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Tales of the Valiant Mechanist Guide
tales of the valiant

Tales of the Valiant Mechanist Guide

62 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

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The short answer

A Tales of the Valiant Mechanist is an Intelligence-based inventor who turns ordinary and magic items into adaptable tools. Pick a subclass based on the job you want to do: Metallurgist for armor and weapons, Spellwright for item-delivered spells, Tinker for a clockwork companion, Cog Augur for prediction, Grenadier for demolition, or Toymaker for small constructs. Plan Augment effects around the party's equipment rather than treating them as personal buffs.

Introduction

A Tales of the Valiant Mechanist is an Intelligence-based inventor who improves the equipment already in play. The Shard of Creation can become a useful nonmagical item, while Augment turns a weapon, shield, tool, or other object into a durable magical resource. This is a class for players who want to solve a problem by preparing the right item rather than relying on a fixed spell list.

On this page

  • Introduction
  • Rating Legend
  • Class Features
  • Eyes of the Maker ●
  • Shard of Creation ●
  • Augment ●
  • Efficient Action ●
  • Mechanist Subclass ●
  • Improvement ●
  • Multiattack ●
  • Rapid Augment ●
  • Greater Creation ●
  • Engineer's Insight ●
  • Ranged Augment ●
  • Always Prepared ●
  • Perfect Creation ●
  • Heroic Boon
  • Curse of Unmaking ●
  • Mend the Broken ●
  • Inspired Combatant (Player's Guide 2) ●
  • Manifold Invention (Player's Guide 2) ●
  • Epic Boon
  • Creative Engine ●
  • Energy Transfer (Player's Guide 2) ●
  • Fully Loaded (Player's Guide 2) ●
  • Ability Scores
  • Point Buy Recommendation
  • Lineage & Heritage
  • Dwarf ●
  • Human ●
  • Kobold ●
  • Syderean ●
  • Piney (The Old Margreve) ●
  • Erina (The Old Margreve) ●
  • Gearforged (Labyrinth Worldbook) ●
  • Elemental Scion (Player's Guide 2) ●
  • Goblin (Player's Guide 2) ●
  • Shade (Player's Guide 2) ●
  • Alseid (The Old Margreve) ●
  • Bearfolk (The Old Margreve) ●
  • Elf ●
  • Beastkin ●
  • Heritage Notes
  • Delver Heritage (The Old Margreve) ●
  • Forest Bastion Heritage (The Old Margreve) ●
  • Hiveheim Heritage (The Old Margreve) ●
  • Moonlit Heritage (The Old Margreve) ●
  • Martial Law Heritage (Book of Blades) ●
  • Privileged Heritage (Book of Blades) ●
  • Horse Lord Heritage (Book of Blades) ●
  • Ironwrought Heritage (Player's Guide 2) ●
  • Covenant Heritage (Player's Guide 2) ●
  • Kithren Heritage (Player's Guide 2) ●
  • Skills
  • Investigation ●
  • Arcana ●
  • Perception ●
  • Sleight of Hand ●
  • History ●
  • Backgrounds
  • Maker ●
  • Scholar ●
  • Criminal ●
  • Forest Dweller (The Old Margreve) ●
  • Battle Academician (Book of Blades) ●
  • Conscript (Book of Blades) ●
  • Judicial Champion (Book of Blades) ●
  • Prodigal (Book of Blades) ●
  • Artisan (Maker variant) ●
  • Alchemist (Player's Guide 2) ●
  • Investigator (Player's Guide 2) ●
  • Healer (Player's Guide 2) ●
  • Outcast ●
  • Talents
  • Technical Talents
  • Trade Skills ●
  • Crafter ●
  • Forest Denizen (The Old Margreve) ●
  • Relentless Hunter (The Old Margreve) ●
  • Friend of the Fey (The Old Margreve) ●
  • Friend of the Forest (The Old Margreve) ●
  • Noxious Apothecary + Poisoner (Book of Blades) ●
  • Polyglot ●
  • Sleuth (Player's Guide 2) ●
  • Alchemy Adept (Player's Guide 2) ●
  • Hardy (Player's Guide 2) ●
  • Improviser (Player's Guide 2) ●
  • Martial Talents
  • Combat Conditioning ●
  • Weapon Discipline ●
  • Careful ●
  • Stunning Sniper (The Old Margreve) ●
  • Weapon Option Specialist (Book of Blades) ●
  • Tactical Planning (Book of Blades) ●
  • Battle Tactician (Book of Blades) ●
  • Poisoner (Book of Blades) ●
  • War Dancer (Book of Blades) ●
  • Tactical Teamwork (Player's Guide 2) ●
  • Situational Awareness (Player's Guide 2) ●
  • Hurler (Player's Guide 2) ●
  • Unarmed Maneuvers (Book of Blades) ●
  • Teleporting Harrier (The Old Margreve) ●
  • Magic Talents
  • Combat Casting via Judicial Champion (Book of Blades) ●
  • Book of Blades Talent Shortlist
  • Spells
  • Subclasses
  • Cog Augur (Player's Guide 2) ●
  • Augment: Clairvoyant ●
  • Auguring Device ●
  • Grenadier (Player's Guide 2) ●
  • Arcane Grenades ●
  • Grenade Modifications ●
  • Augment: Explosive ●
  • Toymaker (Player's Guide 2) ●
  • Augment: Messenger ●
  • Autonomous Toys ●
  • Automated Power and Eyes Everywhere ●
  • Metallurgist ●
  • Augment: Absorbing ●
  • Mystic Metal ●
  • Heavy Hitter ●
  • Juggernaut ●
  • Full Metal ●
  • Book of Blades Metallurgist Notes
  • Spellwright ●
  • Artifice Intuition ●
  • Augment: Imbue Spell ●
  • Energy Efficient ●
  • Device Savant ●
  • Overcharge ●
  • Book of Blades Spellwright Notes
  • Tinker (Labyrinth Worldbook) ●
  • Augment: Wind Up ●
  • Clockwork Companion ●
  • Companion Modifications ●
  • Crafty ●
  • Compound Machine ●
  • Kill Switch ●
  • Labyrinth Worldbook Tinker Notes
  • Augment Effects
  • Weapons
  • Longsword / Greatsword ●
  • Light Crossbow / Hand Crossbow ●
  • Shard of Creation (transformed) ●
  • Thrown Weapons + Returning ●
  • Armor
  • Scale Mail / Half Plate ●
  • Mystic Metal (Metallurgist only) ●
  • Shields ●
  • Magic Items
  • Half-Sword of the Margreve Knights (The Old Margreve) ●
  • Goblin Shield (The Old Margreve) ●
  • Margreve Fur (The Old Margreve) ●
  • Scorn Pouch (The Old Margreve) ●
  • Quilted Bridge (The Old Margreve) ●
  • Treebleed Bucket (The Old Margreve) ●
  • Ogre's Pot (The Old Margreve) ●
  • Moon Through the Trees (The Old Margreve) ●
  • Honey Lamp (The Old Margreve) ●
  • Book of Blades Mounted and Tactical Items
  • Armor of the Paired Heart (Book of Blades) ●
  • Saddle of Flying (Book of Blades) ●
  • Bridle of Handling / Bridle of Calling (Book of Blades) ●
  • Banner of the Horse Lord (Book of Blades) ●
  • Mount Gear and Field Kit (Book of Blades) ●
  • Player's Guide 2 Gear Notes
  • Multiclassing
  • Wizard 2 → Mechanist ●
  • Mechanist → Rogue 3 (Thief) ●
  • Mechanist → Fighter 2 ●
  • Cleric 1 → Mechanist ●
  • Example Build: The Sapphire Engineer
  • Hot Takes
  • Final Notes
  • Related Guides

Choose a job before you choose Augment effects. Metallurgist supports a front-line weapon and armor plan. Spellwright turns items into spell-delivery tools. Tinker works through a clockwork companion, while Player's Guide 2 adds prediction, demolition, and toy-construct paths. The best effects are the ones that help the party's actual gear and campaign problems.

The cost is preparation. Track the items you have augmented, your active-item limit, and Shard charges. If that sounds appealing, the class has practical answers for exploration, repair, combat support, and unusual equipment. If you prefer a short turn routine, choose a class with fewer changing parts.

Use the Mechanist Augmentations Guide for detailed Augment rankings, legal item targets, loadouts, Shard combinations, and subclass effects.

The Old Margreve does not add a Mechanist subclass, but it does add useful support pieces for the class: resilient lineages, tool-friendly heritages, a wilderness background, technical talents, a few Spellwright-legal evocation spells, and magic items that a Mechanist can identify, tune, and deploy unusually well. Every option from that book is marked (The Old Margreve) below.

Book of Blades also does not add a Mechanist subclass in the local material reviewed for this guide. Its value is in the machinery around the class: Weapon Option Specialist rewards Efficient Action weapon-option turns, Tactical Planning rewards prepared fights, Poisoner plus Noxious Apothecary supports alchemy campaigns, and Book of Blades heritages/backgrounds add martial or social access points.

