Dungeons and Dragons – Mystara
Secret Craft of Clockwork
aka Master of Clockwork, or Mechologist
- List of Mechologists
- Craft Magical Items
- Ranks of Mechologist
- Secret Craft References
- Content Updates
They are known as a Mechologist in the library of the Great School of Glantri. They started out (and can still be found) as the Master of Clockwork of the Gnomes and Dwarves of Ierendi, Rockhome and Karameikos. This is an expansion of the Secret Crafts inspired by Gazetteer 3.

This secret craft was developed by those who have a deep connection with steam and clockwork. These are abilities granted by the grace of the patrons of science, clockwork and innovation.
Source Material: This secret craft was built from material gained from various editions of the game. Deep Magic – Clockwork (DM1), Midgard Heroes Handbook.
List of Mechologists
- Initiate –
- 1st Circle –
Craft Magical Items – Mechologist
- Very Rare
- Artefacts
Ranks of the Mechologist
- Initiate (from 1st level)
- 1st Circle (from 6th level)
- 2nd Circle (from 11th level)
- 3rd Circle (from 16th level)
- 4th Circle (from 21st level)
- 5th Circle (from 26th level)
Mechologist Initiate
To become an initiate, one must be part of either “The Great Flying City” in the clouds or a respected member of a Dwarven or Gnomish community operating mechanica.
Secret Craft – Mechologist – Initiate
- Craft Bonus = Proficiency + Int + circle +2 (Dwarf, Gnome, Planar)
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Int mod + circle achieved +2 (Dwarf, Gnome, Planar).
- Bonus Language – Dwarf or Gnome
- Specialisations of Mechnologist include – Crafting (Blacksmith, Tinkerer)
- Associated Sphere – Usually a Dwarven or Gnome Pantheon Immortal, but any Immortal who is a Patron of mechanics, science or technology is also valid.
- Expanded Magic: Characters gain extra spells to their spell list from this secret craft. A prepared caster gains them as spells in their spellbook, a spontaneous caster can swap out the spells with their known spells during craft downtime.
- Artefacts of Clockwork (any) You can make a craft check to use a artefact of clockwork (or technology) without expending the items power by paying for it with your own life force instead. This avoids the chance of a penalty being activated. You can also steal power from an artefact to heal your soul burn. If you are attuned to the artefact, you can use its power to activate your secret craft features without a chance of a penalty being activated. Clockwork (or technology) attuned magical items allow you to pinch their charges for the day using 1 charge to replace 1 soul burn, and for each level or rarity above common the magical item can replace an additional point.
Mechologist Additional Crit Effects
- Mechologist Additional Craft Mishap: In addition to the base critical failure effect, you are wreathed in lightning energy which causes the irreducible damage (from the standard mishap) as a punishment from your mentor, this also effects every construct in your manifestation. This happens at the start of each turn your manifestation is active until you successfully activate a power associated with this craft.
- Mechologist Additional Craft Boon: In addition to the base critical success, you are wreathed in lighting energy but feel nothing and double the healing aura for constructs in your manifestation aura.
Associated Feats: Circle Spellcaster, Ring-Bound
Associated Classes:
- Cleric: Dwarf Pantheon
- Fighter: Clanking Mercenary (mhh35)
- Warlock: Pact of the Great Machine (mhh74)
- Wizard: School of Artifice (br202), School of Clockwork (mhh78)
Spell Lists – Secret Craft – Mechologist (Mech)
(Clockwork, Gnome and Technological based spells)
Cantrip – Fist of Iron (mhh167), Tick Stop (mhh198)
1st Level Spells – Analyze Device (mhh149), Animate Construct (mhh149), Armoured Heart (mhh149), Armoured Shell (mhh150), Find the Flaw (mhh167), Gear Shield (mhh170), Machine’s Load (mhh181), Machine Speech (mhh181), Pendulum (mhh185), Tireless (mhh198)
2nd Level Spells – Find Traps – RO (ph242), Heartstop (mhh173), Knock – R (ph255), Locate Object – R (ph257), Lock Armour (mhh180), Repair Metal (mhh188), Spin (mhh194), Winding Key (mhh203)
3rd Level Spells – Electromagnetic Storm (bls50), Gear Barrage (mhh170), Overclock (mhh185), Steam Bolt (bls113), Thousand Darts (mhh197)
4th Level Spells – Absolute Command (mhh148), Gremlins (mhh171), Grinding Gears (mhh172), Read Memory (mhh188), Steam Blast (mhh196), Steam Cloud (bls114), Steaming Breath (pcc437), Write Memory (mhh203)
5th Level Spells – Antilife Shell (ph214), Chains of the Goddess (mhh156), Imbue Spell – R (mhh175), Mass Repair Metal (mhh182), Mechanical Union (mhh182)
- 6th Level – Catapult Greater (mhh155), Robe of Shards (mhh189)
- 7th Level – Disassemble (bls45), Hellforging – R (mhh173), Timeless Engine (mhh198)
- 8th Level – Machine Sacrifice (mhh181), Move the Cosmic Wheel (mhh183), Power Word Restore (mhh186), Steam Whistle (mhh196), Time Jump (mhh198)
- 9th Level – Time in a Bottle (mhh198)
* details to come. (R) are for ritual spells.
