Base Class: Artificer
The Mechanist carves out a unique niche within the Artificer specialization, diverging from the traditional path of arcane mastery. Instead of manipulating magic through spells and enchantments, The Mechanist opts for a different approach. They relinquish the use of magical enhancements, choosing instead to harness the power of stored electricity within a specially designed battery. This battery, a testament to The Mechanist's innovative spirit, is used to augment both melee and ranged attacks. The stored electrical energy can be channeled through their weapons, adding a potent edge to their combat capabilities. This distinctive blend of technology and combat prowess sets The Mechanist apart, offering a fresh take on the Artificer's potential beyond the realm of magic.
Weapon Battery
At 3rd level you gain access to a battery which powers your mechanical weaponry.
The battery starts with 100% charge and decreases by a given percentage when you use mechanically enhanced abilities.
-On short rest roll D% dice to determine how much charge you regain.
-Regain full charge upon long rest.
Mechanical Combatant
At 3rd level, your knowledge of machines has enhanced your combative capabilities in the following ways:
-You gain proficiency with martial weapons.
-You can mechanically enhance your weapons to gain mastery over them.
-When you make an attack with a mechanical weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Augmentation
At 5th level you gain proficiency with firearms.
You have now become accustomed to your mechanical weapons. You can now perform advanced attacks to throw off your enemies, these include:
-Stunning Attack: Charge your weapon/projectile with electricity before you make an attack. On a successful hit, deal an additional 1d6 damage and target must succeed a constitution saving throw equal to your spell save DC or be stunned until the start of your next turn.
-Toppling Attack: Attack target's legs possible knocking them prone. On a successful hit, deal an additional 1d6 damage and target must succeed a dexterity saving throw equal to your spell save DC or be knocked prone.
-Repelling Attack: Boost the propulsion of your weapon or ranged attack. On a successful hit, deal an additional 1d6 damage and target must succeed a strength saving throw equal to your spell save DC or be knocked back 10ft.
Overclock
At 9th level you gain the ability to pulse power through your weapon or projectile to deal an additional 1d8 fire or lightning damage.
Increases additional augment additional damage to 1d8.
Two new augments:
-Restraining Attack: Fire a electrified rope from your weapon. On a successful hit, target must succeed a strength check equal to your spell save DC or become restrained. Restrained target takes 2d6 lightning damage at the start of each turn whilst grappled.
-Disorienting Attack: target a pressure point with an electrically charged attack possibly disorienting the target. On a successful hit, target must succeed a constitution saving throw equal to your spell save DC or become slowed until the end of their next turn.
Major Automaton
At 15th level you gain the ability to summon a drone which can fight with you.
Drone
Medium construct
Armor class: 14 (natural armor)
Hit points: 2 + intelligence modifier + 3*(Artificer Level)
Speed: fly 45ft
Stat Distribution
STR: 4 (-3) DEX: 16 (+3) CON: 12 (+1) INT: 10 (+0) WIS: 10 (+0) CHA: 8 (-1)
Actions
Flashlight 20ft cone: As a bonus action turn on the flashlight. As an action overcharge the flashlight, targets in cone must succeed dexterity saving throw equal to your spell save DC or become blinded for one minute. Blinded creatures can remake save at the end of their turn to lose the effect. Overcharge recharges on a 5/6 on a d6 roll.
Ranged Attack: Fire an arc of electricity dealing 4d6 + DEX modifier lightning damage.
Disengage: Drone can use disengage as a bonus action.
Previous Versions
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