Artificer
Base Class: Artificer

A mechamancer is an artificer who isn't content to stand back and let their creations have all the fun. mechamancer give their all to their mechs—each one a towering wonder of engineering, perfectly suited and tailored to its pilot—and wear them into battle like a second skin. No matter the confrontation, a mechamancers mech will stand out for its solid defence and its staggering destructive potential.

Tools of the Trade

3rd-level Mechamancer Feature

You gain proficiency martial weapons. You also 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.

 

Mechamancer Spells

3rd-level Mechamancer Feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Mechamancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Mechamancer Spells

Artificer Level Spell

3rd

Arms of Hadar, Shield

5th

Rime’s Binding Ice, Warding Wind

9th

fireball, Spirit Guardians

13th

Aura of Life, Raulothim's Psychic Lance

17th

Destructive WaveWall of Force

Piloted Mech

3rd-level Mechamancer Feature

You construct a mech: a suit of piloted armour you can control from within. Your mech is a Large magical object. It has an AC of 16, a number of hit points equal to your Intelligence Score + five times your artificer level, Strength score equal to your Intelligence score. It is immune to poison damage, psychic damage, and all conditions. You can use your mech as a spellcasting focus for your artificer spells.

At the end of your long rest, you can decrease your maximum hit points by an amount equal to your artificer level x your Constitution modifier, if you do your mech gains an amount of temporary hit points equal to the maximum hit points you lost. In addition, you can expend hit dice at the end of a short rest, if you do, you can give your mech an amount of temporary hit points equal to the number rolled + your intelligence modifier. Your mech looses all its temporary hit points at the end of your long rest.

While within 5 feet of you mech, you can use your action to enter it. If your mech isn't within 5 feet of you but is on the same plane of existence, you can use your action to teleport it to an unoccupied space within 5 feet of you and enter it as part of the same action.

While piloting your mech, the following features are applied:

  • Your size becomes Large.
  • You can use your mechs AC instead of your own.
  • Your mech can't be targeted by attacks.
  • You can't use any other speeds you have except for your walking speed, unless that speed is granted to you by a spell or magical effect.
  • your Strength score changes to the score of your mech unless your strength is greater than your mechs strength.
  • Whenever you take damage that isn't psychic, your mech take the damage instead. If this damage reduces the mech to 0 hit points, you don't take the remaining damage.

You can eject from your mech as a bonus action, landing in an unoccupied space you can see within a feet of it equal to your mechs Strength score + your Intelligence score. If your mech is reduced to 0 hit points, you eject, and the mech is destroyed. A destroyed mech can't be piloted, but you can still teleport it to you.

You can spend 1 hour as a part of a short rest repairing your mech using your smith's tools, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The mech regains all its hit points, and if it was destroyed, you repair it. At the end of a long rest, you can create a new mech, or repair your existing mech if you have your smith's tools with you. If you already have a mech from this feature and you try to create a new mech, the old one is immediately destroyed.

Extra Attack

5th-level Mechamancer Feature

While piloting your mech, you can attack twice, rather than once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Specialised Equipment

3rd level Mechamancer Feature

You mount some specialised equipment on your mech. Choose two of the options below to add to your mech. While piloting your mech, you gain that additional feature . Whenever you construct a new mech, you can replace the the equipment's you chose with other ones. This amount of specialised equipment you can mount to a single mech increases to three when you reach 5th level, four at 9th level, and five at 17th level.

Some of your specialised equipment require you to make a attack roll, or your target to make a saving throw to resist the feature’s effects. The attack roll and saving throw DC is calculated as follows:

specialised equipment save DC = 8 + your proficiency bonus + your Strength modifier

specialised equipment attack modifier = your proficiency bonus + your Strength modifier

Adamantine Saw

As a bonus action, you can activate a magical saw made of adamantine to saw at a creature or object within 5 feet of you. Make a melee spell attack against the target. On a hit, the target takes slashing damage equal to 1d8 + your Strength modifier. When you attack an object with this and hit, maximize your weapon damage dice against the objects. In addition, you deals double damage to objects and structures.

