Dwemer Mechanist

Dwemer Mechanists are scholar-engineers who have unraveled the secrets of Dwemer constructs. Infusing their blood with trace metals and mastering tonal resonance, they wield control rods and specialized crossbows to command, reconfigure, or dismantle automatons and arcane machines. Driven by curiosity and the lure of ancient Dwemer forges, Mechanists bridge magic and machinery, creating loyal automaton companions, whirring traps, and potent sonic and electrical effects. Their brass dreams—a side effect of deep Dwemer metal exposure—spark unconscious sleepwalking crafting sessions, producing enigmatic gadgets whose purposes remain mysterious.

Class Features

Hit Die d8
Primary Ability Intelligence, Constitution
Saving Throws Intelligence, Constitution

Proficiencies

Armor Light armor, Medium armor
Weapons Simple weapons, Crossbows
Tools Tinker's tools
Skills Choose two from Arcana, History, Investigation, Sleight of Hand, and Perception

Starting Equipment

• Aetherium Control Rod
• Mechanist’s Tonal Goggles
• Repeating Crossbow (counts as a light crossbow)
• Tinker’s tools
• Choice of studded leather or scale mail

Class Resources

Aetherium Charges 0 (After a long rest)

Class Abilities

Martial Abilities

Resource Aetherium Charge
Rod Pulse
Action 1 Aetherium Charge Level 1

Channel Aetherium energy through your control rod to command or bolster a Dwemer construct.

Buff Effect
Duration: 1 minute
Crossbow Reconfiguration
Action 1 Aetherium Charge Level 1

Modify a bolt in your hand to short-circuit a construct’s mechanisms.

Prerequisites:

Wielding a crossbow

Damage Effect
Saving Throw: Dexterity
Damage: 1d8 piercing (+1d8 at 5th, +1d8 per 5 levels beyond)
Condition Effect
Saving Throw: Dexterity
Conditions: stunned
Duration: 1 round
Concussive Resonance
Action 1 Aetherium Charge Level 3

Emit a focused sonic shock that rattles constructs in a 10-foot cube.

Damage Effect
Saving Throw: Constitution
Damage: 2d6 thunder (+1d6 per odd level after 5th)
Conditions: deafened
Duration: 1 round
Arc Circuit
Action 1 Aetherium Charge Level 3

Short-circuit magical constructs or arcane wards in 5 feet. Constructs must succeed on an Intelligence saving throw or be disabled for 1 round.

Control Effect
Saving Throw: Intelligence
Conditions: incapacitated
Duration: 1 round
Rapid Prototyping Trap
Action 2 Aetherium Charges Level 5

Create a mechanical trap in a 5-foot square that triggers when a creature enters. You choose shock, flame, or piercing damage.

Damage Effect
Saving Throw: Dexterity
Damage: 2d6 chosen
Projected Resonance
Action 1 Aetherium Charge Level 5

Fire a tonal beam that pushes creatures in a 5-foot-wide, 30-foot-long line. Creatures must succeed on a Strength saving throw or be pushed 10 feet and knocked prone.

Control Effect
Saving Throw: Strength
Conditions: prone
Magnetic Snare
Action 1 Aetherium Charge Level 9

Launch a magnetized bolt that restrains metal-clad creatures in a 20-foot line. Targets can repeat a Strength saving throw at the end of their turns.

Control Effect
Saving Throw: Strength
Conditions: restrained
Duration: until saved
Construct Overclock
Bonus Action 2 Aetherium Charges Level 11

Overload an allied construct’s systems. It gains one extra action on its next turn.

Buff Effect
Duration: 1 turn
Teslatic Burst
Action 1 Aetherium Charge Level 13

Detonate stored Aetherium energy in a 30-foot radius. Constructs and magical devices take full damage; others take half.

Damage Effect
Saving Throw: Constitution
Damage: 4d6 lightning (+1d6 per level above 13)
Temporal Flux Bolt
Action 2 Aetherium Charges Level 17

Fire a bolt that slows mechanical and magical constructs. Target must succeed on a Wisdom saving throw or have its speed halved and take a –2 penalty to AC for 1 minute.

Debuff Effect
Saving Throw: Wisdom
Duration: 1 minute

Transformations

Overclock Matrix
1 minute 3 Aetherium Charges Level 17

You channel maximum Aetherium power into your frame, overclocking your mind and body.

Changes:

+2 to movement speed, Advantage on Intelligence checks and saving throws

Special Actions:

Overclocked Strike: Add 2d8 thunder damage to weapon attacks, System Purge: 10-foot aura deals 2d6 lightning damage at the end of each of your turns

Limitations:

Cannot use Automaton Companion while overclocked

Auras

Shock Resistance Aura
10-foot radius Level 5

Your study of Dwemer metals radiates protective energy.

