Base Class: Artificer
A Mechanist specializes in using magic and mechanics to craft a unique weapon all their own and modify it to fit the situation they're currently in or the situation they will be in. The weapon grows with them as they do, becoming more powerful and gaining new abilities as they themselves get more powerful. They posses the ability to reconfigure and modify the weapon with some elbow grease to fit their ideas.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Mechanist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Note: Due to current limitations in the homebrew system, some spells are substituted with spells in the Basic Rules source. If you own the source book for the all of the spells in the second chart, please consider using them instead as they fit the subclass much more thematically. Unfortunately you'll have to make a custom feat providing the spells listed, add it for free to your character, and ignore the "always prepared" basic rules spells not provided by the feat.
Mechanist Spells (Basic Rules Chart)
| ARTIFICER LEVEL | SPELL |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Mechanist Spells (Non-Basic Rules Chart)
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Weapon Smith
When you reach 3rd level, your combat training and your experiments with crafting has paid off:
- You construct a unique weapon of your own design; you are proficient with it.
- You gain proficiency with your unique weapon and heavy armor to further bolster your own resilience and weapon prowess.
Walking Workbench
By 3rd level, your tinkering and experimentation has allowed you to create a custom weapon of your own design. The weapon is comprised of a core weapon form that dictates what modifier is used along with what weapon properties it has. Later on the weapon form also determines what modifications you can put on it. The weapon forms and the innate damage, weight, and properties that come with them are as follows.
As you level up you may add modifications to your weapons; you can select one weapon form, minor mod, and one major at level 3, another minor mod at 5 as well as at 9 and one final major mod at 15. If a modification has a prerequisite, you must meet that prerequisite in order to benefit from the modification. You may reconfigure it during a long rest.
Saving Throws. Some of these upgrades require your targets to make a saving throw to resist the effect. The saving throw DC is calculated as follows:
Weapon Modification save DC = 8 + your proficiency bonus + your Intelligence modifier.
Weapon Forms
Choose the form for your unique weapon.
Melee, Finesse
You craft a small one handed melee weapon of your design with the light and finesse properties.
The weapon deals 1d6+STR/DEX modifier damage on a hit.
The damage increases to 2d6+STR/DEX modifier damage at level 9.
Melee, Heavy
You craft a large melee weapon of your design. It has the Heavy and Two-Handed Properties.
The weapon deals 1d12+STR mod damage on a hit.
The damage increases to 2d12+STR mod at level 9.
Melee, Versatile
You craft a versatile melee weapon of your design with the Versatile (1d10) property.
The weapon deals 1d8 + str mod damage on a hit.
The damage increases to 2d8 + str mod at level 9 along with the Versatile (1d10) property which increases to Versatile (2d10).
Ranged, Heavy
You craft a heavy two-handed ranged weapon of your design. It has the Ammunition, Heavy, (Ranged 120/480), and Two-Handed weapon properties.
The weapon deals 1d10+DEX modifier damage on a hit.
The damage increases to 2d10+DEX at level 9.
Ranged, One-Handed
You craft a small one handed ranged weapon of your design. It has the Ammunition, (Range 30/120), and Light properties.
The weapon deals 1d6+DEX modifier damage on a hit.
The damage increases to 2d6+DEX at level 9.
Ranged, Two-Handed
You craft a two-handed ranged weapon of your design. It has the Ammunition, (Ranged 60/240, and Two-Handed weapon properties.
The weapon deals 1d8+DEX modifier damage on a hit.
The damage increases to 2d8+DEX at level 9.
Minor Modifications
Choose your minor modifications.
Aim-Assist
You alter your weapon to have a form of magical aim assist. You may use your intelligence modifier instead of your dexterity or strength modifier for this weapon.
When you select this modification please hide weapon attacks not applicable to your current configuration.
Arcane Assault
The damage of the weapon becomes magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Additionally the weapon gains +1 bonus to attack rolls made with it. (Must be added to rolls manually.)
Arm Guard
The weapon is altered in a way that allows the weapon to protect your hand and arm more while wielding it; your AC increases by 1.
Lightweight Materials
The weight of the weapon is cut in half using lightweight materials. If it has the heavy property it is lost. If it doesn't have the heavy property and lacks the light property it gains the light property.