Labyrinth Worldbook adds a real Mechanist subclass: Tinker. This is the companion-and-contraption path, built around animated objects, a customizable clockwork companion, stronger crafting and repair logistics, and remote Augment delivery through the companion. Every option from that book is marked (Labyrinth Worldbook) below.

Player's Guide 2 is the largest direct Mechanist expansion so far. It adds two general Augment Effects, new Mechanist boons, and three subclasses: Cog Augur, Grenadier, and Toymaker. Cog Augur predicts problems before they become problems. Grenadier turns object use into controlled explosions. Toymaker builds tiny construct helpers and then makes the table admit that a wind-up squirrel can be tactical. Every option from that book is marked (Player's Guide 2) below.

Verdict: A preparation-heavy class that turns good equipment choices into versatile party tools. It rewards players who enjoy managing a changing set of items and effects.

A goblin Mechanist fastens a glowing blue Augment fitting to a shield in a harbor workshop.

Rating Legend

Ratings reflect how well a feature or option serves a Mechanist. They are not universal ratings: a weak Mechanist choice can be useful on another class or in a particular campaign.

RatingMeaning
●Excellent choice for most Mechanist builds
●Strong choice with a clear role
●Useful in the right build or campaign
●Usually weaker than the available alternatives

Class Features

Eyes of the Maker ●

When you touch a magic item or other magic-imbued object, you learn its properties, how to use it, any attunement requirement, its charges, spells affecting it, and the spell that created it when applicable. The feature does not say that it reveals curses, so do not treat it as a guarantee that an item is safe.

Shard of Creation ●

The Shard is a flexible class tool with charges equal to your INT modifier (minimum 1), regained on a long rest. Its core uses are:

  • Inspire: Spend 1 charge while touching the shard to add 1d6 to an ability check. The die becomes 1d8 at 9th level and 1d10 at 18th level.
  • Transform: Use an action while touching the shard to make a nonmagical weapon, shield, or Medium-or-smaller object worth no more than 20 times your Mechanist level in gold. The destination needs an unoccupied supporting surface or liquid, unless the form can be worn or held. At 9th level this becomes a Large-or-smaller tool or nonmagical object while retaining the cost limit; at 18th it becomes any Huge-or-smaller item, including structures and vehicles, without a cost limit.

If the shard is destroyed or lost, you can create a replacement with a 1-hour ritual, including during a short or long rest. It vanishes when you die or after more than 24 consecutive hours outside your possession.

Augment ●

The class-defining feature. You spend 1 hour focusing on an item to imbue it with a magical effect. You start with 2 known effects, learn more as you level, and can have effects active on up to 3 items initially (scaling to 7 at 17th level).

Key rules to internalize:

  • Effects on your own gear, allies' gear, or environmental objects all count toward your cap
  • You can augment your transformed shard — meaning your shard can be an Empowered weapon with a +1 bonus
  • If you exceed your active item limit, you must end an existing effect
  • The Augment save DC and attack modifier both scale with INT

Augment is why Mechanist is the best buff class in the game. By mid levels you're running a personal magic item shop where you choose the effects.

Player's Guide 2 expands the general Augment list with Controlled and Focused. Controlled is for magic items or strange devices with random effect tables, letting you roll the random result twice and choose the better outcome; if both rolls match, you can choose from the whole list. Focused goes on a spell focus and improves spell attacks and spell save DCs for spells cast through it, scaling from +1 to +3 as your Mechanist level rises. Controlled is weird-item tech. Focused is a party-caster gift, especially in groups where the Mechanist buffs everyone else's gear and quietly becomes the reason the Wizard looks smug.

Efficient Action ●

You can take the Use an Object action as a bonus action or perform a weapon option as a bonus action. Augment effects that require an action to activate can use the Use an Object action, so this can improve their action economy when their normal requirements are met. It does not waive an effect's item, range, or touch requirements.

Mechanist Subclass ●

Your subclass defines your identity. Core Mechanists choose Metallurgist or Spellwright, Labyrinth Worldbook adds Tinker, and Player's Guide 2 adds Cog Augur, Grenadier, and Toymaker. See Subclasses below. This is your strongest choice.

Improvement ●

Standard improvement — raise a single ability score by 2, two scores by 1 each, or raise one score by 1 and pick a martial or technical talent. Because INT is your primary stat, your first two Improvements should maximize INT (20) before branching. Mechanist is one of the few classes that also benefits meaningfully from Technical Talents, so consider holding off on stat maximization once INT hits 20 to pick up powerful talents.

Multiattack ●

Two attacks at 5th level. Standard. More important for Metallurgist (which adds force damage to each hit) than for Spellwright. Enables your Shard transform-weapon to be swung twice, which matters if you've augmented it with Empowered.

Rapid Augment ●

Apply an Augment effect as a bonus action by touch, INT modifier times per long rest. This is enormous. It means you can respond to new threats mid-combat — slap Protean on your weapon to change damage types against a resistant enemy, Reactive on a barrel to create a triggered alarm, or Reinforced on a door to hold a choke point. The 1-hour ritual becomes the safe, resource-free method; Rapid Augment becomes your combat tool.

Greater Creation ●

The Shard's Inspire die becomes 1d8. Transform can now create a Large-or-smaller tool or nonmagical object, while all other Transform restrictions, including the gold-value limit, remain in effect.

Engineer's Insight ●

After at least 1 minute of uninterrupted focus on a task, treat a d20 roll of 9 or lower on an ability check for that task as a 10. Moving does not interrupt the focus, but attacking, taking damage, or participating in anything requiring initiative order does. This is useful for deliberate work, not a blanket floor on every out-of-combat check.

Ranged Augment ●

Use Rapid Augment on items you can see within 60 feet without touching them. In addition, an Augment effect that normally requires touch to activate no longer needs touch while the item is within 60 feet; you do not need to see it for that activation benefit.

Always Prepared ●

When you would take damage from an attack, use your reaction to Use an Object. Clever defensive play — trigger a Reactive item, return a weapon to your hand, or activate Phosphorescent light. In practice you'll rarely need it, but when it matters it can be the difference between conscious and unconscious.

Perfect Creation ●

Inspire becomes 1d10. Transform can create any Huge-or-smaller item, including structures and vehicles, and no longer has a cost limit. Size, available space, and the normal Transform action still matter.


Heroic Boon

10th-Level Mechanist Feature — choose one:

Curse of Unmaking ●

As an action, make a melee spell attack using your Augment attack modifier against a creature or item within reach. On a hit, it becomes vulnerable to all damage. A creature can attempt a CON save against your Augment save DC whenever it takes a new instance of damage, ending the curse on a success. You can use this feature once per long rest, so save it for a target the party can pressure before it succeeds on a save.

Mend the Broken ●

Touch a creature or item and restore hit points equal to 5× your mechanist level (50 HP at 10th level). It also repairs lost limbs and catastrophic damage — an effect nearly unique in the game. Once per long rest. This is the "utility" pick. Great for narrative campaigns where the GM might enforce severe injury rules; less exciting in pure combat optimization.

Inspired Combatant (Player's Guide 2) ●

Your Shard of Creation can now fuel attack rolls. While touching the shard, spend 1 charge to add its Inspire die to an attack roll, and if the attack hits, add the same number as extra damage of the attack's damage type. This is clean, reliable, and especially nice for Metallurgists, Grenadiers using weapon attacks, and any Mechanist who already keeps the shard in hand.

Manifold Invention (Player's Guide 2) ●

Learn two additional Augment Effects that do not count against your known-effects limit. Boring text, excellent result. Mechanist power is menu depth, and this gives you two more tools without cutting into your progression. If your table uses exploration, gear, vehicles, traps, or weird magic items, this is often the best Heroic Boon.

Verdict: Manifold Invention is the best general pick, Curse of Unmaking is the best boss-killer, Inspired Combatant is the cleanest personal offense pick, and Mend the Broken shines in gritty or exploration-heavy campaigns.


Epic Boon

20th-Level Mechanist Feature:

Creative Engine ●

You gain a +1 bonus to saves for each active Augment effect on an item within 60 feet. If you fail a save while one of those items is in range, you can end one such effect to succeed instead. The ceiling depends on how many eligible effects you have active and nearby; it is a powerful resource trade, not immunity to saves.

Energy Transfer (Player's Guide 2) ●

As a reaction when you would take damage, end one active Augment effect on an item within 60 feet to take no damage from that instance. This is a huge emergency valve, especially when the damage is one massive hit rather than many small packets. It is worse than Creative Engine against save-heavy encounters, but better when the problem is "the dragon just rolled damage and the table went quiet."

