Base Class: Artificer
echaneers are artificers who prefer to focus on their engineering skills, using their arcane powers to fuel their creation.
While they may lack the hands-on combat prowess of others, their Mechs are known for their capabilities, and are only limited by their creator’s ingenuity.
Engineering Expertise
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.
Multitasking
Starting at 3rd level, you increase the amount of infusions you can have active at the same time by 1.
MechTech
MechTech
Beginning at 3rd level, you manage to complete crafting your first Mech. It has 10 + PB (you proficiency bonus) on STR, DEX and CON ability scores, you can add your INT modifier to 1 of these ability scores. This bonus can be changed when making a new Mech. It lacks any INT, WIS or CHA, and cannot make any checks based on Int, Wis, or Cha, as its a machine.
At the end of a long rest, you can create a Mech.
When you create your Mech, the magical energy required to make it work weakens you.
You choose between 1 and 3, you lose max hp equal the number chosen × artificer level, every Mech that you create gains additional hp equals the number you choose × your artificer level. This effect cannot be reversed, but the amount of hp transferred to the Mech can be changed whenever you make a new Mech
Once you create a Mech, you can’t do so again until you finish a long rest. You can have only one Mech at a time. It can be fully repaired as part of a long rest, or partialy repaired at short rest, repairing 2d6 + INT of its hp by speding one of your hit die.
Mech
Large Construct
-
Armor Class 12 + PB
-
Hit Points CON mod + 5 multiplied by your artificer level.
-
Speed 30ft.
-
immunities Poison, Psychic damage, charmed, sleep, poisoned and frightened conditions.
Mech Weapons
Whenever you create your Mech, you choose two of the Mech Weapons in the list below to be installed on it. Those require an action to be used, and a bonus action to swap between each.
The Mech Weapons installed can be changed at the end of a long rest.
Mech Weapons
Force Fists - Melee, Reach 5ft, 1d6 bludgeon damage. Can be used again as a bonus action after taking a action to attack.
Pike Bunker - Melee, Reach 5ft, 1d8 piercing damage. Increases Mech’s AC by 2.
Chainsword - Melee, Reach 5ft, 1d12 Slashing damage.
Twin Repeaters - Ranged, Range 20/40ft, 2d3 Piercing damage. Can be used again as a bonus action after taking a action to attack.
Siege Cannon - Ranged, range 120/240ft, 2d10 Piercing damage. Must be reloaded to attack again. Costs an action to reload.
Piloting
The Mech is a mindless construct and cannot take any actions on its own, and must be piloted to be able to act.
While in combat, the Mech has no initiative, while being piloted, any actions it takes due to being piloted are done during the pilot’s turn, spending its equivalent actions.
To pilot it, a creature must enter its cockpit. Any humanoid creature that fits can enter the cockpit, by spending half it’s walking speed to do so or to exit.
Creatures who are not the creator of the Mech can spend their action to attempt to gain control of the Mech. The creature must succeed on an Intelligence check with DC equal to 10 + creator’s PB and IntMod. On a success, the creature assumes control of the Mech, being treated as the pilot until the creature is removed from the cockpit or is incapacitated.
Cockpit
The cockpit is made to fit medium and small creatures, and only one can be inside it at a time. To enter it, a creature must not be wearing medium, heavy armor or shields.
While inside the cockpit, the pilot cannot be targeted or affected, any attacks that try to target of affect the pilot instead hits the Mech. Except for effects and spells that affect the mind, those hitting the pilot directly, as the Mech does not have a mind.
Any creature that gets on top of it (if smaller than the mech, the creature can use the “Climb Onto a Bigger Creature” rules), can try to remove the pilot from the cockpit, with a grappling check with disadvantage. The creator of the Mech has advantage agains being grappled when inside the cockpit.
If an effect moves The Mech against the pilot’s will, the pilot must succeed on a DC 10 Strength saving throw or take 1d6 bludgeon damage.
If your Mech is knocked prone, the pilot must succeed on a DC 10 Strength saving throw or take 2d4 bludgeon damage.
If the Mech is reduced to 0 hit points it explodes, the pilot must make a DC 15 Dexterity saving throw to eject from the cockpit before it explodes. On a failure, it takes 2d8 fire damage, or no damage on a success.
Customization
You learn how to apply Enhanced Weapon to a Mech Weapon and Enhanced Defense to your Mech itself.
You can only apply 2 infusion to the Mech. This number increases by 1 at 5th, 9th and 15th levels.
The Mech can have 1 magical item installed on its chassis (you can install one extra magical item at 9th level), and activated by the pilot from inside the cockpit. One of those magical items falls from the Mech’s Chassis if its hp is reduced to less than half of its max hp, and another one at a quarter of its max hp if you have a second one installed. ( gear that needs to be clad, like cloaks, helmets, boots or armor cannot be used this way etc.)