Source: bls
Mechologist 1st Circle (Apprentice)
Secret Crafts – Mechologist – 1st Circle
Secret Crafts – Manifestations (Replaces other active secret craft manifestation when activated) Each Manifestation uses a light colour based on the Sphere it is being drawn from Energy (red), Entropy (black), Matter (green), Thought (white), Time (Blue). Each manifestation lasts until the end of your next long rest, and you can spend 1 soul burn to keep it active until the next long rest without rolling or you dismiss it.
Mechologist Apprentice (Manifestation SB 1 DC 16): When you activate this manifestation, you radiate grey light (with a blue flicker) 5ft radius. All constructs within your manifestation radius heal an additional 1 hp at the start of their turn.
- Clockwork Dial (Enhancement SB 1 DC 16) As an action you can activate. All constructs within your manifestation are either slowed or hastened. If slowed they lose 5 ft on their movement, make one less attack on their round (or if only having one attack loose reaction or bonus actions). If hasted they gain 5 ft on their movement and when attacking have an additional attack.
- Clockwork Identification (Power SB 1 DC 16) As a bonus action you can identify any clockwork, construct or piece of technology. This tell you what it is called, and the basic function of the item, and how to operate it.
- Clockwork Resistance (Enhancement SB 1 DC 16) As an action you can activate. You gain resistance to Damage from constructs or technology.
- Clockwork Specialisation (Enhancement SB 1 DC 16) Activate as part of a short rest. You can prepare one spell from the craft list as a known spell. You can reactivate this power to replace the known spell. Non-spellcasters can use this to gain a cantrip if listed.
Downtime Activities: can require 1 or more soul burn points to activate and maintain. You do not require you to have the manifestation active to use. Use of downtime abilities cannot be offset by magical items or artefacts.
- Workshop (SB 1+) Must create a workshop to use their abilities in at the cost of 5,000 gp per circle they have obtained.
- Clockwork Replacement, Digit (SB 1+) By using this downtime activity, and spending week, you can replace a missing finger or toe with a clockwork reproduction. This will require a week of downtime and will cost you 1 soul burn per character level of the person your replacing the digit on.
- Craft Specialisation (SB 1+): You gain a known or prepared spell from the list of spells in this craft for each level you can cast. If you know more than one craft you can only have this available for one. Repeat activations changes the these slots to the activating craft. Costs 1 point per level of the spell. This loss is permanent while you have access to these spells. Unlike regular spells, Cantrips cost 1 point per character level.
- Mech Familiar (SB 1+) You spend a week to training a familiar to take on mechanical traits. This gives the familiar once per short rest the ability to turn into a clockwork tool or vehicle for 1 round per level, this is a tool or musical item replacement or a vehicle that provides walking, flying, swimming or burrow speed based on its normal movement, it it already had one of those it doubles that speed. The size of the familiar does not change. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Dwarven or Gnome pantheons). You cannot recover the soul burn while you retain the familiar.
- Mech Companion (SB 1+) You spend a week to training a companion to take on mechanical traits. This gives the companion once per short rest the ability to turn into a clockwork tool or vehicle for 1 round per level, this is a tool or musical instrument replacement or a vehicle that provides walking, flying, swimming or burrow speed based on its normal movement, it it already had one of those it doubles that speed. The size of the companion does not change. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Dwarven or Gnome pantheons). You cannot recover the soul burn while you retain the familiar.