Fully Loaded (Player's Guide 2) ●

For each active Augment effect on an item within 60 feet, you gain +1 to attack and damage rolls. If you miss while one of those items is nearby, you can end an Augment effect to turn the miss into a hit. This is the aggressive counterpart to Creative Engine: less save defense, much more offense. Metallurgist and Grenadier builds should stare at this for a while.


Ability Scores

Primary: Intelligence (INT) — fuels Shard charges, Augment save DC, Augment attack modifier, and Spellwright spellcasting. Maximize first.

Secondary: Constitution (CON) — you have a CON save proficiency and a d10 hit die, but heavy combat Mechanists need CON for concentration (Spellwright) and survival. Aim for 16+.

Tertiary: Strength or Dexterity — Metallurgists need STR or DEX for weapon attacks; Spellwrights replace STR/DEX with INT via Artifice Intuition, so it matters less.

Dump safely: Wisdom (WIS), Charisma (CHA). You have no WIS or CHA features. Wisdom saves are painful to dump but the class doesn't incentivize them.

Point Buy Recommendation

AbilityScore (Before Lineage)Reasoning
STR10Dump for most builds
DEX14Medium armor cap, initiative
CON14HP and saves; raise to 16 via Improvement
INT15Raise to 16 with lineage bonus; max ASAP
WIS10Dump
CHA8Dump

For a Metallurgist STR build, swap STR to 14 and DEX down to 10.


Lineage & Heritage

Dwarf ●

Poison resistance, darkvision, and speed that doesn't reduce in medium armor. Fireforge Heritage adds tool proficiencies and craft bonuses that stack naturally with the Mechanist's tool-heavy identity. A strong thematic and mechanical fit.

Human ●

The free talent at 1st level is exceptionally valuable. Humans who take Trade Skills as their talent immediately gain proficiency in two tools of their choice — stacking with the Mechanist's already-strong tool proficiencies. Versatile and safe.

Kobold ●

Pack Tactics synergizes well with a Metallurgist staying close to allies. Salvager Heritage adds trap-and-device flavor that fits a Mechanist narrative perfectly. Mechanically fine; strong roleplay fit.

Syderean ●

Syderean lineage options vary significantly, but those offering INT bonuses or magical resistances are excellent. The narrative of a starborn tinkerer fits well. Check your specific Syderean heritage options.

Piney (The Old Margreve) ●

Excellent defensive lineage for any Mechanist. Living Wood gives a PB-based reaction AC boost against melee attacks, Photosynthetic can recover extra hit dice during a natural-bright-light short rest, and the condition advantages help cover several brutal failure states. Metallurgists especially like stacking this with Mystic Metal and Absorbing.

Erina (The Old Margreve) ●

Darkvision, burrow speed, poison resilience, heightened senses, and passive spine damage while grappling or being grappled. The Small size can be awkward for some weapon setups, but a clever Mechanist can do a lot with burrowing, scouting, and Shard of Creation tools.

Gearforged (Labyrinth Worldbook) ●

The constructed-body theme is obvious, but the practical hook is durability and repair-facing play. Gearforged plus Ironwrought makes a very clean Mechanist identity: the character does not merely build machines; the character is also a maintenance problem with opinions.

Elemental Scion (Player's Guide 2) ●

Elemental Scion is good for Mechanists who want their engineering to read as elemental technology rather than workshop brass. Metallurgists like the durability angle, Spellwrights like the energy theme, and Grenadiers can make the whole build feel like applied unsafe physics.

Goblin (Player's Guide 2) ●

Goblin is a fun pick for Grenadier, Toymaker, and item-skirmisher builds. The main selling point is not raw optimization; it is having the mobility, attitude, and questionable judgment to put a Reactive object exactly where everyone else insisted it should not go.

Shade (Player's Guide 2) ●

Shade supports stealthier Mechanists, especially Spellwrights, Cog Augurs, and Toymakers who want scouting and eerie utility. It is less efficient for direct Metallurgists, but strong when the campaign rewards infiltration and information gathering.

Alseid (The Old Margreve) ●

Fast movement, strong sight/hearing Perception, stealth support, and advantage against exhaustion and frightened are useful. The quadruped drawbacks around ladders, stairs, trapdoors, and similar structures matter more for a tool-and-dungeon class than they do for many wilderness classes.

Bearfolk (The Old Margreve) ●

Good durability and fear support, but less aligned with the Mechanist's INT-first engine. Stronger for a STR Metallurgist concept than for Spellwright or general utility builds.

Elf ●

Trance (reduced rest), darkvision, and keen senses. Not especially efficient for Mechanist — you want CON and INT, not DEX and perception. Fine choice, not optimal.

Beastkin ●

Natural weapons and physical traits don't align with the Mechanist's INT-primary toolkit. Skip unless you have a strong character concept.

Heritage Notes

Delver Heritage (The Old Margreve) ●

Burrow speed, provisioner tools, a skill choice, and a language. Mechanists are already the class most likely to convert odd positioning and tools into real solutions, so Delver plays better here than it does on many classes.

Forest Bastion Heritage (The Old Margreve) ●

Animal Handling or Nature, trapper tools, and a reroll for failed CHA checks with urban creatures. The tools and Nature angle fit, but the social reroll does not use your core stats.

Hiveheim Heritage (The Old Margreve) ●

Nature or Survival plus herbalist or provisioner tools is fine, and the hive-environment advantages can matter in the right adventure. Outside that campaign frame, Delver is usually cleaner.

Moonlit Heritage (The Old Margreve) ●

Bonus-action sunlight and advantage against frightened effects are useful against shadow or fear-heavy enemies. Mechanists already have strong light options through Phosphorescent, so this is more campaign tech than default optimization.

Martial Law Heritage (Book of Blades) ●

Athletics, Intimidation, light armor, martial weapons, and bonus-action Help after joining a fray. Most Mechanists already have the armor and weapon access, so this is not as efficient as it is for Bards or Wizards. Metallurgists still like the disciplined-warrior package if the concept is a battlefield engineer rather than a workshop inventor.

Privileged Heritage (Book of Blades) ●

The flexible skill or tool pick is the real prize. A Mechanist can patch Persuasion for court play, Stealth for infiltration, or a missing tool proficiency without bending the whole build around a background. Stronger for Spellwrights and guild-inventor concepts than for straight Metallurgist bruisers.

Horse Lord Heritage (Book of Blades) ●

Animal Handling, land vehicles, trapper tools, and a trained horse boost. Mechanists can do interesting things with vehicles, mounted gear, and transformed equipment, but horses are campaign-dependent. If the party spends most adventures underground, this drops fast. If the campaign includes roads, battles, escorts, or cavalry work, it becomes a real support pick.

Ironwrought Heritage (Player's Guide 2) ●

Construct Affinity is tailor-made for Gearforged, Toymaker, and any Mechanist campaign with machines as NPCs rather than scenery. It is not always the strongest raw combat choice, but it makes the class's repair-and-construct identity land immediately.

Covenant Heritage (Player's Guide 2) ●

Spell Inoculation protects against targeted spell effects, and Expert Caster gives a skill/cantrip hook. Spellwrights love this, Cog Augurs appreciate the magical-culture angle, and every Mechanist appreciates not being politely removed from the fight by a single hostile spell.

Kithren Heritage (Player's Guide 2) ●

Medicine or Survival plus practical repair/rescue flavor fits a support Mechanist well. It is not as explosive as Covenant or as on-theme as Ironwrought, but it works for Toymakers, settlement engineers, and the kind of character who carries spare hinges because "you never know."


Skills

The Mechanist gets two skills from: Arcana, History, Investigation, Perception, and Sleight of Hand. Mechanist is a knowledge-forward class, and your skill list reflects that.

Investigation ●

Your best skill and the game's most useful knowledge-action skill. Combines brutally with Engineer's Insight at 13th level — your Investigation checks will rarely fail out of combat.

Arcana ●

With Eyes of the Maker you're already the party's magic item expert. Arcana keeps you useful in world-lore situations where identification alone isn't enough.

Perception ●

The most commonly called skill in the game. If you're not taking Investigation + Arcana, Perception is your third pick.

Sleight of Hand ●

Situationally strong for item-focused moments — palming an augmented object, slipping something into a target's pocket, or secretly activating a Reactive-augmented device. It synergizes with the class concept but isn't mechanically critical.

History ●

Almost never called in most campaigns. Skip unless your GM leans heavily on lore and world-building checks.

Recommended picks: Investigation + Arcana for an information-focused Mechanist. Investigation + Perception if you want a more action-balanced kit.


Backgrounds

Maker ●

The obvious pick. Maker grants proficiency in tool kits (stacking with your existing tools), adds crafting-related skills, and provides the strongest roleplay foundation for a Mechanist character. The Quick Build recommendation points here for a reason.

Scholar ●

INT-based, adds skill proficiencies useful for investigation and lore. The Researcher trait lets you know where to find information you don't have — extremely useful for a class that frequently needs to identify obscure magical phenomena.

