Artificer
Base Class: Artificer

The Mechromancer allows you to summon a giant robot to punch and beam the shit out of everything. That and some defensive spells to help him and yourself stay on the field for longer. At lower levels, acquire and improve your Deathtrap with some unique and interchangeable attacks and abilities. Later on in the subclass, gain the ability to keep Deathtrap around for longer along with how to use lightning to overcharge yourself and your robo-buddy.

Mechromancer Spell List

You gain additional spells and subsequent spells at later levels. These spell are counted as Artificer spells but do not go against your known spells. The spells gained are listed below;

Artificer LevelSpell

3rd

blade ward,shield

5th

arcane lock,warding bond

9th

intellect fortress,magic circle

13th

death ward,stoneskin

17th

fizban's platinum shield,freedom of the winds

 

Summon Deathtrap

Starting at 3rd level when you choose this Artificer specialty; You can summon to your aid the mechanical bodyguard Deathtrap. Deathtrap stays at your side at all times and can be commanded to attack with either his Claws or his Shock Blast whenever you can take the attack action. He can be used for opportunity attacks but can only use his Melee weapon attacks. Deathtrap shares your total hit points, armor class, present buffs and debuffs, but his ability scores are the same except for Intelligence, Wisdom and Charisma, which are 7. Deathtrap remains until the end of your next turn. This feature can only be used a limited number of times per short rest.

Deathtrap's Starting Attacks:
Digi-Claws. Melee Weapon Attack: (Intelligence Modifier+Proficiency Bonus) to hit, reach 5 ft., one target. Hit: (1d6+Intelligence Modifier) slashing damage.
Bolt Shot. Ranged Weapon Attack: (Intelligence Modifier+Proficiency Bonus) to hit, range 20/60 ft., one target. Hit(1d4+Intelligence Modifier) lightning damage.

These attacks upgrade at both level 10 and level 15.

Gaige's Tinkers

Starting at level 5, Gaige's hidden tinkers have been shown to you and you learn how to apply them to Deathtrap, there are multiple to choose from. You can choose one from a list of additional attacks to use with Deathtrap, you choose another at level 15. Upon reaching level 15, these attacks will be upgraded. These attacks are treated as standard attacks and can be activated using an action, or as a reaction when preforming an opportunity attack.

Robot Rampage. Deathtrap makes two Digi-Claw attacks. (Three attacks at level 15)
Explosive Clap. Deathtrap claps his hands and makes a small blast in a 20ft radius. creatures caught within take 1d8 of force damage. (2d8s at Level 15)
Make it Sparkle. Deathtrap makes a Digi-Claw attack, if it hits, it deals an additional 1d6 of fire, cold, lightning, poison or acid. (2d6s at Level 15)
The Stare. Ranged Weapon Attack: (Intelligence Modifier+Proficiency Bonus) to hit, range 30ft line, one target. Hit: 1d12 fire damage. (2d12s at Level 15)
Buck Up. Deathtrap grants 10 temporary hit points to himself and all allies within 30ft. (20 temporary hit points at Level 15)
Discharge. Melee Weapon Attack: (Intelligence Modifier+Proficiency Bonus), reach 5 ft., one target. Hit: 2d6 lightning damage. (4d6s at Level 15)


Buck Up

Deathtrap overloads his shield preservers and grants a small amount of temporary hit points to all allies within 30ft. The temporary hit points Buck Up grants will stack with previously existing temporary hit points, but not temporary hit points generated by Buck Up. This effect produces 2d12 of temporary hit points, and produces 4d12 at level 15.

Discharge

Deathtrap reaches his hand forward and dispel power from his core to shock enemies within reach, causing them to become blinded until the end of the next round.

Discharge. Melee Weapon Attack: (Intelligence Modifier+Proficiency Bonus), reach 5 ft., one target. Hit: 2d6 lightning damage. (4d6s at Level 15)

Explosive Clap

Deathtrap claps his hands and makes a small blast in a 20ft radius. creatures caught within take 1d8 of force damage. (2d8s at Level 15)

Make It Sparkle

Deathtrap makes a Digi-Claw attack, if it hits, it deals an additional 1d6 of fire, cold, lightning, poison or acid. (2d6s at Level 15)

Robot Rampage

Deathtrap makes two Digi-Claw attacks

The Stare

The Stare. Ranged Weapon Attack: (Intelligence Modifier+Proficiency Bonus) to hit, range 30ft line, one target. Hit: 1d12 fire damage. (2d12s at Level 15) 

This attack has a piercing effect, meaning enemies who have lined up can all be struck at once.

Upshot Robot

Starting at the 9th level, you and Deathtrap can now flow off of each other flawlessly. While Deathtrap is active, when you or Deathtrap score a critical hit or defeat an enemy, the duration of Deathtrap extends until the end of the next round.

Myelin

Starting at 15th level, your tinkering has reached it's final form, granting Deathtrap a significantly better battery, all his attacks increase in potency. Additionally, you gain immunity to lightning damage, whenever you or Deathtrap would receive lightning damage, it is instead converted into temporary hit points for you and Deathtrap. These temporary hit points will overrule any present temporary hit points if the value granted by this effect is greater then the current temporary hit points value.

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