Artificer
Base Class: Artificer

An artificer who specializes in creating war machines and machines for regular travel

Tool Proficiency

3rd-level Mechanist feature

You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Mechanist Spells

3rd-level Mechanist feature

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

Mechanist Spells

Artificer Level Spell

3rd

shield, thunderwave

5th

Aganazzar's scorcher, shatter

9th

fireball, wind wall

13th

ice storm, chain lightning

17th

cone of cold, wall of force

War Machines

3rd-level Mechanist feature

You've learned how to create a magical War Machine. Using or smith’s tools, you can take an action to magically create a War Machine in an unoccupied space on a horizontal surface within 5 feet of you. The size will be dependent on which War Machine is created, as described in the Mechanist War Machine table.

Once you create a War Machine, you can’t do so again until you finish a short rest or until you expend a spell slot to create one. You can have only one Machine type at a time and can’t create more while one of your Machines options are active.

The Machine is a magical object. Regardless of the Machine,  it has an AC of 18 and a number of hit points equal to five times your artificer level. (See below for changes with Combat Drones) It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. Regardless of the Machine, its attack roll and save dc is equal to your Spellcasting to hit and save.

When you create the Machine, you determine its appearance. You also decide which type it is, choosing from the options on the Mechanist War Machines table. On each of your turns, you can take a bonus action to cause the Machine to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the Machine(s) to move up to its speed determined by the Machine built.

Mechanist War Machines

Machine Activation

Battle Tank

You Can create a Battle Tank that occupies a 5ft cube, it can seat one medium creature or 2 tiny creatures, has a movement of 45ft tread speed, difficult terrain does not affect this movement. While unmanned, the only actions that can be taken are dash. while manned, the driver can use a bonus action to fire the Cannon (range 120ft), dealing 2d8 force damage on a successful hit, if the target is a creature, it gets pushed 5ft away from the tank. while piloting the tank, You gain 3/4 cover, but do not gain the bonus to DEX saving throws. The pilot can use an action (or bonus action if hide/disengage can be used as such) to duck down into the tank, and gain total cover, while in total cover, become blinded and have disadvantage on any perception check that relies on sight or hearing, you must use an action(or bonus action if hide/disengage) to go back to piloting. Any spell that would target the tank unless the pilot is in total cover will also target the pilot, lightning damage to the tank deals half damage to the pilot, further halved if the tank takes half damage.

Hover Board

You can create a hoverboard from 2-6ft in length, a creature can use an action to step on and activate the board, locking the pilots feet in place. (You can decide is anyone besides yourself can ride it, and as an action if the board is ridden within range, can force the board to throw off the current pilot, wherever that may be to) while activated, the board grants the rider a hover speed equal to their walking speed, and an additional 15ft of movement per round. with this hover speed, also grants the ability to dash as a bonus action, also doubling the movement speed granted by the board.(i.e. if (30ft speed base + 15ft hoverboard) x dash = 90ft) remaining on the board counts as concentration for the sake of being knocked off the board, and uses a concentration check in order to determine if damage knocks the pilot off the board. If another creature is riding the board, the Artificer still needs to have the concentration on the board.

Combat Drones

You can create a fleet of combat drones that can increase in amount depending on your Artificer level. (1 at 3rd level, 2 at 7th level, 3 at 13th level, 5 at 18th level) These combat drones have a size of tiny, and a flying speed of 45ft, and cannot move further than 60ft from the pilot unless in stealth mode, if the player moves so that a drone is outside of that 60ft range, the drone automatically moves into the edge of the range, this movement does provoke opportunity attacks if available. Each drone has a health pool equal to 5 times your artificer level, if a drone gets knocked prone, or dealt more than 20 damage from a single attack, the drone falls to the ground and explodes, dealing 1d8 fire damage in a 5ft radius centered around it, if the drone drops to 0 hit points while still in the air, it explodes in a 5ft radius where it reaches 0 hit points. You can command these drones as a bonus action on your turn, each combat drones can take an action of dash, disengage, hide, or attack. Each drone has an attack range of 60ft, and can make 2 mounted gun attacks. Make each attack roll separately, dealing 1d6+1 piercing damage on a hit. in order to make these attacks, must have bullets in inventory in order to fire the guns. As an action, outside of combat using a spell slot you can turn a drone into stealth mode, connecting with it to be able to see and hear through the drone. The drone is invisible in the dark to any creature that relies on darkvision, and it has a +10 to stealth when making stealth checks. While controlling the drone, your movement speed is reduced to 0, and your sight is also reduced to 0, you are still able to hear and communicate. The connection to the stealth drone can be severed if it moves more than 300ft, away from the pilot, or can be broken as a bonus action, if the connection is broken, drone will automatically take the hide action, and the connection can be re-established with an additional spell slot, or can be dismissed with a bonus action.

Arcane Firearm

5th-level Artillerist feature

You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.

Improved Gears

9th-level Mechanist feature

Every War Machine you create has been improved

  • Battle Tank- The damage increases to 3d8 force damage, and when the attack roll for the Tank rolls a 20 on the die, it deals an additional 1d8 force damage on top of the normal crit calculation.
  • Hoverboard- The Hoverboard gains the ability to jump, being able to activate a number of times equal to your proficiency bonus, tripling the riders jumping distance for the next time the rider jumps
  • Combat Drones- As an action, you can command One Drone to detonate if you are within 60 feet of it. Doing so destroys the Drone and forces each creature within 15 feet of it to make a Dexterity saving throw against your spell save DC, taking 4d6 force damage on a failed save or half as much damage on a successful one.

Fortified Position

15th-level Mechanist feature

You’re a master at forming well-defended emplacements using your War Machines:

  • You and your allies have half cover while within 10 feet of a cannon you create with War Machines, as a result of a shimmering field of magical protection that the Machine emits. When using the Combat Drones, only one Drone can gain this feature at a time.
  • You can now have two War Machines at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You cannot choose two of the same War Machine types. You can’t create a third Machine while you have two.

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