Criminal ●

Thieves' tools proficiency (you might already have it), Stealth, and Deception. Mechanist Rogues are a viable concept, especially with Spellwright's sneaky magic-item mastery. Niche, but strong for that build.

Forest Dweller (The Old Margreve) ●

Survival, a choice of Animal Handling, Nature, or Stealth, Sylvan, and a choice of construction tools, herbalist tools, or trapper tools. Construction tools are the Mechanist hook here, while the talent choice can grab Forest Denizen or Relentless Hunter. Still, it is wilderness-facing and usually weaker than Maker or Scholar for a standard INT investigator.

Battle Academician (Book of Blades) ●

The best Book of Blades background if you want a battlefield engineer who understands formations, siege work, and tactical doctrine. It is not as clean as Maker for tools, but it points the character toward Battle Tactician or Tactical Planning as a campaign identity.

Conscript (Book of Blades) ●

Good for a Mechanist who learned engineering under military pressure. The magic-talent access noted in the local magic talents guide can point to Focus (War), but normal Mechanist Improvements still care more about martial and technical picks. Use this for story first, optimization second.

Judicial Champion (Book of Blades) ●

The standout Book of Blades background for a tactical Mechanist. It can support Scrutinous, Combat Casting, or Weapon Option Specialist, and all three can make sense depending on whether your build is investigation-heavy, Spellwright-facing, or weapon-option focused.

Prodigal (Book of Blades) ●

Useful for social or infiltrator Mechanists because it can support Covert-style play. It is weaker than Maker in a workshop campaign, but stronger if the campaign is about salons, noble houses, secret labs, and stolen schematics.

Artisan (Maker variant) ●

Similar to Maker but more socially oriented. Good if your Mechanist operates in merchant circles or guild structures.

Alchemist (Player's Guide 2) ●

The best PG2 background for a Grenadier or poison-and-concoction Mechanist. Pair it with Alchemy Adept, Noxious Apothecary, or Poisoner if the campaign actually tracks reagents and crafted items.

Investigator (Player's Guide 2) ●

Excellent for Cog Augurs and utility Mechanists. Investigation is already one of your best skills, and PG2's investigation-facing talent support lets this background make the class feel like a portable crime lab with fewer awkward questions from city guards.

Healer (Player's Guide 2) ●

Good for party-support Mechanists, especially Toymakers or Spellwrights who want a softer edge. You are not replacing a Cleric, but you can be the person who keeps the mission moving after the Cleric has spent the dramatic resources.

Outcast ●

Survival-focused. Doesn't use INT well enough to recommend over alternatives.


Talents

The Mechanist can select talents from the martial or technical list via Improvement, making technical talents uniquely accessible.

Technical Talents

Trade Skills ●

Proficiency in two tools of your choice. Since Augment requires tinker tools (you're already proficient), adding alchemist's supplies, thieves' tools, or cartographer's tools vastly expands your out-of-combat problem-solving. Stack this early.

Crafter ●

Dramatically reduces crafting time for equipment and tools. If your campaign has downtime, this talent makes Mechanists the best crafters in the party — combining with Engineer's Insight for reliability on crafting checks.

Forest Denizen (The Old Margreve) ●

Advantage on climbing and swimming checks, resistance to the poisoned condition, food-safety awareness, and help escaping vegetation, Beast, or Monstrosity restraints. Useful in a Margreve campaign, but less generally powerful than Trade Skills or Crafter.

Relentless Hunter (The Old Margreve) ●

Tracking support, pursuit endurance, stealth/perception help against tracked prey, and PB extra damage on your first hit against a chosen quarry when combat starts. Better for a ranged Metallurgist or wilderness scout than for a workshop-first Mechanist.

Friend of the Fey (The Old Margreve) ●

Sylvan, a limited social advantage with Fey or Sylvan speakers, and PB-per-long-rest advantage on saves against charmed or frightened. Good campaign tech if Fey are common.

Friend of the Forest (The Old Margreve) ●

Animal Handling support, druidcraft, and protection against weaker Beasts or Animal-tagged creatures. It asks you to care about WIS and Animal Handling, which most Mechanists do not.

Noxious Apothecary + Poisoner (Book of Blades) ●

Book of Blades does not add new technical talents, but it makes this poison package more relevant through Poisoner. Mechanists are one of the better classes for the concept because they already care about tools, preparation, and weird consumables. The catch is campaign support: if poisons are rare, enemies are immune, or your GM handwaves crafting, this is not worth an Improvement.

Polyglot ●

Extra languages and the ability to create ciphers. Useful for Mechanists running information networks or in intrigue campaigns.

Sleuth (Player's Guide 2) ●

Sleuth is excellent on Cog Augurs and investigation Mechanists because it stacks with what you already want to do: examine objects, read scenes, and produce reliable information. Combine it with Scrutinous if the campaign is mystery-heavy and you enjoy making the GM describe every hinge in the room.

Alchemy Adept (Player's Guide 2) ●

The PG2 alchemy pick for Grenadiers, poison builds, and consumable-focused Mechanists. It is only blue when crafting and alchemical items are real campaign objects. If your table handwaves shopping and downtime, it drops to orange. If your table tracks reagents, congratulations, you have been handed a spreadsheet with teeth.

Hardy (Player's Guide 2) ●

Dropping to 1 HP instead of 0 once per long rest is good on any frontliner, and exhaustion support matters in survival campaigns. Metallurgists like it most, but every Mechanist appreciates one extra refusal to fall over.

Improviser (Player's Guide 2) ●

Mechanists already fight over their bonus action, so Improviser is tempting but table-dependent. Use it when the exact action-conversion timing has been cleared with your GM. Do not build the whole character around one clever rules hinge unless everyone agrees the hinge exists.

Martial Talents

Combat Conditioning ●

Extra HP and proficiency in CON saves you don't already have. Since Mechanist does have CON save proficiency natively, this is weaker — but the extra HP is always good.

Weapon Discipline ●

Adds accuracy, damage, crit, and kill-temporary-HP benefits for a chosen weapon. Since Mechanists already get all simple and martial weapons, this is only useful for weapon-forward builds that actually swing or shoot often.

Careful ●

Reroll a failed save once per short rest. Given that the Mechanist's Epic Boon eventually makes saves near-automatic, Careful is most useful in the mid-game (levels 5–14) before Creative Engine comes online.

Stunning Sniper (The Old Margreve) ●

Choose a ranged weapon you are proficient with, score critical hits on 19-20 with it, and optionally trade a critical hit's damage for a stun. Mechanists can use all martial weapons, and Spellwright can use INT with magic weapons, so this is a real archer option. It is still narrower than the class's best technical picks.

Weapon Option Specialist (Book of Blades) ●

The most Mechanist-coded Book of Blades martial talent. Efficient Action lets you perform a weapon option as a bonus action, and Weapon Option Specialist makes one favored option more reliable while adding PB damage when it hits. Metallurgist especially likes this because Juggernaut already supports shove, grapple, and weapon-option STR checks in Mystic Metal.

This is only blue if your table uses weapon options consistently. If your group forgets them, skip it. If your Mechanist already thinks in objects, levers, trips, shoves, disarms, and battlefield geometry, this is the Book of Blades pick that actually matches the class.

Tactical Planning (Book of Blades) ●

Mechanists are already pre-combat planners, so Tactical Planning fits naturally. Ambush improves opening-round damage, Defensive Action makes prepared positions sturdier, and Rush the Line can coordinate allies before the fight collapses into melee. The History prerequisite is awkward because History is usually a weak Mechanist skill, but this is the rare case where taking History can pay off.

Battle Tactician (Book of Blades) ●

Battle Tactician is powerful, but most Mechanists dump CHA, and its hostile-save tactics use CHA. The good version is a commander-inventor who accepts a real CHA investment or focuses on tactics that do not need enemies to fail saves. If your table loves tactical subsystems, it can work. If you are already juggling Augments, Shard charges, Rapid Augment, and magic items, adding tactical points may be too much overhead.

Poisoner (Book of Blades) ●

Poison immunity is nice, but the offensive reason to take this is bonus-action poison application. Mechanists can build around alchemist's supplies, Noxious Apothecary, and prepared consumables better than most classes. The problem is still the same: poison needs supply, enemy vulnerability, and GM support.

War Dancer (Book of Blades) ●

Good for a DEX Spellwright or mobile ranged/melee hybrid, but not the default Mechanist plan. Metallurgist wants INT, armor, and Mystic Metal more than DEX skirmishing. Take War Dancer only if your build deliberately moves more than 10 feet most turns and fights in light or mobile armor.

Tactical Teamwork (Player's Guide 2) ●

Mechanists often know which ally's attack matters most, and Tactical Teamwork lets you spend a reaction to help turn that miss into a hit. It is especially good for Toymakers and Cog Augurs who already play as team enablers.