- Mech Mount (SB 1+) You spend a week to training a mount to take on mechanical traits. This gives the mount once per short rest the ability to turn into a clockwork tool or vehicle for 1 round per level, this is a tool or musical instrument replacement or a vehicle that provides walking, flying, swimming or burrow speed based on its normal movement, it it already had one of those it doubles that speed. The size of the mount does not change. This will cost you 1 soul burn per character level (or 1 point if you have the familiar class feature or follow the Dwarven or Gnome pantheons). You cannot recover the soul burn while you retain the familiar.
- Mech Scroll (SB 1+) You can spend a week scribing any spell from this secret crafts list onto a scroll, with the craft DC equal to 10 + spell level. Success causes SB equal to the spell level, which remains until the scroll is used. Unlike other scrolls, this scroll requires no check to activate and always succeeds at being cast. The soul burn spent on the scroll returns once the scroll is used.
Mechologist 2nd Circle (Journeyman)
Work In Progress
- Attributes – Secret Crafts – Mechologist – 2nd Circle
- Mechologist Journyman (Enhancement SB 2 DC 18): When you enhance this manifestation, your light radius extends 5 ft radius. All constructs heal an additional 1 hp. You also gain access to the following features while this is active.
- Downtime Activities: require 2 or more points to activate and maintain. You do not require you to have the manifestation active to use.
- Clockwork Replacement, Appendage (SB 2+): By using this downtime activity, and spending week, you can replace a missing hand or foot with a clockwork reproduction. This will require a week of downtime and will cost you 2 soul burn per character level of the target missing the appendage.
- Mechologist Journyman (Enhancement SB 2 DC 18): When you enhance this manifestation, your light radius extends 5 ft radius. All constructs heal an additional 1 hp. You also gain access to the following features while this is active.
3rd Circle (Adept)
Work In Progress
- Attributes – Secret Crafts – Mechologist – 3rd Circle
- Mechologist Adept (Enhancement SB 3 DC 20): When you enhance this manifestation, your light radius extends 5 ft radius. All constructs heal an additional 1 hp. You also gain access to the following features while this is active.
- Downtime Activities: require 3 or more points to activate and maintain. You do not require you to have the manifestation active to use.
- Clockwork Replacement, Limb (SB 3+): By using this downtime activity, and spending week, you can replace a missing leg or arm with a clockwork reproduction. This will require a week of downtime and will cost you 3 soul burn per character level of the target missing a limb.
- Mechologist Adept (Enhancement SB 3 DC 20): When you enhance this manifestation, your light radius extends 5 ft radius. All constructs heal an additional 1 hp. You also gain access to the following features while this is active.
4th Circle (Master)
Work In Progress
- Attributes – Secret Crafts – Mechologist – 4th Circle
- Mechologist Master (Enhancement SB 4 DC 22): When you enhance this manifestation, your light radius extends 5 ft radius. All constructs heal an additional 1 hp. You also gain access to the following features while this is active.
- Downtime Activities: require 4 or more points to activate and maintain. You do not require you to have the manifestation active to use.
- Clockwork Replacement, Organ (SB 4+): By using this downtime activity, and spending week, you can replace a missing organ with a clockwork reproduction. This will require a week of downtime and will cost you 4 soul burn per character level of the traget missing an organ.
- Mechologist Master (Enhancement SB 4 DC 22): When you enhance this manifestation, your light radius extends 5 ft radius. All constructs heal an additional 1 hp. You also gain access to the following features while this is active.
5th Circle (Grand Master)
Work In Progress
- Attributes – Secret Crafts – Mechologist – 5th Circle
- Mechologist Grand Master (Enhancement SB 5 DC 24): When you enhance this manifestation, your light radius extends 5 ft radius. All constructs heal an additional 1 hp. You also gain access to the following features while this is active.
- Downtime Activities: require 5 or more points to activate and maintain. You do not require you to have the manifestation active to use.
- Clockwork Replacement, Body (SB 5+): By using this downtime activity, and spending week, you can replace a full body with a clockwork reproduction. This will require a week of downtime and will cost you 5 soul burn per character level of the target gaining a new body.
