Time. You add your proficiency bonus to
or far flung future. Dexterity ability checks to determine initiative.
In addition, on your first turn in a combat you can
Magnum Opus: Chronometer take one additional action or bonus action. Once you
3rd-level Chronometer Feature use this benefit, you can’t use it again until you finish a
short or long rest.
You have designed a device that allows you to
Decelerating Strike (Prerequisite: 11th level). When
manipulate time. You can create a chronometer over the
you hit a creature with your Experimental Armament,
course of an hour with 10 gp worth of materials. While
roll 1d6. You deal force damage equal to the result and
you have your chronometer, you always know precisely
lower its initiative by the same amount at the start of
what time it is and you gain the following benefits:
the next combat round.
» When you make a Dexterity ability check to Moment of Respite. You can use an action to give
determine initiative, you can use your reaction yourself a moment of respite. When you do, you gain
and choose a number of creatures up to your the benefits of a short rest and can replace the upgrades
Intelligence modifier (minimum 1) within 30 feet to your inventions as if you had just finished a long
of you who are also making Dexterity ability checks rest. Once you use this feature, you can’t use it again
to determine initiative. Each chosen creature gains until you finish a long rest.
your choice of advantage or disadvantage on the Quickening. You can use a bonus action to speed up
ability check. a creature you can see within 60 feet. Until the end of
» At the start of a combat round, you can use your the target’s next turn, its speeds are doubled and it can
reaction and choose a creature within 30 feet. That take an additional action on its turn. It can use this
creature rolls 1d6 and adds or subtracts (your additional action to make one weapon attack or take
choice) the result to its initiative, potentially the Dash, Disengaged, Hide, or Use an Object action.
changing its initiative order for the remainder of You can use this feature a number of times up to
the combat. your Intelligence modifier (minimum 1), regaining all
» You can use a bonus action on each of your turns expended uses when you finish a long rest.
to modulate the speed of a creature you can see Temporal Flux. You can cast the haste or slow spell
within 30 feet. If the target is unwilling, it can make without providing the material components.
a Charisma saving throw. On a success, this feature Intelligence is your spellcasting ability for these spells.
has no effect. An affected creature has its speed Once you cast either spell with this upgrade, you can’t
doubled or halved (your choice) until the start of cast a spell with this upgrade again until you finish a
your next turn. short or long rest.
Out of Time The Machinist — Class Playtest
3rd-level Chronometer Feature By Benjamin Huffman
Your advanced understanding of temporal mechanics This class playtest was originally written for
allows you to complete tasks at an incredible pace. the Sterling Vermin Patreon. If you’ve enjoyed
When you work on a task that doesn’t require this content please consider supporting us on
interacting with another creature, such as traveling the following platforms:
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rest during this time. » Twitter
Once you use this feature, you can’t use it again until
you finish a short or long rest. Additional Credits
Desktop publishing: Nathanaël Roux
Interior Art: Forrest Imel, Tze-Chiang Lim