Effect:

Allies gain resistance to lightning damage

Command Link Aura
10-foot radius 1 Aetherium Charge Level 11

Your presence reinforces command signals to constructs.

Effect:

Allied constructs add your proficiency bonus to saving throws

Activation:

Bonus Action

This aura can be toggled on or off.

Companions

Clockwork Sparrow
Beast (Construct)
Level 2

A tiny, clockwork bird used for scouting and light attacks.

Statistics:
HP 2 + your Constitution modifier
AC 13
STR 2
DEX 15
CON 12
INT 4
WIS 12
CHA 6
Speed:
Walk 20 ft.
Fly 30 ft.
Skills:

Stealth + your proficiency bonus

Senses:

Passive Perception 11

Features:

Fly-by Attack: doesn’t provoke opportunity attacks when it flies out of an enemy’s reach

Commands:

Follow, Scout, Dive Bomber

Scaling:

Level 5: Sparrow’s attacks gain a +1d4 shock bolt that deals lightning damage.

Level 10: Sparrow’s AC increases by 1 and flight speed increases by 10 ft.

Level 15: Sparrow’s attacks impose disadvantage on saving throws vs. its special effects.

Steam Hound
Beast (Construct)
Level 7

A medium-sized mechanical hound that can ram, bark steam, and guard.

Statistics:
HP 4d8 + your Constitution modifier
AC 15
STR 14
DEX 14
CON 12
INT 6
WIS 12
CHA 8
Speed:
Walk 30 ft.
Senses:

Passive Perception 13

Features:

Steam Breath (Recharge 5–6): 15-foot cone deals 3d6 fire damage

Commands:

Attack, Guard, Overheat

Scaling:

Level 11: Steam Breath deals 4d6 fire damage, and Hound’s bite adds 2d6 fire damage.

Level 15: Hound can Dash as a bonus action and make a ram attack that knocks prone on a hit.

Gyro Sphere
Construct
Level 11

A rolling sphere automaton used for rapid transport and demolition.

Statistics:
HP 6d8 + your Constitution modifier
AC 14
STR 10
DEX 14
CON 14
INT 10
WIS 12
CHA 8
Speed:
Walk 40 ft.
Skills:

Investigation + your proficiency bonus

Senses:

Passive Perception 12

Features:

Narrow Passage: Treats openings one size smaller as one size larger for movement

Commands:

Transport, Demolition, Field Scout

Scaling:

Level 15: Sphere can Detonate as an action: 10-foot radius, 4d6 bludgeoning damage (DC 13 Dex save half).

Level 20: Self-Repair: Regains 10 hit points at the start of your turn if below half HP.

Class Features

Aetherium Reservoir (Level 1)

You infuse your body with trace Dwemer metals, creating a reservoir of arcane energy. You gain Aetherium Charges equal to half your Mechanist level (rounded up).

Tonal Perception (Level 1)

Your goggles attune to the tonal architecture of constructs and magical wards. You have advantage on Intelligence (Investigation) checks to analyze constructs and on saving throws versus magical traps and wards.

Control Rod Proficiency (Level 1)

You gain a Dwemer control rod and learn to channel Aetherium energy. You can use your rod to fuel your martial abilities.

Automaton Companion Blueprint (Level 2)

You learn to build tiny automatons. You gain a Clockwork Sparrow companion. See the Companions section for its stats and scaling.

Tonal Resonance (Level 5)

Your weapon attacks and Aetherium abilities deal extra lightning damage equal to your Intelligence modifier (minimum 1). You and allies within 10 feet gain resistance to lightning damage. Your metal-rich blood grants you immunity to shock spell effects but vulnerability to magnet-based attacks.

Blueprint Workshop (Level 6)

You can craft mechanical traps in the field. You can use an action and expend 2 Aetherium Charges to create a trap in a 5-foot square within 30 feet. The trap can be shock, piercing, or flame (your choice), dealing 2d6 damage when triggered. Disarm DC equals 8 + your proficiency + your Intelligence modifier.

Overclock Integration (Level 11)

When you expend 2 Aetherium Charges on a Control Rod Pulse, chosen allied constructs gain one additional reaction until the end of their next turn.

Prerequisite: Control Rod Proficiency

Master Mechanist (Level 20)

Your mastery of Dwemer engineering peaks. Your companion automatons become Medium size, and you can expend 5 Aetherium Charges to summon a Bound Dwemer Sentinel (use stats of a Duelist Iron Golem, but size Medium) for 1 minute.

Prerequisite: Automaton Companion Blueprint

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