Long-Arm (Must be a Melee Weapon Form)
The weapon gains the ability to extend its reach. It gains the reach property.
Melee, Unwieldy (Must be the Melee, Heavy weapon form and 9th level)
You modify the weapon to either hit harder or hit with multiple parts when you swing. The damage for your weapon is now 6d12 rather than 2d12. Also, The weapon is extremely unconventional to wield and due to it's size you may only attack once per Attack action regardless of how many attacks you would normally have.
Ranged, Unwieldy (Must be the Ranged, Heavy weapon form and 9th level)
You modify the shot to either hit harder or shoot multiple projectiles. The damage of your weapon is now 6d10 rather than 2d10. Also, The weapon is extremely unconventional to wield and due to it's size you may only attack once per Attack action regardless of how many attacks you normally have.
Smooth Grip
The weapon is altered in way that makes it easier to interact with in the heat of battle; the first time you interact with the weapon on each of your turns it doesn't use up your free object interaction.
Steady-Hand (Must be a Ranged Weapon Form)
You equip your weapon with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your weapon until the end of your turn.
Variable Attack
The weapon is altered in way that allows it to have multiple damage types; when making an attack you may choose to make it slashing, piercing, or bludgeoning damage. Additionally the weapon deals +1 bonus to damage rolls made with it. (Must be added to rolls manually.)
Major Modificatons
Choose your major modifications.
Arcane Guidance
As a bonus action, you can overcharge your weapon with arcane energy that tries to guide your attacks. For the next minute, or until you roll a 19-20, you may crit on a 19 or 20. You can charge your weapon this way a number of times equal to your intelligence modifier (minimum of once), and regain all uses after a long rest.
Arcane Impact
As a bonus action, you can overcharge your weapon with arcane energy. Until the start of your next turn, whenever you make a successful attack, you deal extra force damage equal to half your artificer level, rounded down. You can charge your weapons this way a number of times equal to your intelligence modifier (minimum of once), and regain all uses after a long rest.
Arcane Slash (Must be a Melee weapon form)
As a bonus action, you can overcharge your weapon with arcane energy. Until the start of your next turn, whenever you make an attack, you can give the attack a range of up to 30ft in the form of an arcane blade-like projectile. You can charge your weapons this way a number of times equal to your intelligence modifier (minimum of once), and regain all uses after a long rest.
Ethereal Shot (Must be a Ranged weapon form)
As a bonus action, you can overcharge your weapon with ethereal arcane energy. Until the start of your next turn, whenever you make an attack you can choose for the shot to be a 5ft wide 30ft long line originating from the first object or creature you hit. The shot passes harmlessly through objects, ignoring cover. Each creature in the line must make a Dexterity saving throw, taking the damage of the attack on a failure or half as much on a success. You can charge your weapon this way a number of times equal to your intelligence modifier (minimum of once), and regain all uses after a long rest.
Exploding Impact
As a bonus action, you can overcharge your weapon with arcane energy. Until the start of your next turn, whenever you make an attack you can choose to make the attack a 15ft cone originating from yourself instead. Each creature must make a Dexterity saving throw, taking the damage of the attack on a failure or half as much on a success. You can charge your weapon this way a number of times equal to your intelligence modifier (minimum of once), and regain all uses after a long rest.
Twin Weapon (Must be One-Handed Melee or One-Handed Ranged weapon form)
The weapon is altered in a way that allows the weapon to split. As a bonus action you can split your weapon into two halves. The damage die is lowered by one when in this form and you may add your modifier to your off-hand attack when used in this way.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Arcane Enhancement
At 9th Level you manage to enhance every attack you make with your custom weapon. It's damage die doubles unless otherwise specified.
Innate Infusion
At 9th Level you figure out how to innately put an infusion onto your custom weapon. Pick one of the the following infusions. Your weapon now has that infusion on it, whether you currently have it known or not, and it does not count as an infused item when considering your allowed infused items count. You may change the infusion whenever you reconfigure your weapon.
Enhanced Weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
(Bonuses Must be added to rolls manually.)
