Base Class: Artificer
An artificer who is more than their tools alone, but they certainly do help.
Mechanics Insight
3rd-Level Magic Mechanic feature
Able to discern the structure of objects with a glance, effectively understanding how it was built and what it can do. Additionally, any items can be re manufactured by the Mechanic if they attempt (within a hour x mechanics level) and they have the knowledge to do so. Hidden items can also be sensed within a 5 foot range as long as they conduct mana.
Creation Control
3rd-Level Magic Mechanic feature
Your understanding of magic items and your experiments with magic have paid off in two ways:
- You gain proficiency with magic weapons and weapons created by you.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Surging Mechanical Force
5th-Level Magic Mechanic feature
Your craftsman spirit flows through your weapon(s) granting additional damage to enemies equal to 1d4.
The damage die increases as you level up with 1d6 at 5, 1d8 at 8, 1d10 at 12, and 1d12 at 15.
Polarized Field
5th-Level Magic Mechanic feature
Whilst attuned to at least 1 item, a polarizing field is generated around you granting you an increase to your AC equal to your INT proficiency modifier. As a result however, mage armor simply does not work on you and any heavy armor worn cancels out your magnetic field. Any object that can be magnetized within 3 feet of you can be manipulated as a form of minor telekinesis.
Extra Attack
5th-level Magic Mechanic feature
An extra attack may be performed for each action available.
Construct King
9th Level Magic Mechanic feature
Able to create constructs with limited intelligence to do your bidding. One support and one combat construct at a time.
Combat Construct:
The minimum required amount of materials to build this construct is 10 kilos of iron/steel as well as a proper environment to shape the steel into a desired construct shape.(Does not have to be humanoid).
-Has 69 health and a base AC of 15 (which can be increased using better materials for the constructs construction). It can be commanded to do simple actions and is capable of 1 preset move.
Preset Move: Guard Unless prompted otherwise the construct will always remain within 5 feet of its creator and guard against any attacks thrown their way. Guard can only be used on the first attack used against the creator in combat and will tank the full attack even at the cost of its own life.
Its attacks can deal 2d10 of whichever damage type the construct is capable plus any effect damage such as poison or necrotic.
Support Construct:
The minimum amount of materials to build this construct is 1 kilo of iron/steel.
Has 21 base health and an AC of 12(which cannot be increased). It can perform slightly more complicated tasks and can be created to function in many different ways. It can be a battery used to add more oomph to other mechanical objects or as a little pet for when you are lonely.
War Mechanic
15th-Level Magic Mechanic feature
In an extreme show of power, the Magic Mechanic can exert an electromagnetic domain of up to 300 ft where any and all ferromagnetic materials can be manipulated.
In Combat: The range is reduced to 150 ft and the Mechanic is able to influence events normally unalterable. The user can assist a comrade in Dexterity and Strength saving throws (as a reaction). The user can give attacks advantage and disadvantage (as a reaction). And even has a limited version of flight at a speed of 45ft.
Out of Combat: Multiple objects can be built at any given time(up to 10) at an accelerated rate depending on the objects size and complexity.
Previous Versions
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11/15/2023 1:04:53 AM
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11/15/2023 1:38:06 AM
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11/15/2023 2:20:44 AM
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11/19/2023 1:59:48 AM
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11/19/2023 2:11:37 AM
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11/19/2023 2:16:08 AM
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12/14/2023 4:00:45 AM
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