publish: true
aliases:

  • Mechanauts’ Guild
    created: 2026-03-09T12:15:33.984-04:00
    modified: 2026-03-09T12:15:33.984-04:00
    published: 2026-03-09T12:15:33.984-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24
  • ttrpg-cli/subclass/craftsman/mechanauts
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

Mechanauts’ Guild

Craftsman: Subclass Feature
Source: Valda’s Spire of Secrets (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2Mechanauts' Guild
4th+2
5th+3
6th+3Frame Upgrade
7th+3
8th+3
9th+4
10th+4Ejector Seat
11th+4
12th+4
13th+5
14th+5Magitech Upgrade
15th+5
16th+5
17th+6
18th+6
19th+6
20th+6

Pilot an Enormous Crab Tank

For centuries, the pinnacle of mechanized vehicles was the Apparatus of the Crab, a singular device capable of exploring inhospitable environments, from the sea floor to lava-strewn volcanic fields. However, ambitious Craftsmen from the Mechanauts’ Guild have drawn up designs for a new vehicle, mightier and more customizable than the old apparatus. This device is a walking tank, equipped with savage fists, scuttling legs, and climate control enhancements—a vehicle to dwarf all others, a true feat of engineering.

Subclass Features

Mechanaut’s Apparatus (Level 3)

You build a Mechanaut’s Apparatus with ample room for upgrades and improvements. Its blueprints are based on the Apparatus of the Crab, but you can model your apparatus to resemble any Beast or a Humanoid.

Entering and Exiting the Apparatus. A creature within 5 feet of the apparatus can enter the apparatus and become its pilot or exit it. Doing so costs an amount of movement equal to half its Speed (round down). The apparatus can only fit one Medium or smaller creature in the pilot’s seat. Any creature within the apparatus has Total Cover from all effects originating outside of the apparatus.

Piloting the Apparatus. The apparatus acts on its pilot’s turn, and doesn’t act unless it is piloted. The pilot sees and hears through the apparatus’s sensors, gaining the benefits of any special senses it has.

On its turn, the pilot can direct the apparatus to move (no action required). The pilot can use the apparatus to take any action (other than the Magic action), Bonus Action, or Reaction. Only you can make attack rolls while piloting the apparatus, and use your Intelligence for attack and damage rolls. The apparatus gains the benefits of the pilot’s class features and feats, but can’t be used to emulate a magical effect.

Remote Control. While the apparatus isn’t being piloted, you can command it to wait or follow you. While following, it moves on its turn so that it remains within 30 feet of you.

Repairing the Apparatus. If the apparatus drops to 0 Hit Points, each creature inside of it is ejected in a space within 5 feet of the apparatus and has the Prone condition.

You can take the Utilize action to temporarily repair the apparatus while it has 0 Hit Points. This repair allows it to move, but it has the Incapacitated condition until it regains any Hit Points or finishes a Long Rest.

The apparatus gains the benefits of taking a Short or Long Rest as normal. If the apparatus is lost, you can build a new one for 250 GP.

Customizing the Apparatus. The apparatus comes with two integrated weapons, one in each of its arms. When you finish a Long Rest, you can replace these weapons with Simple or Martial weapons of your choice. Only one installed weapon can be Ranged. Each integrated weapon is wielded as if with two hands. If you integrate a Masterwork weapon into the apparatus, you gain the benefits of your Masterwork Bonus when attacking with it.

At Craftsman level 11, you gain the benefits of any Weapon Enchantment on an integrated weapon. At level 13, you can apply the Adamantine Armor Enchantment to the apparatus. At level 18, the apparatus gains the benefits of your Spellwrought Armor while you pilot it.

Can the Apparatus Go There?

Adventuring with a Large-sized Mechanaut’s Apparatus can prove challenging when exploring tunnels and underground chambers. The GM has the final say on if the apparatus can fit in a space or treats tight spaces as Difficult Terrain. As a rule of thumb: an apparatus should be able to follow the party wherever they go, even if it is hindered for a while.

Cockpit Upgrade (Level 3)

You gain one of the following upgrades of your choice. Whenever you finish a Long Rest, you can replace the chosen option with another one.

Floodlights. While piloting the apparatus, you can take a Utilize action to activate or disable its floodlights. The lights cast Bright Light in a 120-foot Cone and Dim Light for an additional 120 feet.

Loudspeaker. The apparatus causes your voice to boom up to three times as loud as normal. You can also take the Utilize action to blare a loud horn.

Passenger Seat. You install a second seat inside the apparatus. A Medium or smaller creature within 5 feet of the apparatus can take the Utilize action to enter the apparatus’s passenger seat and become its passenger or exit it. A passenger can’t pilot the apparatus but has Total Cover from effects originating outside the apparatus.

Frame Upgrade (Level 6)

You gain one of the following upgrades of your choice. Whenever you finish a Long Rest, you can replace the chosen option with another one.

Arachnotron Legs. The apparatus has a Climb speed equal to its Speed.

Diving Bell. The apparatus has a Swim Speed equal to its Speed and contains a supply of air that allows creatures within it to breathe while it is underwater.

Heavy Suspension. The apparatus’s jump distance triples, and it takes no damage from falling less than 100 feet.

Ejector Seat (Level 10)

When you take damage while you’re piloting the apparatus, you can take a Reaction to eject yourself and any other creature inside of the apparatus. Each ejected creature lands in a space of its choice that it can see within 30 feet of the apparatus.

Magitech Upgrade (Level 14)

You gain one of the following upgrades of your choice. Whenever you finish a Long Rest, you can replace the chosen option with another one. You can use this feature a number of times equal to your Masterwork Bonus. You regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.

Ballista Cannon. While piloting your apparatus, you can take a Magic action to fire the apparatus’s integrated heavy ballista in a 120-foot-long, 5-foot-wide Line. Each creature in the Line makes a Dexterity saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus), taking 6d10 Force damage on a failed save, or half as much damage on a successful one.

Missile Pod. While piloting your apparatus, you can take a Magic action to launch a salvo of micro-missiles in a 30-foot Emanation originating from the apparatus. Each creature you choose within the Emanation takes Force damage equal to 5d6.

Rocket Engine. While piloting your apparatus, you can take a Bonus Action to light the apparatus’s installed rocket engine. Until the end of your turn, the apparatus’s Speed doubles, it has a Fly Speed equal to its Speed, and you can attack three times when you take the Attack action using the apparatus on your turn.