Base Class: Artificer
Originating from a faction of Battle Smiths who rode their Steel Defenders into combat, the Mechanic Artificers have mastered the craft of creating a rideable construct to carry them into battle. Mounted atop mechanical horses or steering self-propelled wagons, these artificers are expert jousters with their high mobility and meticulously crafted lances. They are commonly knights in the service of technologically advanced kingdoms, but many Mechanics simply roam the countryside on their Auto-Mount, looking for odd-jobs where they can find them.
Bonus Proficiencies
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 another type of artisan's tools of your choice. In addition, you also gain proficiency with lances and land vehicles.
Mechanic Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Mechanic Spells
Artificer Level Mechanic Spells
3rd Grease, Tenser’s Floating Disk
5th Kinetic Jaunt, Misty Step
9th Ashardalon’s Stride, Haste
13th Freedom of Movement, Raulothim’s Psychic Lance
17th Far Step, Steel Wind Strike
Auto-Mount
By 3rd level, you have developed a construct designed to carry you into combat. It's friendly to you and your companions, and it obeys your commands. At any point, you can choose whether this mount is controlled by you or acts independently. See its game statistics in the Auto-Mount stat block, which uses your proficiency bonus (PB) in several places. You determine the construct’s appearance; some artificers create mounts that resemble robotic horses or other similar creatures, while others create mounts similar to wagons or other land vehicles. You also decide whether this mount is Medium or Large. Due to the advanced magical mechanisms used to create this mount, an Auto-Mount counts as one size larger when determining if it can be ridden by another creature.
Your Auto-Mount shares your initiative, and it can act at any point during your turn while you are controlling it. Your mount gains the additional Repair action, detailed in the Auto-Mount stat block. While mounted on it, you can make any spell you cast that targets only you also target the mount.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Auto-Mount returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new Auto-Mount if you have smith's tools with you. If you already have a mount from this feature, the first one immediately perishes. The mount also perishes if you die.
Auto-Mount
Medium or Large construct
Armor Class: 14 (natural armor)
Hit Points: 5 times your Artificer level (the mount has a number of Hit Dice [d6s] equal to your Artificer level)
Speed: 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 12 (+1) 6 (-2) 3 (-4) 5 (-3)
Saving Throws: Str +4 plus PB, Dex +3 plus PB
Skills: Athletics +4 plus PB, Acrobatics +3 plus PB
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision 60 ft.
Languages: Understands the languages you speak
Challenge: —
Proficiency Bonus (PB): Equals your bonus
Actions
Repair (3/day). The magical mechanisms inside the mount restore 2d6 + PB hit points to itself.
Dragoon's Lance
Your development of a mechanized mount has also led you to create a weapon suited for mounted combat. At 3rd level, you can use your smith’s tools to transform a lance into a Dragoon’s Lance over the course of a long rest. If you create more than one Dragoon’s Lance, the first lance you created in this way reverts to a normal lance. This weapon is a lance with the following additional benefits:
- When you attack with this lance, you can use your Intelligence modifier instead of Strength for the attack and damage rolls.
- You gain control over the weapon’s length in order to maximize its effectiveness. As a bonus action, you can switch the Dragoon’s Lance to a Shortened Dragoon’s Lance. While in this state, the weapon loses the Reach and Special properties, and its damage die becomes a d8. You can switch the lance back to the normal Dragoon’s Lance as a bonus action.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Engineered Enhancements
At 9th level, you have spent enough time with your Auto-Mount to know how to enhance its abilities even further. Choose two Engineered Enhancements from the following list and add it to your Auto-Mount’s stat block. You may choose one additional Engineered Enhancement at 15th level.
Artificial Intelligence
Your Auto-Mount’s Intelligence, Wisdom, and Charisma scores all increase to 15, and it gains proficiency in one saving throw of your choice from among these stats. It also gains the ability to speak all of the languages you can speak. You and your Auto-Mount can speak to each other telepathically as long as you are within one mile of each other.
Integrated Cannon
As a bonus action, you can command your Auto-Mount to fire a beam of electricity from a cannon built into the mount as its action.
Integrated Cannon. Ranged Weapon Attack: your spell modifier to hit, range 60ft, one target you can see. Hit: 1d6 + PB lightning damage.
Jousting Armament
As a bonus action, you can command your Auto-Mount to attack with an integrated spear as its action.
Jousting Armament. Melee Weapon Attack: your spell modifier to hit, reach 5ft, one target you can see. Hit: 1d6 + PB piercing damage.
Mechanical Wings
Your Auto-Mount gains a flying speed equal to its speed and can hover.
Nimble Wheels
Your Auto-Mount’s speed increases to 90ft, it cannot be slowed by difficult terrain, and it becomes immune to the Prone condition.
Returning Teleport
As it’s action, your Auto-Mount can teleport to any unoccupied space within 5ft of you in which it can fit. You can command your mount to take this action at any point as long as you are on the same plane of existence as it. You may use this ability an amount of times equal to your proficiency bonus. You regain all expended uses after completing a long rest.
Turbo-Boost
As a bonus action at the start of your turn, you can activate your Auto-Mount’s Turbo-Boost. During this turn, your Auto-Mount’s speed is 200ft. On this turn, you can move across liquid surfaces and through the air in a straight line provided you end your movement on a solid surface of some kind. After using this ability, your Auto-Mount’s speed is reduced to 20ft for 1d4+1 rounds. You may use this ability an amount of times equal to your proficiency bonus. You regain all expended uses after completing a long rest.
Unmatched Mobility
Your Auto-Mount gains a burrow, climbing, and swimming speed equal to its speed.
Mounted Attunement
At 15th level, you have learned to improve your Auto-Mount even further using your infusions. The maximum number of items you can infuse at once increases by 1, but this item must be your Auto-Mount. You may infuse your Auto-Mount with any infusion that provides a bonus to Armor Class or any infusion that provides a bonus to attack and damage rolls, provided your Auto-Mount can attack using an Engineered Enhancement feature.
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