Situational Awareness (Player's Guide 2) ●

Surprise protection and reaction repositioning are useful on a class that hates losing setup tempo. This is not a top damage pick, but it is a good defensive talent for Spellwrights, Grenadiers, and anyone carrying important gear into bad rooms.

Hurler (Player's Guide 2) ●

Returning already makes thrown-object play easier, and Hurler gives thrown weapons a real style hook. It is not mandatory, but it is fun on Shard-of-Creation builds that want the weapon to leave, do something rude, and come home.

Unarmed Maneuvers (Book of Blades) ●

This is interesting specifically for Metallurgist gauntlet builds if your GM treats the gauntlet style as compatible with the unarmed/control concept, but the listed prerequisite in the local martial talent guide points to Martial Arts or Hand to Hand. If you are not investing in Hand to Hand, skip it. If you are building a grappling Juggernaut, it becomes a real control package.

Teleporting Harrier (The Old Margreve) ●

Powerful only if you have reliable teleportation from another feature, spell, trait, or magic item. Mechanist does not naturally provide that, though a late Spellwright with Device Savant can make odd magic-item setups work.

Magic Talents

Mechanists can't normally select magic talents unless they multiclass or gain access through a background. Spellwright Mechanists using Improvement should usually stick to technical or martial talents.

Combat Casting via Judicial Champion (Book of Blades) ●

Book of Blades can matter here through background access rather than a new magic talent. Combat Casting is excellent on normal concentration casters, but Mechanist spell use is strange. It is most relevant for Spellwrights using imbued spells with concentration or opportunity-attack cantrip tricks. Most Metallurgists should ignore it.

Book of Blades Talent Shortlist

Mechanist ConceptBest Book of Blades PicksWhy It Matters
Weapon-option engineerWeapon Option Specialist, Careful, Trade SkillsEfficient Action makes weapon options part of your bonus-action kit.
Prepared battlefield INTTactical Planning, Aware, DungeoneerMechanists get more from pre-fight planning than most classes.
Alchemical poison buildPoisoner, Noxious Apothecary, Trade SkillsStrong only when poison crafting and harvesting are real.
Commander inventorBattle Tactician, Martial Law, PrivilegedWorks if you can afford CHA or avoid save-based tactics.
Mounted field engineerHorse Lord, Fell Rider, mount itemsBest in open-field, escort, military, or travel-heavy campaigns.

Spells

For Spellwright spell picks and Arcane spell ratings, use the Wizard spell guide, Cantrips guide, and circle-by-circle spell guides.


Subclasses

Mechanist subclasses are chosen at 3rd level and grant features at 3rd, 7th, 11th, and 15th level. The core options — Metallurgist and Spellwright — represent opposite ends of the class's design space, Tinker (Labyrinth Worldbook) adds a companion-and-contraption path, and Player's Guide 2 adds Cog Augur, Grenadier, and Toymaker.

The Old Margreve does not add a Mechanist subclass. Subclass choice remains Metallurgist versus Spellwright; the book's Mechanist value comes from supporting options, spells, and magic items instead.

Book of Blades also does not add a Mechanist subclass. Its subclass impact is indirect: Metallurgist gets the most from Weapon Option Specialist, Tactical Planning, mounted support, and poison/alchemy packages. Spellwright gets more from Privileged, Judicial Champion, Combat Casting access, and magic-item-heavy mounted support because Device Savant eventually lets the class exploit unusual gear better than anyone else.

Labyrinth Worldbook adds Tinker, a Mechanist subclass for players who want the class to feel like a walking workshop with a construct assistant. It is less direct than Metallurgist and less spell-forward than Spellwright, but it adds bodies, objects, movement, scouting, repair logistics, and remote Augment reach.


Cog Augur (Player's Guide 2) ●

Cog Augur is the prediction-and-information Mechanist. It trades raw damage for tactical advantage, creature readouts, anti-surprise protection, route-finding, and better divination reliability. If Metallurgist wins by being hard to kill and Grenadier wins by making the room regret existing, Cog Augur wins by knowing which room should be avoided in the first place.

Cog Augur Progression:

LevelFeatures
3rdAugment: Clairvoyant, Auguring Device
7thIntricate Predictions
11thImproved Divining
15thClarity of Vision

Augment: Clairvoyant ●

Clairvoyant is the Cog Augur's support augment: it protects one important allied roll or incoming attack, then scales into multi-target prediction at 11th level. For detailed targets, timing, and ranking, use the Mechanist Augmentations Guide.

Auguring Device ●

Your handheld auguring device can be summoned, used for augury-style readings, queried for creature resistances, immunities, vulnerabilities, or action damage types, and used for wilderness prediction. Later features improve creature readouts, add divination/locate style functions, reduce random/no-answer risk, grant anti-surprise utility, find routes, and eventually give an ally an hour-long foresight-style defensive, skill, or save benefit.

Verdict: Cog Augur is the best PG2 subclass for investigation-heavy, travel-heavy, scouting-heavy, or tactical-support campaigns. It is weaker if your table only values direct damage.


Grenadier (Player's Guide 2) ●

Grenadier is the direct-offense PG2 Mechanist. It builds arcane grenades, modifies them for area damage, blindness, smoke, forced movement, elemental vulnerability, and fear pressure, then upgrades into controlled blasts and multi-grenade turns. It is the subclass for players who looked at a careful item-support class and asked, "What if the item was a problem for everyone nearby?"

Grenadier Progression:

LevelFeatures
3rdArcane Grenades, Augment: Explosive
7thControlled Blasts, more grenades
11thAdvanced Modifications
15thSuperior Firepower, more range and grenade volume

Arcane Grenades ●

Arcane grenades are magic ranged weapon attacks with 20/60 range, DEX or INT for attack bonus, and force damage that scales from 1d8 + INT to 4d8 + INT. You can arm and throw one as a Use an Object action or replace one attack with a grenade when you take the Attack action.

Important rule: arcane grenades cannot be augmented. Do not plan around Empowered grenades, Returning grenades, Protean grenades, or Loading grenades. The subclass is already doing plenty. It does not need illegal seasoning.

Grenade Modifications ●

You can modify grenades PB times per short or long rest. Early options cover splash damage, blindness, forced movement, and smoke. At 11th level, those improve and add elemental grenades that can strip resistance or apply vulnerability, plus psychic/fear grenades. At 15th level, the subclass gains better range, miss correction, disintegration on specific critical kills, and up to three grenades on a turn.

Augment: Explosive ●

Explosive is the Grenadier's prepared trap and demolition augment. It belongs on staged objects, not arcane grenades. For trigger advice, best targets, and the legal-use warning, use the Mechanist Augmentations Guide.

Verdict: Grenadier is the strongest PG2 combat subclass and the funniest way to learn whether your GM tracks object placement. Bring INT, bring a free hand, and maybe bring an apology.


Toymaker (Player's Guide 2) ●

Toymaker is not Tinker with smaller branding. Tinker gets one clockwork companion and Wind Up objects. Toymaker creates multiple Tiny construct toys based on animal stat blocks, commands them as a group, and can augment them. That distinction matters: toys are objects/construct helpers that can carry your augment plan into weird places.

Toymaker Progression:

LevelFeatures
3rdAugment: Messenger, Autonomous Toys
7thAutomated Power
11thEyes Everywhere
15thUltimate Toymaker

Augment: Messenger ●

Messenger is the Toymaker's scouting, distraction, voice, and translation augment. It is much better on toys than on random pocket junk. For ranking and play patterns, use the Mechanist Augmentations Guide.

Autonomous Toys ●

During a long rest, you create animal-shaped Tiny construct toys. They use simplified creature statistics, gain construct defenses, understand your languages, and can be commanded together. Their tasks include activating augments, assisting allies, distracting enemies, and protecting allies by interfering with attacks and taking some damage.

Unlike the Tinker companion, Toymaker toys can be augmented with eligible item/object augments, Detecting, and weapon augments that apply to their weapon attacks. At 15th level, Toymaker also gets 3 extra active augmented item slots, but those extra slots must be on toys, and a toy can hold up to two augments at once.

Automated Power and Eyes Everywhere ●

Automated Power improves toy AC and saves, turns destroyed nearby toys into a temporary personal power spike, and lets toy positioning add small attack or AC bonuses for nearby allies. Eyes Everywhere gives Perception support and anti-surprise value when you stay near multiple toys, and it improves the size and CR range of toys you can create.

Verdict: Toymaker is a tactical support subclass for players who enjoy positioning multiple small helpers. It is stronger in complex maps, scouting scenes, and party-support play than in simple stand-still fights.


Metallurgist ●

The Metallurgist doubles down on combat, transforming the Mechanist into a melee powerhouse in custom arcane armor. If you want to punch enemies in the face while your armor shrugs off magic, this is your path.

