FF XIV D&D Compendium
hit dice:
1d8
hit points at 1st level:
8 + Constitution Modifier
hit points at higher levels:
1d8 (or 5) + Constitution Modifier
armor proficiencies:
Light Armor
weapon proficiencies:
Simple Weapons, Pistols, Hunting Rifle, Revolvers, Muskets
tools:
Two Sets of Artisan's Tools
saving throws:
Dexterity, Intelligence
skills:
Chose two from Athletics, Arcana, History, Insight, Intimidation, Perception, Survival
starting 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
spellcasting:
class features:
Suppressive Fire
Beginning at level 1, when you use Ready action to prepare to attack a target creature, you are able to disable your target temporarily. If your attack hits, the target creature must make a Constitution saving throw against your Machinist save DC. On a failed save the creature is knocked prone and their speed becomes 0ft. until the end of their turn.
Machinist save DC = 8 + your Dexterity modifier + your Proficiency bonus
Technical Support
Beginning at the 2nd level, you are able to use your artisan's tools to disarm mechanical traps.
Sounding Sentry
Also at the 2nd level, you have developed a tiny device which casts the Alarm spell. You can affix it to a door or window, or have it monitor an area around itself in a 20ft. cube. You may use the device once before needing to charge it during a long rest.
Machinist Archetype
At 3rd level, you choose which area of inventing you wish to pursue. You choose the Marksman, Tinkerer or Grenadier archetype.
Technologist
Also at 3rd level, you may have developed technologies alongside your Machinist archetype. Certain actions may require creatures to make saving throws or you to make attack rolls to hit. These are calculated as follows:
Tech Attack Bonus = your Intelligence modifier + your Proficiency bonus
Tech save DC = 8 + your Intelligence modifier + your Proficiency bonus
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Reload
Beginning at the 5th level, ranged weapons you use lose their loading property.
Peloton
Beginning at the 6th level, your mental stamina allows you to push your body further. Your base movement increases by 5ft. and you may use your Intelligence modifier for Initiative rolls.
Eye For Design
Beginning at the 9th Level, when assessing mechanical systems and intentional designs. You gain advantage on Investigation checks to understand how a mechanical system works and advantage on Survival checks to track a creature within a building, village, town or city.
Graze
Beginning at the 10th level, you are able to target your ranged attacks to cause negative effects on your target. Using your bonus action, you can empower your next shot to target a limb causing different effects. If your attack lands, your target must make a Dexterity saving throw against your Machinist save DC or fall under the selected effect. This effect lasts until your next action where applicable.
Graze Effect
Limb |
Effects |
Head |
Stunned |
Heart |
Frightened |
Arm |
Disarmed |
Leg |
Prone |
|
|
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Combat Roll
Beginning at the 13th level, during battle you are able to perform a combat roll. When you are targeted by an attack, you may use your reaction to impose disadvantage on the attack and move 5ft. to an open space without provoking an attack of opportunity. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Ricochet
Beginning at the 14th level, you may spend your reaction to perform a ricochet shot if you are attacking with a firearm. Upon landing a successful attack, you make a second attack against a creature within 5ft. of the first targeted creature. This second attack does not consume ammunition.
Emergency Rescue
Beginning at the 15th level, you have developed a life saving device which casts Cure Wounds on creatures with 0 hit points on contact. Intelligence is your spell casting ability for this device.
As an action you can throw the palm sized spherical device at a creature within 20ft. of you. If you have 0 hit points at the start of your turn and the device in your possession, it will automatically activate and heal you as a free action.
The device can cast Cure Wounds once. The device is recharged when you finish a short rest.
Cloaking Device
Beginning at the 18th level, you've developed a cane sized device which turns you and all creatures within a 5ft. radius of you Invisible for 1 minute. All creatures must remain within 5ft. of the device to retain invisibility. You can use the cane once before you need to recharge it during a long rest.
Midas Touch
Beginning at the 20th level, as a bonus action you can complete maintenance on an invention in an instant. You must then finish a long rest to use Midas Touch again.
subclass options:
Level | Proficiency Bonus | Features |
---|
1 | +2 | Suppressive Fire |
2 | +2 | Technical Support, Sounding Sentry |
3 | +2 | Machinist Archetype, Technologist |
4 | +2 | Ability Score Improvement |
5 | +3 | Extra Attack, Reload |
6 | +3 | Archetype Feature |
7 | +3 | Peloton |
8 | +3 | Ability Score Improvement |
9 | +4 | Eye for Design |
10 | +4 | Graze |
11 | +4 | Archetype Feature |
12 | +4 | Ability Score Improvement |
13 | +5 | Combat Roll |
14 | +5 | Ricochet |
15 | +5 | Emergency Rescue |
16 | +5 | Ability Score Improvement |
17 | +6 | Archetype Feature |
18 | +6 | Cloaking Device |
19 | +6 | Ability Score Improvement |
20 | +6 | Midas Touch |