Modified Returning Weapon (Must have a Melee weapon form)
This magic weapon grants a +1 bonus to attack and damage rolls made with it and gains the ability to be thrown up to 60 ft. it returns to the wielder’s hand immediately after it is used to make a ranged attack.
(Bonuses Must be added to rolls manually.)
Radiant Weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
(Bonuses Must be added to rolls manually.)
Repeating Shot (Must have a Ranged weapon form)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
(Bonuses Must be added to rolls manually.)
Modular Mastery
At 15th level you figure out how to merge two different weapon forms together into a singular modular piece of magitechnical marvel. Select another Weapon Form from the original list, set of minor and major mods for it from the secondary weapon form lists, a second weapon form innate infusion for it, and finally another Complete Weapon to match your selections.
As a bonus action you may swap between the two configurations for your weapon.
Second Weapon Minor Modifications
Choose your Second Weapon's Minor Modifications.
Aim-Assist
You alter your weapon to have a form of magical aim assist. You may use your intelligence modifier instead of your dexterity or strength modifier for this weapon.
Arcane Assault
The damage of the weapon becomes magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Additionally the weapon gains +1 bonus to attack rolls made with it. (Must be added to rolls manually.)
Arm Guard
The weapon is altered in a way that allows the weapon to protect your hand and arm more while weilding it; your AC increases by 1.
Lightweight Materials
The weight of the weapon is cut in half using lightweight materials. If it has the heavy property it is lost. If it doesn't have the heavy property and lacks the light property it gains the light property.
Long-Arm (Must be a Melee second weapon form)
The weapon gains the ability to extend its reach. It gains the reach property.
Melee, Unwieldy (Second Weapon form must be the Melee, Heavy weapon form)
You modify the weapon to either hit harder or hit with multiple parts when you swing. The damage for your weapon is now 6d12 rather than 2d12. Also, The weapon is extremely unconventional to wield and due to it's size you may only attack once per Attack action regardless of how many attacks you would normally have.
Ranged, Unwieldy (Second Weapon form must be the Ranged, Heavy weapon form)
You modify the shot to either hit harder or shoot multiple projectiles. The damage of your weapon is now 6d10 rather than 2d10. Also, The weapon is extremely unconventional to wield and due to it's size you may only attack once per Attack action regardless of how many attacks you normally have
Smooth Grip
The weapon is altered in way that makes it easier to interact with in the heat of battle; the first time you interact with the weapon on each of your turns it doesn't use up your free object interaction.
Steady-Hand (Must be a Ranged second weapon form)
You equip your weapon with a targeting mechanism. If you haven't moved this turn, you can aim down your sights as a bonus action, reducing your speed to 0 and granting you advantage on all attacks you make using your weapon until the end of your turn.
Variable Attack
The weapon is altered in way that allows it to have multiple damage types; when making an attack you may choose to make it slashing, piercing, or bludgeoning damage. Additionally the weapon deals +1 bonus to damage rolls made with it. (Must be added to rolls manually.)
Second Weapon Major Modifications
Choose your Second Weapon's Major Modifications.
Second Weapon Arcane Guidance
As a bonus action, you can overcharge your weapon with arcane energy that tries to guide your attacks. For the next minute, or until you roll a 19-20, you may crit on a 19 or 20. You can charge your weapon this way a number of times equal to your intelligence modifier (minimum of once), and regain all uses after a long rest.
Second Weapon Arcane Impact
As a bonus action, you can overcharge your weapon with arcane energy. Until the start of your next turn, whenever you make a successful attack, you deal extra force damage equal to half your artificer level, rounded down. You can charge your weapons this way a number of times equal to your intelligence modifier (minimum of once), and regain all uses after a long rest.
Second Weapon Arcane Slash (Must have a Melee second weapon form)
As a bonus action, you can overcharge your weapon with arcane energy. Until the start of your next turn, whenever you make an attack, you can give the attack a range of up to 30ft in the form of an arcane blade-like projectile. You can charge your weapons this way a number of times equal to your intelligence modifier (minimum of once), and regain all uses after a long rest.