Blasting Cannons

As a bonus action, your cannons can fire a swarm of tiny missiles at a creature or object within 120 feet of you. Make a ranged spell attack against the target. On a hit, the target takes thunder damage equal to 1d8 + your Strength modifier.

Collapsible Appendages

You can freely change your mechs size to either medium, large, or huge with a minute of uninterrupted work(you must still be piloting your mech). After wards your size while in the mech becomes the mechs new size.

Dissolvent Spray

As a bonus action, you can spray acid in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving, taking acid damage equal 1d8 + your Strength modifier on a failed save or half as much damage on a successful one

Grappling Harpoon

Grappling Harpoon. As a bonus action, you can force a creature within 30ft of you to make a Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use) against your Strength (Athletics) check. You succeed automatically if the target is incapacitated. If you succeed, the target takes piercing damage equal to 1d8 + your Strength modifier, and you pull the creature up to 10 feet closer to you. In addition, you can use the shoulder mounted Harpoon as the grappling hook equipment with a maximum range of 30ft, but its capable of easily supporting you and your mechs weight.

Illuminating Beacon

As a free action on your turn, you can choose to cast bright light in a 30-foot radius and dim light for an additional 30 feet, or cast bright light in a 60-foot cone and dim light for an additional 60 feet. As a bonus action you can temporarily increase the strength of your light, all other creatures who are within the range of your bright light must make a constitution saving throw or become blinded until the end of your current turn.

Lightning Lance

As a bonus action, you can unleash a lance of lightning in a line 60 feet long and 5 feet wide. If the lance would strike a creature, that creature must succeed a Dexterity saving throw or be struck by the lance. When the lance strikes something, the target takes lightning damage equal to 1d8 + your Strength modifier and the lance dissipates.

Oxygen Kit

You can breath normally no matter what environment you are in, you gain a swimming speed of 30ft, and you can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Piston Legs

Once per turn as a free action on your turn, you can multiply your jump distance by your Intelligence modifier.

Power Fist

As a bonus action, you can slam a fist charged with explosive power towards a creature or object within 5 feet of you. Make a melee spell attack against the target. On a hit, the target takes bludgeoning damage equal to 1d8 + your Strength modifier and is pushed up to 10 feet away from you.

Sonic Scanner

You gain 20 feet of Blindsight. In addition you have can add your Intelligence modifier to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Arcane Reactor

9th-level Mechamancer Feature

You upgrade your mech's reactor. The damage rolls of your mech's specialised equipment all increase by 1d8.

Additionally, your reactor can generate enough power to launch you into the air. While piloting your mech, you have a flying speed of 40 feet. Your mech can't keep you aloft for long; you fall if you end your turn in the air and nothing else is holding you aloft.

Eject Override

15th-level Mechamancer Feature

The captain goes down with the ship, in times of great danger you can choose to stay with your dying mech to fight until the bitter end. When your mech reaches 0 hit points, you can choose to not eject, and not destroy the mech. Doing so will put your mech into the doomed state, a doomed mech functions as normal except for these changes

  • After 1 minute, the mech is destroyed.
  • If your mech is destroyed in the doomed state you can not repair the mech, you can only build a new mech.
  • You can eject at anytime using your reaction. If you do, your mech is destroyed.
  • If your mech is destroyed while you are piloting it, you die.
  • If you reach 0 hit points while piloting a doomed mech, you die.
  • You can no longer transfer the damage you take to your mech.
  • You gain vulnerability to all damage types.
  • All your weapon, spell, and specialised equipment attacks deal an additional 2d12 force damage.
  • You can no longer fly using the arcane reactor feature.

Turbo Motor

15th-level Mechamancer Feature

Your motors are so advanced allowing your mech to execute attack directive faster. Once per turn, if you used a bonus action to activate a specialised equipment, you can activate a different specialised equipment as a part of the same bonus action.

Previous Versions

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