Metallurgist Progression:

LevelFeature
3rdAugment: Absorbing, Mystic Metal
7thHeavy Hitter (1d6)
9th*Heavy Hitter (1d8), Juggernaut
15thFull Metal, Heavy Hitter (1d10)

Augment: Absorbing ●

Absorbing is the Metallurgist's elemental damage answer and one of the reasons the subclass can front-line. For the full rating and reaction-use advice, use the Mechanist Augmentations Guide.

Mystic Metal ●

Your signature ability. You transmute nonmagical armor into a full-body arcane suit with these properties:

  • Gauntlets function as simple Light melee weapons dealing 1d6 + STR or INT magical bludgeoning damage. Use INT — this is one of the few weapons where INT replaces STR or DEX by default.
  • Summon as a bonus action from anywhere on the same plane
  • Can't be removed against your will
  • AC equals 13 + INT modifier — with INT 20, that's AC 18, matching plate without a shield
  • Not made of natural materials — immune to heat metal, rust monster effects, and similar mundane-material attacks

The armor's immunity to heat metal and rust monsters alone makes this one of the strongest class features in the game at mid levels. Combine with Absorbing and you have a tank who laughs at elemental damage and gear-destroying effects.

Heavy Hitter ●

While wearing Mystic Metal:

  • 7th level: +1d6 force damage per weapon attack, critical hit range expands to 19–20
  • 9th level: +1d8 force damage
  • 15th level: +1d10 force damage, crit on 19–20 persists

Force damage is the best damage type in the game — almost nothing resists it. Combined with Multiattack at 5th level, you're dealing your weapon dice + STR/INT + 1d6-1d10 force damage twice per round, with crits on 19–20. This is top-tier martial damage output.

Juggernaut ●

While in Mystic Metal, you gain Athletics proficiency and advantage on checks to initiate a grapple or shove, plus weapon-option checks that require Strength. After moving at least 15 feet on your turn, you have advantage on your next melee weapon attack. The progression table places Juggernaut at 9th level, although the nearby feature heading says 11th; ask the GM which printed reference governs the campaign.

Full Metal ●

As a bonus action, activate a 1-minute state that grants immunity to bludgeoning, piercing, and slashing damage and resistance to other damage types. It can activate automatically when you are reduced to 0 HP, but it does not restore hit points or stand you back up. After use, it cannot activate again until you finish a long rest.

Book of Blades Metallurgist Notes

Metallurgist is the Mechanist subclass that cares most about Book of Blades martial options. Weapon Option Specialist stacks naturally with Efficient Action and Juggernaut. Tactical Planning rewards the same pre-fight prep that Augment already asks from you. Poisoner is only worth it if you also support it with alchemist tools or Noxious Apothecary.

The mounted package is stranger but real. Horse Lord, Fell Rider, and Book of Blades mount items give a field-engineer Metallurgist a mobile platform for carrying gear, controlling space, and reaching siege objectives. Do not build this for a dungeon campaign.


Spellwright ●

The Spellwright is an arcane engineer who channels magic through items rather than directly. Less straightforward than Metallurgist, but extraordinarily versatile and the strongest Mechanist build for parties that want utility and spellcasting support.

Spellwright Progression:

LevelFeaturesImbued SpellsMax Circle
3rdArtifice Intuition, Augment: Imbue Spell21st
7thEnergy Efficient52nd
11thDevice Savant72nd
15thOvercharge93rd
19th–20th—114th

Artifice Intuition ●

Use INT instead of STR or DEX for attack and damage with any magic weapon (including augmented ones). This is the reason you never need to invest in STR or DEX as a Spellwright — your attack stat is INT across the board. Combine with the Empowered Augment effect and your Shard of Creation for a viable INT-based martial build with full spellcasting flexibility.

Augment: Imbue Spell ●

Imbue Spell turns a weapon, shield, or wearable/held object into a spell-delivery item for the Spellwright. While holding it, only the Spellwright can use an action to produce its selected spell effect. For target discipline and ranking, use the Mechanist Augmentations Guide.

Energy Efficient ●

When you cast a spell from a magic item, choose one:

  • Spend 1 fewer charge (minimum 1)
  • Deal extra damage equal to your INT modifier to one target
  • Double your PB for determining spell save DC of that cast

This applies to any magic item you or your party uses, not just your imbued items. Carrying a Wand of Fireballs? You're now extending its charges and boosting its damage. Strong tactical flexibility.

Device Savant ●

Ignore all restrictions on magic item use — class, lineage, level, and spell requirements. You can use any magic item the party finds, using INT for spell save DCs where needed. In a campaign with meaningful loot, this changes what your kit can do. Any item the party can't use? You can.

Overcharge ●

Once per spell per long rest, modify an imbued spell in one of two ways:

  • If it targets only you: double its duration
  • On a successful hit or failed save: use your reaction to deal maximum damage

The second option is essentially a free critical hit activation. Combine with a high-circle Imbue Spell for one enormous burst of guaranteed maximum damage.

Book of Blades Spellwright Notes

Spellwright is less interested in the martial Book of Blades talents and more interested in access. Privileged can patch a missing skill or tool. Judicial Champion can point toward Combat Casting if your imbued spell plan leans on concentration. Tactical Planning is good if your Spellwright plays like a mission planner.

Battle Tactician is possible but expensive. Spellwright already asks for INT, CON, magic item management, and imbued spell planning. Adding CHA-based tactics is only worth it if the character concept is specifically a battlefield commander-inventor.


Tinker (Labyrinth Worldbook) ●

Tinker is the Labyrinth Worldbook Mechanist subclass for players who want a clockwork companion, animated objects, and more ways to put Augment effects exactly where the party needs them. It is not as straightforwardly lethal as Metallurgist and not as magic-item-warping as Spellwright, but it is excellent in campaigns that reward positioning, scouting, vehicles, object play, and repair logistics.

Tinker Progression:

LevelFeatures
3rdAugment: Wind Up, Clockwork Companion, Crafty
7thCompound Machine
11thExpert Modifications
15thKill Switch

Augment: Wind Up ●

Wind Up is the Tinker's object-animation augment and the main reason the subclass cares so much about terrain, vehicles, barriers, and unattended gear. For object targets and pairings, use the Mechanist Augmentations Guide.

Clockwork Companion ●

You build a Medium construct companion with scaling HP, AC based on PB, construct immunities, darkvision, and a Slam attack. It obeys verbal commands without costing your action, acts after you, and can be rebuilt or modified with tinker tools during a 1-hour ritual.

The important limitation: the book calls out that the companion is a creature, so it is not an eligible target for your normal Mechanist Augment effects. Do not plan around augmenting the companion directly. Plan around using the companion as a body, scout, touch-delivery platform, and modification chassis.

Companion Modifications ●

At 3rd level, your companion starts with one modification. It scales to two modifications at 7th, three at 11th, and four at 15th. The early list includes:

ModificationBest Use
Armored Shell ●Keeping the companion alive as a frontline body
Force Cannon ●Ranged force damage and safer companion positioning
Retractable Limbs ●Burrow, climb, fly, or swim access for problem maps
Sentry Sight ●Scouting, anti-surprise, and keensense coverage
Steam Powered ●Speed and bonus-action Dash for mobile encounters
Tempered Steel ●Element resistance or immunity against known threats

At 11th level, Expert Modifications adds stronger options:

ModificationBest Use
Flamethrower ●Area fire damage when enemies bunch up
Healing Serum ●PB-based d8 healing three times per day
Large Frame ●Better STR checks, larger space control, bigger attacks
Spring Loaded ●More weapon damage plus your INT modifier

Crafty ●

Crafty improves mundane item crafting speed and makes vehicle repair easier, including halving time and spare-part costs for vehicle repairs. This is campaign-dependent, but in a Labyrinth, naval, caravan, siege, or vehicle-heavy campaign it is much better than its rating suggests.

Compound Machine ●

This is the feature that turns Tinker from "pet subclass" into "Mechanist subclass." When you start your turn near your companion or an active Wind Up object, you have advantage on the first ability check, attack roll, or save you make that turn. Your companion gets the same benefit if it starts near you or a Wind Up object.

The bigger piece: your clockwork companion can deliver the touch for Rapid Augment or touch-activated Augment effects while it is within 100 feet of you. That means your companion can run an Augment play into places you do not want your body to be. This is excellent with Rapid Augment, Ranged Augment, Reactive, Reinforced, Protean, and emergency object setup.

Kill Switch ●

At 15th level, you can use a bonus action to send your conscious companion within 30 feet into overdrive for 1 minute. Afterward, it becomes incapacitated until you spend 1 hour repairing it, and it cannot overdrive again until it finishes a long rest.

The local text reviewed names the overdrive state and its drawback but does not include the exact overdrive benefits in the extracted markdown. Do not invent those at the table; check the printed book or a corrected source before rating the damage ceiling.

Labyrinth Worldbook Tinker Notes

Tinker is strongest when the campaign gives objects room to matter. Wind Up loves wagons, handcarts, doors, chains, furniture, statues, barricades, ladders, saddles, bridges, and unattended terrain pieces. Clockwork Companion loves scouting, touch delivery, companion modifications, and action economy that does not drain your own action every round.

