Artificer
Base Class: Artificer

Machinery is a fairly new concept to the mortal planes of existence. Most "machines" people think of are typically siege machines and types of vehicles. While artificers who choose to learn about mechanics are able to create these, usually starting by learning them, their true calling is to create fully mechanized machinery. Automated vehicles, tiny, automated weapons and so much more. That is what a mechanic truly strives for.

Extra Cantrip

At 3rd level, you know the Mending cantrip. When using this cantrip, you may spend a spell slot to up cast it. The area you can repair is increased by 3ft for every slot level. So, 4ft at 1st level, 7ft at 2nd level, etc.

Mechanic Spell List

At 3rd level, you gain a set of spells to help defend you while setting the playing field.

Artificer Level Spell

3rd

Floating Disk, Shield

5th

Arcane Lock, Enlarge/Reduce

9th

Tiny Hut, Haste

13th

Vitriolic Sphere, Secret Chest

17th

Awaken, Creation

Simple Engineering

At 3rd level, you begin to understand tinkering and smithing on a much larger scale. By spending an hour, you can create a blueprint for a Simple Machine. By spending a certain amount of gold and time detailed for each machine, you can create the machine. You must spend the money to be able to buy the materials needed. This step can be avoided if you already have an amount of materials equal to the cost of the machine. Details for each machine are detailed below:

Ballista

Large object

Armor Class: 15

Hit Points: 50

Damage Immunities: poison, psychic

A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Cost. 200gp, 4 hours. 4gp, 5 minutes per bolt.

Cannon

Large object

Armor Class: 19

Hit Points: 75

Damage Immunities: poison, psychic

A cannon uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers.

A cannon is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Cannon Ball. Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.

Cost. 250gp, 8 hours; 20gp, 30 minutes per cannon ball

Ram

Large object

Armor Class: 15

Hit Points: 100

Damage Immunities: poison, psychic

A ram consists of a movable gallery equipped with a heavy log suspended from two roof beams by chains. The log is shod in iron and used to batter through doors and barricades.

It takes a minimum of four Medium creatures to operate a ram. Because of the gallery roof, these operators have total cover against attacks from above.

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one object. Hit: 16 (3d10) bludgeoning damage.

Cost. 100gp, 2 hours

Trebuchet

Huge object

Armor Class: 15

Hit Points: 150

Damage Immunities: poison, psychic

A trebuchet is a powerful catapult that throws its payload in a high arc, so it can hit targets behind cover. Before the trebuchet can be fired, it must be loaded and aimed. It takes two actions to load the weapon, two actions to aim it, and one action to fire it.

A trebuchet typically hurls a heavy stone. However, it can launch other kinds of projectiles, such as barrels of oil or sewage, with different effects.

Trebuchet Stone. Ranged Weapon Attack: +5 to hit, range 300/1,200 ft. (can’t hit targets within 60 feet of it), one target. Hit: 44 (8d10) bludgeoning damage.

Cost. 500gp, 10 hours

Mobile Machines

At 5th level, items of size Huge or smaller that you change the size of with the Enlarge/Reduce spell now stay that way indefinitely. The only way to change its size is to cast the spell again. Additionally, when you use the Enlarge/Reduce spell to reduce the size of an item of size Huge or smaller, the effects are doubled. An item reduced in this way takes double the opposite effect the next time it is used.

Automobile

At 5th level, you can create vehicular machinery. These machines are a step up from simple wood and steel, being made mainly from different metals of your own discretion. Your new machines must be powered, and the type of engine you add to it may vary. The machines and the amount of money and time you must spend on each machine is detailed below:

Vehicles

All-Terrain Vehicle

Huge Object

Armor Class: 15

Hit Points: 100

Damage Immunities: Poison, Psychic

Speed: 220ft/*140ft

Vehicle Space: 4 medium creatures

Weapon Space: 2 weapons

An All-Terrain Vehicle does not lose any movement when travelling over rough terrain. Also, despite the name, this vehicle can only be used on land. *A wagon can be added to the back, but decreases the top speed to 140ft.

Cost. 1,000gp, 5 days.

Single Person Vehicle

Large Object

Armor Class: 14

Hit Points: 50

Damage Immunities: Poison, Psychic

Speed: 400ft/*300ft

Vehicle Space: 1 medium creature/*2 medium creatures

Weapon Space: 1 Weapon

A Single Person Vehicle trades passenger capacity for speed. This is a vehicle many Mechanics make for scouts, messengers and high-ranking military officials, though some very rich individuals have been known to buy one purely for pleasure purposes. *A side-carrier can be added for 150gp and 12 hours of work to increase the amount of passengers, but this decreases the top speed to 300ft.

Cost. 750gp, 3 days.

Mechanized Watercraft

Huge Object

Armor Class: 16

Hit Points: 200

Damage Resistances: Cold

Damage Immunities: Poison, Psychic

Speed: 120ft

Vehicle Space: 6 medium creatures

Weapon Space: 3 weapons

A mechanized watercraft is, typically speaking, a rowboat with an engine attached to it.

Cost. 3,000gp, 2 weeks

Engines

Steam

A steam engine costs 200gp and 2 days to make. This is the more expensive engine, but is also more powerful. To power it, you must burn 3gp of coal per hour, which burns 5 gallons of water per hour. This increases the speed of any vehicle by 30ft, and adds a resistance to Fire damage due to the extreme amount of heat needed to power this engine.

Magic

A magic engine just needs a block of metal that is 2ft wide in all directions. This engine is less expensive, but does not add any sort of extra abilities to any vehicle, and uses one of your Infusions.

Weapons

Flamethrower

Weapon that can cast the Burning Hands spell at 1st level 3 times per long rest. You can also cast this spell using your own spell slots. This weapon can also cast the Fire Bolt cantrip. To use this weapon, a creature must use their action to activate it.

Missile

Weapon that can cast the Magic Missile spell at 1st level 3 times per long rest. You can also cast this spell using your own spell slots. This weapon can also cast the Eldritch Blast cantrip. To use this weapon, a creature must use their action to activate it.

Disruptor

Weapon that can cast the Thunderwave spell at 1st level 3 times per long rest. You can also cast this spell using your own spell slots. This weapon can also cast the Thunderclap cantrip. When using this cantrip from this weapon, creatures within the boat are immune to its effects. To use this weapon, a creature must use their action to activate it.

Improved Size Manipulation

At 9th level, when you use the Enlarge/Reduce spell to shrink an object of size Huge or smaller, it is reduced to Tiny size. Enlarging the object with a single use if the spell automatically sizes an object back to its original size.

Siege Machinery Savant

At 15th level, you can load and fire a siege machine as part of the same action. In addition, you can cast the Enlarge/Reduce spell as part of this type of action once per long rest.

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