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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Rod Pulse
Channel Aetherium energy through your control rod to command or bolster a Dwemer construct.
Crossbow Reconfiguration
Modify a bolt in your hand to short-circuit a construct’s mechanisms.
Wielding a crossbow
Concussive Resonance
Emit a focused sonic shock that rattles constructs in a 10-foot cube.
Arc Circuit
Short-circuit magical constructs or arcane wards in 5 feet. Constructs must succeed on an Intelligence saving throw or be disabled for 1 round.
Rapid Prototyping Trap
Create a mechanical trap in a 5-foot square that triggers when a creature enters. You choose shock, flame, or piercing damage.
Projected Resonance
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.
Magnetic Snare
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.
Construct Overclock
Overload an allied construct’s systems. It gains one extra action on its next turn.
Teslatic Burst
Detonate stored Aetherium energy in a 30-foot radius. Constructs and magical devices take full damage; others take half.
Temporal Flux Bolt
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.
Transformations
Overclock Matrix
You channel maximum Aetherium power into your frame, overclocking your mind and body.
+2 to movement speed, Advantage on Intelligence checks and saving throws
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
Cannot use Automaton Companion while overclocked
Auras
Shock Resistance Aura
Your study of Dwemer metals radiates protective energy.
Allies gain resistance to lightning damage
Command Link Aura
Your presence reinforces command signals to constructs.
Allied constructs add your proficiency bonus to saving throws
Bonus Action
This aura can be toggled on or off.
Companions
Clockwork Sparrow
Level 2A tiny, clockwork bird used for scouting and light attacks.
Stealth + your proficiency bonus
Passive Perception 11
Fly-by Attack: doesn’t provoke opportunity attacks when it flies out of an enemy’s reach
Follow, Scout, Dive Bomber
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
Level 7A medium-sized mechanical hound that can ram, bark steam, and guard.
Passive Perception 13
Steam Breath (Recharge 5–6): 15-foot cone deals 3d6 fire damage
Attack, Guard, Overheat
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
Level 11A rolling sphere automaton used for rapid transport and demolition.
Investigation + your proficiency bonus
Passive Perception 12
Narrow Passage: Treats openings one size smaller as one size larger for movement
Transport, Demolition, Field Scout
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)
Tonal Perception (Level 1)
Control Rod Proficiency (Level 1)
Automaton Companion Blueprint (Level 2)
Tonal Resonance (Level 5)
Blueprint Workshop (Level 6)
Overclock Integration (Level 11)
Prerequisite: Control Rod Proficiency
Master Mechanist (Level 20)
Prerequisite: Automaton Companion Blueprint
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