The subclass is weaker in tiny rooms where the companion blocks allies and animated objects cannot maneuver. It is stronger in the Labyrinth, because the setting naturally offers portals, vehicles, machinery, weird rooms, faction workshops, and object-based problems.

Verdict: Tinker is the best Mechanist subclass for players who want a tactical assistant and object-control toolkit. Metallurgist wins direct brawls, Spellwright wins magic-item abuse, and Tinker wins encounters where positioning, scouting, repairs, and contraptions are allowed to matter.


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Augment Effects

This guide only gives the class-build snapshot. For rankings, item targets, loadouts, Shard combos, subclass augment effects, and PG2 effects, use the Mechanist Augmentations Guide. That article owns the detailed augment discussion so this class guide does not repeat it.

Build GoalFirst PicksLater Picks to Check in the Augment Guide
General MechanistEmpowered, DetectingReturning, Protean, Reinforced, Reactive
MetallurgistEmpowered, DetectingRepellant, Protean, Reinforced, Propulsive
SpellwrightDetecting, EmpoweredFocused (Player's Guide 2), Returning, Reactive
Cog Augur (Player's Guide 2)Detecting, EmpoweredClairvoyant, Controlled, Reactive, Focused
Grenadier (Player's Guide 2)Detecting, EmpoweredExplosive, Reinforced, Reactive, Propulsive
Toymaker (Player's Guide 2)Detecting, EmpoweredMessenger, Reinforced, Reactive, toy-safe effects
Tinker (Labyrinth Worldbook)Detecting, EmpoweredWind Up, Reinforced, Reactive, Collapsible

Quick warning: Grenadier arcane grenades cannot be augmented, so do not plan around Empowered, Protean, Returning, or Loading applying to the grenades themselves. They are their own explosive headache. A stylish headache, but still a headache.


Weapons

You have proficiency with all simple and martial weapons — the broadest weapon access in the game. Here's what to actually carry:

Longsword / Greatsword ●

Standard martial weapon, augmented with Empowered (+1 to +3) for consistent output. Greatsword for max damage, Longsword if you want a shield for defense. Metallurgist players — your Gauntlets cover light attacks, so a Greatsword backup for heavy hits is fine.

Light Crossbow / Hand Crossbow ●

You start with a light crossbow. Augment Loading on it and you never need to buy ammunition again. Hand crossbow with Loading is a useful backup for ranged turns. Spellwright's Artifice Intuition lets you use INT for crossbow attacks.

Shard of Creation (transformed) ●

Transform your Shard into a martial weapon of your choice and augment it with Empowered. It returns to you if dropped (use Returning). It's effectively your best weapon because it's always with you and you control its form.

Thrown Weapons + Returning ●

Augment a handaxe or javelin with Returning and you have an infinite-use thrown weapon that comes back instantly (no action). Niche but fun; strong for ranged Mechanists.


Armor

Scale Mail / Half Plate ●

Your default medium armor. You're proficient in medium armor and shields. Until you get Mystic Metal (Metallurgist) or a magic item (Spellwright), scale mail (14 + DEX mod, max 2) is your go-to. Half plate (15 + DEX mod, max 2) is an upgrade when affordable.

Mystic Metal (Metallurgist only) ●

Already detailed above. AC = 13 + INT modifier. With INT 20, that's AC 18 — plate equivalent, weighing nothing, immune to magical gear-targeting effects, and summonable as a bonus action. No contest.

Shields ●

Augment your shield with Repellant to push attackers on failed saves, or Reinforced to give it absurd HP. A shield + medium armor hits AC 16-18 easily, which is fine for non-Metallurgist Mechanists.


Magic Items

Mechanists are unusually good with magic items because Eyes of the Maker identifies them immediately, Spellwright can exploit magic weapons with INT, and Device Savant eventually ignores use restrictions. The Old Margreve items below are the most relevant.

Half-Sword of the Margreve Knights (The Old Margreve) ●

A rare +1 finesse longsword with critical hits on 19-20. Spellwright can use INT with it because it is a magic weapon, while Metallurgist appreciates the expanded crit range if not relying exclusively on gauntlets.

Goblin Shield (The Old Margreve) ●

A rare shield with charge-based bonus-action bites. Mechanists are already shield-proficient, and Repellant/Reinforced shield augments make this a strong defensive base. The only cost is bonus-action competition with Efficient Action and Rapid Augment.

Margreve Fur (The Old Margreve) ●

Advantage on smell-based Perception and initiative, plus limited invisibility in plant terrain. Initiative advantage is excellent on a class that wants to set up augments, trigger objects, or identify threats before the fight develops.

Scorn Pouch (The Old Margreve) ●

Prevents surprise from hostile creatures within 30 feet. Mechanists hate losing the first round because their best turns often involve setup, so this is better than it looks.

Quilted Bridge (The Old Margreve) ●

A compact deployable bridge. Mechanists can already solve many traversal problems with Shard of Creation, but a common item that does it without spending Shard charges is still useful.

Treebleed Bucket (The Old Margreve) ●

Turns specific tree sap into potions a limited number of times. This is exactly the kind of logistics item a Mechanist can plan around, though its value depends on access to the right trees and downtime.

Ogre's Pot (The Old Margreve) ●

Food generation plus a rolling, obstacle-smashing command mode. It is expensive and strange, but Mechanists are the class most likely to weaponize an object that damages structures and knocks creatures prone.

Moon Through the Trees (The Old Margreve) ●

Terrain-dependent invisibility and a blind burst near living trees. Strong in forests, much weaker in cities, caves, or dungeons.

Honey Lamp (The Old Margreve) ●

Light and a darkvision consumable rider are fine, but Detecting and Phosphorescent already cover much of this territory better.

Book of Blades Mounted and Tactical Items

Book of Blades magic items matter to Mechanists because the class identifies gear immediately, can build plans around odd equipment, and can use Shard of Creation or Augment effects to support transport, barriers, and vehicles. For the full mount list, use the Animal Allies and Summons guide.

Armor of the Paired Heart (Book of Blades) ●

Excellent for mounted Mechanists because the rider can split damage taken by the mount. A Mechanist can already reinforce, repair, identify, and plan around gear better than most classes, so protecting the mount is more valuable than simply buying a faster horse.

Saddle of Flying (Book of Blades) ●

Limited flying speed for a ridden mount is a huge tactical and exploration upgrade. Spellwrights and field-engineer Metallurgists both appreciate anything that turns a mount into a mobile deployment platform.

Bridle of Handling / Bridle of Calling (Book of Blades) ●

Good if mounted play is frequent, much less important otherwise. The Mechanist angle is logistics: these items reduce the number of problems your mount creates while the rest of your kit solves problems around it.

Banner of the Horse Lord (Book of Blades) ●

Useful for a party that actually fights as mounted or formation-based units. It is not a default Mechanist item, but it fits a commander-inventor or campaign with military travel.

Mount Gear and Field Kit (Book of Blades) ●

Right-Sizing Saddle, Aerial Saddle, Bubble Saddle, Howdah, Signal Flags, and Smoke Bombs are all campaign-structure picks. Mechanists are good at squeezing value out of them because object use, equipment prep, and battlefield setup are already part of the class. They are weak in tight dungeon crawls and strong in travel, siege, escort, naval, or open-field campaigns.

Player's Guide 2 Gear Notes

Player's Guide 2 does not need a single named magic item to matter here because it changes what the Mechanist wants from items.

Random-effect magic items get better with Controlled. If your party finds a wand, bag, deck, bottle, or other device that rolls on a result table, the Mechanist can make that chaos much less embarrassing.

Spell foci get better with Focused. This is often strongest on an allied full caster's focus rather than your own gear. Mechanists who share their best augments are Mechanists who get invited back after the first dungeon.

Alchemical items, concoctions, smoke gear, handcarts, tools, and deployable objects matter more for Grenadiers, Toymakers, and Tinkers than they do for most classes. If the campaign lets mundane gear stay relevant, these subclasses reward the player who packs like a quartermaster with trust issues.


Multiclassing

Mechanist multiclassing requires INT 13. Entry into Mechanist from another class requires the same.

Wizard 2 → Mechanist ●

You start with spells and a spellbook, then shift to Mechanist's tool-based approach. The combination of Arcane Recovery, a Spellbook, and Imbue Spell creates a unique hybrid. You lose early level Augment scaling. Not optimal, but flavorful.

Mechanist → Rogue 3 (Thief) ●

Thief adds Cunning Action, Fast Hands, climbing support, and skill utility, but Efficient Action already covers much of the Use Object angle. This is mostly for DEX-leaning infiltrator Mechanists who want Rogue skills and mobility, not a raw action-economy upgrade. If you go deeper, Appraising Eye overlaps with your item-identification role while adding its own magic-item access tricks.

