Base Class: Artificer
(I have yet to actually add in the modifiers and actions to the class)
A hulking mass of metal hovers across the battlefield. Bullets ping off its thick exterior, barely leaving scratches and dents, while rusty iron pipes and steel bats fail to even phase it. The figure rears its hands back and brings them together in an explosive clap, shoving those near it back, stunning some. A half elf, having placed himself expertly, expecting this turn of events, levels his rifle and lands a deadly headshot on one of his discombobulated enemies.
The gnome steps towards the earth elemental, casually raising a mechanical arm that glows with arcane symbols etched into the surface, unleashing her robotic companion of death and destruction from the pocket realm it is stored in. She didn't know that elementals could feel fear, but the look of sudden dread on the elemental's otherwise stony face as her battle partner rushes over the ground, its repulsors crackling with lightning, is unmistakable. She readies her shotgun for the coming fight.
Firing blindly into the fray, her bullets bouncing wildly off random surfaces, the halfling urges her battle-hardy companion in close to distract their opponent as she dives behind a pile of rubble. Risking a peek, the halfling finally sees a chink in the lumbering psycho orc's armor. Taking a steadying breath, she smiles as she lines up her hunting pistol's shot. She hasn't done much damage, as yet...but this one is gonna hurt.
Deathtrap
3rd-level Mechromancer feature
Your tinkering has borne you a faithful companion, a Deathtrap. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Deathtrap stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance, your choice has no effect on its game statistics.
As a bonus action you can summon your Deathtrap within 5 feet of you, Deathtrap shares your initiative count, but it takes its turn immediately after yours. It can move and use its action and reaction on its own, the action can be one in its stat block or some other action. If you are incapacitated, Deathtrap will focus on defending you. You may summon Deathtrap a number of times equal to your Intelligence Modifier and regain all expended uses on a long rest.
DeathTrap
Large construct
Armor Class 13 (natural armor)
Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed Fly 30 feet (Hover)
Damage Immunities poison, psychic
Condition Immunities Blinded, Charmed, Deafened, Diseased, Exhaustion,
Frightened, Paralyzed, Petrified, or Poisoned
Senses blindsight 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The defender can’t be surprised.
Upshot Robot (Best Friends Forever Only) When Deathtrap or you were to kill a hostile creature, Deathtrap's duration increases by one round.
Robotic Rampage (Ordered Chaos Only) Deathtrap can make a number of claw attacks equal to half its
creator's proficiency bonus, rounded down.
Actions
Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
One Two Boom (Little Big Trouble Only) Ranged Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target you can see. Deathtrap shoots out an orb that sticks to a hostile creature within range, when you deal damage to that creature the orb explodes dealing additional lightning damage equal to 4d6 to that creature and all other creatures with 15 feet.
Explosive Clap (Best Friends Forever Only) Deathtrap causes an explosion in front of it. All creatures within 10 feet must
make a Dexterity saving throw, DC equal to its creator's spell DC or take 2d8 thunder damage and be pushed 10 feet away.
On a successful save, the creature takes half as much damage and isn't pushed.
The Stare (Little Big Trouble Only) Ranged Weapon Attack: your spell attack modifier to hit, reach 30 ft., one target you can see. Hit: 2d6 + PB fire damage.
Skill Tree
At 3rd level, the Mechromancer can choose one of the three widely varied Mechromancer Skill Trees: Best Friends Forever, Little Big Trouble, and Ordered Chaos. But to expect that any two that choose the same path will utilize its tools the same is a mistake. Mechromancer's are versatile, using Deathtrap's abilities to their maximum and even completely changing attack methods mid-combat.
Best Friends Forever
Don't screw with a girl and her robot!
Deathtrap isn't just a science experiment to you. Your adventures have made you closer than ever; you fully rely on Deathtrap as you both jump directly into the heat of the battlefield, trusting that it will protect you.
- Made of Sterner Stuff
At 3rd level, Deathtrap gains resistance to slashing, bludgeoning, and piercing damage.
Little Big Trouble
I can't believe you only got third place in the science fair.