Retrofitting
Retrofitting
Starting at 5th level, you design new infusions, these new infusions only work on your Mech, and do not count towards your known infusions.
Mech Infusions:
Auxiliary Thrusters - The Mech gains a +10 bonus to walking speed.
Jump Thrusters - You can spend your bonus action to make the Mech either make a long jump of 20ft or a high jump of 30ft. Jumping this way costs movement.
Accelerated Actuators - While piloting the mech, it can attack twice, instead of once, whenever you spend your action to make an attack with a Mech Weapon.
Specialization - You modify the mech’s chassis to give it expertise on a single skill that uses strength or dexterity.
Advanced Optics - While piloting your mech, you have 60ft dark vision, and you have advantage on perception checks that rely on sight.
Improved Engineering & Advanced Mech Weapons
Starting at 9th, you design more advanced infusions of your own, that can only be used on your mech. These new infusions do not count towards your known infusions.
Advanced Mech Infusions:
Energy Shields - At the start of each of your turns, Your Mech gains temporary hit points equal to your IntMod. At 15th lv, the temporary hit points gained are equal to your IntMod x2.
Land-Air Modification - The Mech gains Fly speed equal to its walking speed.
Infrared Optics - While inside the Mech, you gain true sight 20ft.
SuperCharger - While piloting the Mech, you can make it Dash as a bonus action.
Targeting Module - Mech Weapon attacks have an increased crit range of 19-20.
Enhanced Chassi - You can apply your INTMOD to two ability scores instead of one.
Reinforced Mount - You can attach one extra magical item to the mech’s chassis. This one only falls off if the Mech is destroyed
Advanced Mech Weapons
Additionally, starting at 9th level, you modify your Mech Weapons designs, improving their functionality.
Mech Weapons
Force Fists - Grappled targets take 1d4 + INT lightning damage at the start of their turns.
Pike Bunker - Reach increases to 10ft. When a creature you can see attacks a target other than you or your Mech that is within reach of your Mech Weapon, you can use the Mech’s reaction to impose disadvantage on the attack roll.
Chainsword - Before you make an attack, you can choose to take a -2 penalty to the attack roll. If you do so and the attack hits, it deals +5 damage. If you kill a target with this weapon, the damage that exceeds the creature’s max hp can be dealt to any other creature that is adjacent to you.
Twin Repeaters - Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Siege Cannon - On a hit, adjacent creatures to the target of the attack must make a Dexterity saving throw against your spellcasting DC. On a failure they take half the damage a 1d10 roll.
MechWarrior
Starting at the 15th level, You add a backup battery that has 10 points of energy. It is fully charged when the Mech is created, and is fully recharged at the end of a long rest, short rests recharge only 1 energy point per hour rested. It can also be recharged by an action by spending a spell slot. The amount of points recharged is equal to the level of spellslot spent to recharge it.
This battery is used to power the Mega Weapons in the list below:
You can only apply one of these to your Mech at a time.
Mega Weapons
Howitzer - The oversized Cannon launches the Heavy Payload at a point at most 120ft away. Each creature in a 20-foot-radius sphere centered at the point of impact must make a Dexterity saving throw. The DC is equal to your spellcasting DC. A target takes 8d8 fire damage on a failed save, or half as much damage on a successful one. Costs your action and at least 3 Energy be used. If you make this action using More than 3 Energy, the damage increases by 1d8 for each Energy above 3. (max of 5)
Flammethrower - The muzzle engulfs enemies in fire at close range. Each creature in a 30-foot cone starting from your Mech must make a Dexterity saving throw. The DC is equal to your spellcasting DC. A creature takes 8d10 fire damage on a failed save, or half as much damage on a successful one. Costs your action and at least 3 Energy be used. If you make this action using More than 3 Energy, the damage increases by 1d10 for each Energy above 3. (max of 5)
Particle Projector - The weird cannon like object accelerates particles at a line 60 feet long and 5 feet wide out from your Mech in a direction you choose. Each creature in the line must make a Dexterity saving throw. The DC is equal to your spellcasting DC. A creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. Costs your action and at least 3 Energy be used. If you make this action using More than 3 Energy, the damage increases by 1d8 for each Energy above 3. (max of 5)
Molecular Disruptor - when you hit a creature with a melee Mech Weapon attack, you can expend at least 3 Energy to deal lightning damage to the target, in addition to the weapon’s damage. The extra damage is 4d10 lightning damage. If you make this action using More than 3 Energy, the damage increases by 1d10 for each Energy above 3. (max of 5)
Comments