Mechanist → Fighter 2 ●

Action Surge once per short rest. Doubles your Rapid Augment applications in a combat turn. The dip adds clean martial utility without delaying Mechanist augment scaling as painfully as a deeper split would.

Cleric 1 → Mechanist ●

Get Healing Word and one other Divine spell, plus armor proficiency (already have it). The main draw is a cantrip and light healing support. Only worthwhile if your party desperately needs a healer and no one else can fill it.


Example Build: The Sapphire Engineer

A Metallurgist Mechanist built for melee dominance, with utility Augments to handle exploration and social challenges.

Background: Maker | Lineage: Human (for the bonus talent) Talent at 1st: Trade Skills (adds Alchemist's Supplies + Thieves' Tools)

LevelKey DecisionNotes
1Eyes of the Maker, Shard of CreationFree magic item identification; transform Shard into a longsword
2Augment: Empowered + DetectingAugmented longsword (+1), goggles see invisible creatures
3Metallurgist subclassAbsorbing + Mystic Metal online; AC = 13 + INT (likely 16 = AC 15 base)
4Improvement: INT 16 → 18Augment save DC rises; Mystic Metal AC improves
5Multiattack2 attacks per round; longsword + gauntlet combos begin
6Rapid AugmentAugment in combat; swap Protean on the longsword vs. resistant enemies
7Heavy Hitter (1d6 force)+1d6 force on every weapon hit; crit range 19–20
8Improvement: INT → 20AC = 18; Augment save DC = 8+4+5 = 17; fully online
9Repellant (shield), Juggernaut*Push attackers on failed STR save; gain the printed-table Juggernaut benefits
10Heroic Boon: Curse of UnmakingMelee attack applies vulnerability; pair with burst turn
12Improvement: CON → 16HP and CON save buffer
13Engineer's InsightInvestigation floor 10; dominant out of combat
14Ranged AugmentTrigger items at 60 ft; Reactive setups mid-combat
15Full Metal1-minute immunity to physical damage; auto-activates at 0 HP
16Improvement: Talent — CarefulReroll one failed save per short rest
17Always PreparedReact to attacks with Use an Object
18Perfect CreationShard → anything Huge; no cost limit
19Improvement: any secondary scoreRaise a supporting ability or take a talent that serves the campaign role
20Creative Engine+1 save per nearby active Augment effect; can end one effect to pass a save

Tactics by Tier:

Levels 1–4: You're a competent martial character with unusual utility. Your Shard provides tools and improvised solutions. Use Eyes of the Maker on every magic item you find — you're the party appraiser.

Levels 5–9: You come online hard. Mystic Metal + Absorbing + Multiattack + Rapid Augment makes you the most flexible fighter in the party. Adapt your Augment loadout mid-fight when you see enemy damage types.

Levels 10–15: Curse of Unmaking can make a priority target vulnerable until it succeeds on a later Constitution save. Full Metal at 15th gives you a brief defensive state, but it does not restore hit points if it triggers at 0 HP.

Levels 16–20: Creative Engine rewards keeping useful Augment effects nearby and gives you an emergency way to pass a failed save by ending one. Engineer's Insight, Ranged Augment, and Perfect Creation broaden your deliberate exploration and downtime options. In combat, Heavy Hitter still adds 1d10 force damage to weapon hits and expands your critical range.


Hot Takes

Hot Take: Weapon Option Specialist (Book of Blades) is better on Mechanist than it looks because Efficient Action already makes weapon options a bonus-action tool. If your table uses weapon options, this is not a Fighter-only talent.

Hot Take: Tactical Planning (Book of Blades) is the most on-brand martial talent for Mechanist. The whole class is already about knowing the problem before initiative starts and bringing the right device.

Hot Take: Battle Tactician (Book of Blades) is powerful but stat-awkward. Most Mechanists should not suddenly invest in CHA unless the campaign wants a commander-inventor and the player wants another subsystem to track.

Hot Take: Poisoner plus Noxious Apothecary is either a full character concept or a wasted pair of choices. Mechanists can make the alchemy story work, but poison needs a real supply chain and enemies that care.

Hot Take: Book of Blades mounted gear is not just for Paladins and Fighters. A Mechanist on a protected mount is a mobile workshop, scout platform, and item-deployment engine. The caveat is brutal: if the campaign lives in cramped ruins, leave the horse outside and spend the build choices elsewhere.

Hot Take: Tinker (Labyrinth Worldbook) is the Mechanist subclass most likely to look underpowered in a white-room damage chart and overperform in an actual adventure. Animated objects, companion positioning, remote Augment delivery, and repairs do not show up in DPR math.

Hot Take: Wind Up (Labyrinth Worldbook) is not a pet attack feature. It is a map-editing feature. If you use it to imitate a summon, you will be disappointed. If you use it to move cover, drag gear, block paths, trigger objects, and create Compound Machine anchors, it becomes the reason to play Tinker.

Hot Take: The clockwork companion is better as a tactical assistant than as a main striker. Force Cannon, Sentry Sight, Retractable Limbs, Healing Serum, and Compound Machine support the party more reliably than trying to turn it into a replacement martial.

Hot Take: Focused (Player's Guide 2) is strongest when you stop being precious about your own toys. Put it on the Witch, Theurge, Wizard, or Cleric focus that actually decides encounters, then enjoy being the reason the save DC got rude.

Hot Take: Grenadier (Player's Guide 2) is not "augment my grenades." Arcane grenades cannot be augmented. The subclass is about using Explosive, terrain, and timing to make the room itself regret its choices.

Hot Take: Toymaker (Player's Guide 2) looks silly until the tiny device starts scouting, protecting allies, activating augments, and generally behaving like a unionized nuisance with excellent benefits.


Final Notes

The Mechanist rewards players who read ahead. Before each session, look at the challenges your party is likely to face and pre-configure your Augment loadout. Before a dungeon crawl: Detecting (X-ray vision), Empowered (weapon), Phosphorescent (ring or goggles). Before a social intrigue: Illusive (transform something to look like a key or document), Reactive (on a safe to detect tampering). Before a naval encounter: Propulsive on everyone's boots and Reinforced on the hull.

The 1-hour ritual cost means you can't react to everything in real-time without Rapid Augment — that's the resource management tension at the heart of the class. Between sessions and long rests is when Mechanists do their heaviest thinking.

One more thing: the Augment feature is explicitly called out as working on other creatures' items, not just your own. A Mechanist who augments the party Fighter's sword with Empowered, the caster's spell focus with Focused, and the scout's goggles with Detecting is playing the class to its full potential. You're not just a personal powerhouse - you're an engine that makes the whole party meaningfully better.

The Old Margreve does not redefine the class, but it gives Mechanists good campaign-specific tools. Piney is the easiest defensive lineage pick, Delver is the most useful heritage, Forest Dweller is the wilderness background, and Spellwright gets a small but real package of evocation spells to imbue into gear.

Book of Blades is similar: it does not redefine the class, but it gives Mechanists more ways to specialize. Weapon Option Specialist turns Efficient Action into a real tactical identity. Tactical Planning rewards the class's prep mindset. Poisoner and Noxious Apothecary support alchemical inventors. Privileged and Judicial Champion help social or law-facing engineers. Horse Lord, Fell Rider, and mount items support field engineers in campaigns where mounts actually enter play.

Labyrinth Worldbook is a bigger deal because it adds Tinker, a full subclass. If Metallurgist is the armor suit and Spellwright is the magic-item hacker, Tinker is the field engineer: companion, contraptions, animated objects, repairs, and remote Augment delivery. Pick it when you want the environment to be part of your character sheet.

Player's Guide 2 is the other big Mechanist book. Cog Augur gives the class a support-and-information chassis, Grenadier gives it real demolition play, and Toymaker gives it toy-based scouting, protection, and augment delivery. Controlled and Focused also make the general augment list better, especially when the party finds strange magic items or relies on spell foci.

The Shard of Creation's Transform at high levels is the secret win condition in exploration challenges. At 18th level you can produce a ship, a siege engine, or a fortified wall. Most GMs haven't planned for this. Use it.


Tales of the Valiant is published by Kobold Press. This guide is fan-made and not affiliated with or endorsed by Kobold Press.


Related Guides

Mechanist Guides

  • Best Mechanist Augment Effects in Tales of the Valiant

Talent Guides

  • Best Technical Talents in Tales of the Valiant
  • Best Martial Talents in Tales of the Valiant
  • Best Magic Talents in Tales of the Valiant

Book of Blades Support

  • Book of Blades Heritages
  • Animal Allies and Summons Guide: Book of Blades Mounted Support

Lineage Guides

  • Tales of the Valiant Dwarf Lineage Guide
  • Tales of the Valiant Human Lineage Guide
  • Tales of the Valiant Kobold Lineage Guide
  • Tales of the Valiant Syderean Lineage Guide
  • Tales of the Valiant Elf Lineage Guide

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