The elements are at your command. Whether through you or Deathtrap, creatures that stand against you will find themselves subject to the most heinous of elemental pain.
More Pep
Beginning at 3rd level, as an action on your turn, you can infuse your weapons with one of the following elements: lightning, fire, cold, thunder or acid. This effect lasts for one minute, or until an action is used to change the element type. Once per turn when you deal damage with a weapon infused with more pep, the damaged creature must make a Constitution Saving Throw equal to your spell save DC or take additional damage equal to 1d6 of the elemental type chosen. This damage die increases to 1d8 at 5th level, 1d10 at 9th level, and 1d12 at 15th level.
Ordered Chaos
If I hit ya, you're gonna feel it!
Ordered Chaos is arguably the most difficult of the skill trees to master. But when you do, everyone will notice. Not only will you be dropping foes left and right, but you'll also manage to stay on top of the fight with careful use of Discord.
- Anarchy
Beginning at 3rd level, Before you make an weapon attack that you are proficient with, you can choose to take a -1 penalty to the attack roll. If the attack hits, you add +2 to the attack's damage. The penalty becomes -2 and the additional damage becomes +4 at 5th level, -3 penalty and +6 damage at 9th, and finally -4 penalty and +8 damage at 15th level.
Skill Tree II
At 5th level, the Mechromancer gains additional features based on the Skill Tree they chose at 3rd level.
Buck Up
- At 5th level, Deathtrap gains the ability to heal you or your allies as an action. As a bonus action, you can direct Deathtrap to heal an allied creature it can see. The allied creature regains an amount of hit points equal to 1d8, the amount healed becomes a 1d10 at 9th level, and 1d12 at 15th level. Deathtrap can only use this ability once per use of Summon Deathtrap.
Close Enough
Beginning at 7th level, once per turn, when you roll to attack, you can choose to reroll any dice result below a 5. You must take the second roll.
Evil Enchanter
- Beginning at 7th level, when you kill a creature, the next creature that has to roll a save against More Pep automatically fails, and you may roll twice the number of dice for More Pep damage.
Extra Attack
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Skill Tree III
At 5th level, the Mechromancer gains additional features based on the Skill Tree they chose at 3rd level.
Discord
Beginning at 9th level, when you use your Anarchy feature you may choose to regain hit points equal to your damage modifier instead of dealing additional damage.
Interspersed Outburst
Beginning at 15th level, you have a chance to inflict creatures with the slag status effect. Slagged creatures become vulnerable to the following elements: lightning, fire, cold, thunder and acid. When you hit a creature with, the creature must make a Constitution Saving Throw equal to your spell save DC. On a fail, the creature is slagged until the end of your next turn.
Potent as a Pony
By 9th level, You and Deathtrap has been in enough battles to remember how to take a hit. You both gain additional hit points equal to twice your Artificer level.
Skill Tree IV
At 15th level, the Mechromancer gains additional features based on the Skill Tree they chose at 3rd level.
Make It Sparkle
Beginning at 11th level, as an action on your tum, you can infuse Deathtrap with one of the following elements: lightning, fire, cold, thunder or acid. Deathtrap also gains the More Pep feature for the duration.
Sharing is Caring
Beginning at 15th level, as a bonus action, you can direct Deathtrap to taunt a creature that is not taunted by it within 30 feet. The creature must make a Wisdom saving throw, using your spell save DC. On a failed save, that creature must adjust its focus to Deathtrap, and is under the effect of the Compelled Duel spell with Deathtrap for one minute, though the effect does not end if a creature friendly to you attacks the target or casts a harmful spell on the target.
Deathtrap's armor class becomes a copy of your AC, copying any additional effects your equipped armor gives.
The Nth Degree
Beginning at 15th level, you have a chance that each of your ranged weapon attacks that hit your target will ricochet to another creature that is within range. When you make an attack with a ranged attack, if the roll is above a 16, you may have that attack ricochet. The target of the ricochet must be another creature within 30 feet and the creature takes damage equal to the first creature.
Previous Versions
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10/30/2022 10:58:25 PM
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