Second Weapon Ethereal Shot (Must have a Ranged second weapon form)
As a bonus action, you can overcharge your weapon with ethereal arcane energy. Until the start of your next turn, whenever you make an attack you can choose for the shot to be a 5ft wide 30ft long line originating from the first object or creature you hit. The shot passes harmlessly through objects, ignoring cover. Each creature in the line must make a Dexterity saving throw, taking the damage of the attack on a failure or half as much on a success. You can charge your weapon this way a number of times equal to your intelligence modifier (minimum of once), and regain all uses after a long rest.
Second Weapon Exploding Impact
As a bonus action, you can overcharge your weapon with arcane energy. Until the start of your next turn, whenever you make an attack you can choose to make the attack a 15ft cone originating from yourself instead. Each creature must make a Dexterity saving throw, taking the damage of the attack on a failure or half as much on a success. You can charge your weapon this way a number of times equal to your intelligence modifier (minimum of once), and regain all uses after a long rest.
Second Weapon Twin Weapon (Must have the One-Hand Ranged or One-Handed Melee as your second weapon form)
The weapon is altered in a way that allows the weapon to split. As a bonus action you can split your weapon into two halves. The damage die is lowered by one when in this form and you may add your modifier to your off-hand attack when used in this way.
Second Weapon Infusion
Select an infusion
Second Weapon Enhanced Weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
(Bonuses Must be added to rolls manually.)
Second Weapon Modified Returning Weapon (Must have a Melee second weapon form)
This magic weapon grants a +1 bonus to attack and damage rolls made with it and gains the ability to be thrown up to 60 ft. it returns to the wielder’s hand immediately after it is used to make a ranged attack.
(Bonuses Must be added to rolls manually.)
Second Weapon Radiant Weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
(Bonuses Must be added to rolls manually.)
Second Weapon Repeating Shot (Must have a Ranged second weapon form)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
(Bonuses Must be added to rolls manually.)
Completed Weapon
Choose a weapon from the list below that matches the modifications you've assembled as well as what ability score you intend to use. If your weapon doesn't have the Long-Arm, Lightweight Materials, Ranged; Unwieldy, Melee; Unwieldy, Aim-Assist, or Twin Weapon modifications select the default weapon form of what you've selected.
Melee, Finesse (Aim-Assist)
Melee, Finesse (Aim-Assist)
Melee, Finesse (Aim-Assist, Long-Arm)
Melee, Finesse (Aim-Assist, Long-Arm)
Melee, Finesse (Aim-Assist, Long-Arm, Twin Weapon)
Melee, Finesse (Aim-Assist, Long-Arm, Twin Weapon)
Melee, Finesse (Aim-Assist, Twin Weapon)
Melee, Finesse (Aim-Assist, Twin Weapon)
Melee, Finesse (Dex)
Melee, Finesse (Dex)
Melee, Finesse (Dex, Long-Arm)
Melee, Finesse (Dex, Long-Arm)
Melee, Finesse (Dex, Long-Arm, Twin Weapon)
Melee, Finesse (Dex, Long-Arm, Twin Weapon)
Melee, Finesse (Dex, Twin Weapon)
Melee, Finesse (Dex, Twin Weapon)
Melee, Finesse (Str)
Melee, Finesse (Str)
Melee, Finesse (Str, Long-Arm)
Melee, Finesse (Str, Long-Arm)
Melee, Finesse (Str, Long-Arm, Twin Weapon)
Melee, Finesse (Str, Long-Arm, Twin Weapon)
Melee, Finesse (Str, Twin Weapon)
Melee, Finesse (Str, Twin Weapon)
Melee, Heavy (Aim-Assist)
Melee, Heavy (Aim-Assist)
Melee, Heavy (Aim-Assist, Lightweight Materials)
Melee, Heavy (Aim-Assist, Lightweight Materials)
Melee, Heavy (Aim-Assist, Long-Arm)