- Mechologist Grand Master (Enhancement SB 5 DC 24): When you enhance this manifestation, your light radius extends 5 ft radius. All constructs heal an additional 1 hp. You also gain access to the following features while this is active.
Secret Craft References
- Activation Costs: 1 SB point per circle for Manifestation, Enhancement, Power and Downtime Activity unless otherwise specified.
- Secret Craft Attempt = d20 + Prof + Abi mod + circle achieved.
- Craft Check: The craft check is a d20 plus your proficiency and the associated attribute modifier. This craft check must use the language associated with the craft as part of the check. You add your circle level to the roll with Initiates being +0. For every 5 points you exceed the target number you reduce the Soul Burn cost by 1. For every point you fail the roll by, you can choose to succeed by adding those point to the soul burn cost as long as it was not a critical failure.
- Base Critical Failure: A roll of a 1 on the craft check is a curse from your patron, and you suffer a mishap. The standard thing that happens is that you increase your soul burn by the Crit Effect Modifier, then it reduces your hit point maximum by the Crit Effect Modifier, and lastly it causes hit point damage equal to the Crit Effect Modifier. Check each of the crafts for what additional effect happen during a mishap.
- Base Critical Success: A roll of a 20 on this check is a blessing from your patron, and you are granted a boon. The standard thing is that you reduce your Soul Burn by the Crit Effect Modifier, then it can restore damage to your maximum hit points by the Crit Effect Modifier, and lastly it refreshes you repairing hit points equal to the Crit Effect Modifier . Check each of the crafts for what happens during a boon.
- Crit Effect Modifier: This is 1 + circle ability level + character level.
So a 8th level character using a 2nd circle ability would have a crit effect modifier of 11.A 4th level character with a 1st circle ability would have a modifier of 6.A 12th level character with s 3rd circle ability would have a modifier of 16.A 16th level character with a 4th circle ability would have a modifier of 21.A 20th level character with a 5th circle ability would have a modifier of 25.
- Craft DC: The Base DC of a secret craft abilities is: Base Craft DC = 8 + Prof + Ability mod + circle achieved.
- Manifestation – Lasts until the end of a long rest, you expend it, or you dismiss it as a free action. You can extend a craft manifestation for 1 soul burn after a long rest to last until your next long rest without the need for a craft check. Manifestations gives you access to Manifestation Aspects, Enhancements and Powers.
- Manifestation Aspect – Selected as the version of the manifestation used when you activate the Manifestation.
- Enhancement – Lasts as long as the manifestation is active.
- Power – Has a limited duration, but needs the manifestation active to use.
- SB – Soul Burn. Each point of Soul Burn is a reduction to your maximum hit points. If your Soul Burn ever reduces your hit point total to zero your character is destroyed based in the craft and sponsor. Soul Burn can be recovered via downtime or other methods all with GM approval.
Content Updates
- 2022-03-13 – Updated the Initiate level abilities and wording. Update of the 1st Circle abilities and powers to bring them more in line with the changes made to the initiate level and through trial in play over the last year
- 2021-08-06 – Added Rheddrian’s Staff.
- 2021-08-04 – Updated the downtime activities.
- 2021-07-21 – Added in magical item section
- 2021-04-25 – Updated with content to be completed for 2nd circle and above.
- 2021-03-27 – Added a base image to the page.
- 2021-03-25 – Layout update for easier copying to character sheets.
- 2020-06-28 – Added new feats and cleaned up the structure.
- 2020-03-28 – Structure.
Secret Crafts
Overview, Downtime: Secret Crafts, Spellcasters
Elemental Crafts: (6) Air, Darkness, Earth, Fire, Water – Combining Craft – Elements
Necromancy Crafts: (6) Blood, Devour, Grave, Reanimate, Shade – Combining Craft – Necro
Racial Crafts: (38) Alchem, Beast, Bureau, Celest, Chaos, Chrono, Craft, Crypt, Diplomat, Diviner, Dragon, Elven, Entertain, Fiend, Heal, Mech, Mental, Merch, Music, Nature, Portal, Preserve, Protect, Rad, Sail, Shape, Skald, Sky, Spirit, Spy, Star, Sumon, Tech, Void, Wagon, War, Weapon, Witch
D&D 5E in Mystara
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