Melee, Heavy (Aim-Assist, Long-Arm)
Melee, Heavy (Aim-Assist, Long-Arm, Lightweight Materials)
Melee, Heavy (Aim-Assist, Long-Arm, Lightweight Materials)
Melee, Heavy (Aim-Assist, Unwieldy)
Melee, Heavy (Aim-Assist, Unwieldy)
Melee, Heavy (Aim-Assist, Unwieldy, Lightweight Materials)
Melee, Heavy (Aim-Assist, Unwieldy, Lightweight Materials)
Melee, Heavy (Aim-Assist, Unwieldy, Long-Arm)
Melee, Heavy (Aim-Assist, Unwieldy, Long-Arm)
Melee, Heavy (Str)
Melee, Heavy (Str)
Melee, Heavy (Str, Lightweight Materials)
Melee, Heavy (Str, Lightweight Materials)
Melee, Heavy (Str, Long-Arm)
Melee, Heavy (Str, Long-Arm)
Melee, Heavy (Str, Long-Arm, Lightweight Materials)
Melee, Heavy (Str, Long-Arm, Lightweight Materials)
Melee, Heavy (Str, Unwieldy)
Melee, Heavy (Str, Unwieldy)
Melee, Heavy (Str, Unwieldy, Lightweight Materials)
Melee, Heavy (Str, Unwieldy, Lightweight Materials)
Melee, Heavy (Str, Unwieldy, Long-Arm)
Melee, Heavy (Str, Unwieldy, Long-Arm)
Melee, Heavy (Str, Unwieldy, Long-Arm, Lightweight Materials)
Melee, Heavy (Str, Unwieldy, Long-Arm, Lightweight Materials)
Melee, Versatile (Aim-Assist)
Melee, Versatile (Aim-Assist)
Melee, Versatile (Aim-Assist, Lightweight Materials)
Melee, Versatile (Aim-Assist, Lightweight Materials)
Melee, Versatile (Aim-Assist, Long-Arm)
Melee, Versatile (Aim-Assist, Long-Arm)
Melee, Versatile (Aim-Assist, Long-Arm, Lightweight Materials)
Melee, Versatile (Aim-Assist, Long-Arm, Lightweight Materials)
Melee, Versatile (Str)
Melee, Versatile (Str)
Melee, Versatile (Str, Lightweight Materials)
Melee, Versatile (Str, Lightweight Materials)
Melee, Versatile (Str, Long-Arm)
Melee, Versatile (Str, Long-Arm)
Melee, Versatile (Str, Long-Arm, Lightweight Materials)
Melee, Versatile (Str, Long-Arm, Lightweight Materials)
Ranged, Heavy (Aim-Assist)
Ranged, Heavy (Aim-Assist)
Ranged, Heavy (Aim-Assist, Lightweight Materials)
Ranged, Heavy (Aim-Assist, Lightweight Materials)
Ranged, Heavy (Aim-Assist, Lightweight Materials, Unwieldy)
Ranged, Heavy (Aim-Assist, Lightweight Materials, Unwieldy)
Ranged, Heavy (Aim-Assist, Unwieldy)
Ranged, Heavy (Aim-Assist, Unwieldy)
Ranged, Heavy (Dex)
Ranged, Heavy (Dex)
Ranged, Heavy (Dex, Lightweight Materials)
Ranged, Heavy (Dex, Lightweight Materials)
Ranged, Heavy (Dex, Lightweight Materials, Unwieldy)
Ranged, Heavy (Dex, Lightweight Materials, Unwieldy)
Ranged, Heavy (Dex, Unwieldy)
Ranged, Heavy (Dex, Unwieldy)
Ranged, One-Handed (Aim-Assist)
Ranged, One-Handed (Aim-Assist)
Ranged, One-Handed (Aim-Assist, Twin Weapon)
Ranged, One-Handed (Aim-Assist, Twin Weapon)
Ranged, One-Handed (Dex)
Ranged, One-Handed (Dex)
Ranged, One-Handed (Dex,Twin Weapon)
Ranged, One-Handed (Dex,Twin Weapon)
Ranged, Two-Handed (Aim-Assist)
Ranged, Two-Handed (Aim-Assist)
Ranged, Two-Handed (Aim-Assist, Lightweight Materials)
Ranged, Two-Handed (Aim-Assist, Lightweight Materials)
Ranged, Two-Handed (Dex)
Ranged, Two-Handed (Dex)
Ranged, Two-Handed (Dex, Lightweight Materials)
Ranged, Two-Handed (Dex, Lightweight Materials)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/24/2020 12:21:44 PM
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18
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4
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1
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Coming Soon
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11/17/2021 7:59:48 PM
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207
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29
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1.1
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Coming Soon
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Posted Nov 17, 2021Change-log: