Base Class: Artificer
The Machinist is a master engineer, specializing in the creation of sentient machines to serve their every command. Eschewing magic in favor of mechanical brilliance, Machinists craft autonomous robots that adapt and grow alongside them. From hulking defender constructs to agile drones, their machines are versatile tools that provide both battlefield support and problem-solving capabilities. Each robot is a reflection of the Machinist’s ingenuity, constantly evolving with upgrades that enhance their combat abilities, tactical intelligence, and defensive mechanisms.
Machinists thrive on invention and strategy, using technology to control the battlefield. With an arsenal of gadgets, lethal weaponry, and advanced robotics, they reshape their surroundings and turn the tide of combat in their favor. Whether in the heat of battle or solving complex challenges, the Machinist’s creations are their greatest weapon, proving that innovation and intellect are just as powerful as magic.
Master Tinkerer
You gain proficiency with Tinker’s Tools (if you don’t already have it) and can use them to craft small, mechanical gadgets during short or long rests, such as Smoke Bombs, Lockpicking Tools, or other utility devices.
Combat Gadgets: Smoke Bomb, Flashbang, Shock Bolts, Detonator Charge, Sonic Disruptor
Control Gadgets: Magnetic Trap, Adhesive Foam Spray, Energy Barrier, Gravity Well
Support Gadgets: Repair Nanites, EMP Grenade, Cloaking Device, Holo-Decoy
Movement Gadgets: Grappling Hook, Hover Boots
These gadgets provide a wide range of tools to solve both combat and non-combat challenges, allowing them to act as a strategic thinker who can control the battlefield, support allies, and neutralize threats in unique ways. You can craft them using the Tinker points for different levels of the gadgets to make. Also, your Tinker points can be used for casting "spells" instead of spell slots. Flavored for RP purposes that work with your DM assistance.
Your Tinker points start at 3, then increases to (3 + INT) x PB at level 6, (5 + INT) x PB at level 9, and finally (7 + INT) x PB at level 12 .
Engineer Tactics
Your work in the lab has given you training and experience with using different weapons for your adventurers:
- You gain proficiency with martial weapons.
You have fully studied that arts of science and logic and have forgone the arcane arts and fully embraced not using it. You no longer have the ability to cast arcane arts and now when you attack with a magic weapon, you use your INT modifier, instead of STR or DEX modifier, for the attack and damage rolls.
Robot Companion
At 3rd level, when you choose this subclass, you gain the ability to create your first Sentient Robot Companion. You can design one robot of your choice (such as a Defender, Attacker, or Utility construct), which levels up alongside you. The robot has its own stat block, gains upgrades as you progress, and follows your commands in combat. As a bonus action, you can issue a command to the robot (attack, defend, or use a special ability).
Robot companion
Medium construct
Armor Class 14 (natural armor + proficiency bonus)
Hit Points 5 + your Intelligence modifier + proficiency bonus (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 30 ft.
Saving Throws STR, DEX, and CON matches machinists proficiency bonus
Skills Athletics, Investigation, Perception, or Stealth 2 skills of your choice
Damage Immunities none
Condition Immunities charmed, exhaustion, poisoned, [condition]frightened[/skill]
Senses darkvision 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.
Actions
Slam. Melee Weapon Attack: your PB + INT modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + STR bludgeoning damage (scales to 2d8 at 9th level).
Energy Blaster. Ranged Weapon Attack: your PB + INT modifier to hit, reach 60/120 ft., one target you can see. Hit: 1d6 + DEX force damage (scales to 2d6 at 9th level).
Repair Protocols (1/Short or Long Rest). The robot can use its action to restore hit points equal to 1d6 + the Machinist’s Intelligence modifier to itself. This increases to 2d6 at level 9, and 3d6 at level 15.
Reaction
Defensive Protocol. When the Machinist or an ally within 5 feet of the robot is hit by an attack, the robot can impose disadvantage on the attack roll as a reaction, simulating it stepping in to protect its creator or companion. This ability can be used a number of times equal to the Machinist's Intelligence modifier per long rest.
Dual Robotics
At 6th level, you unlock the ability to construct and control a second robot. This second construct operates with simplified AI, following basic commands without the need for constant supervision. You can choose its role (scout, attack, or defense) and upgrade it independently of your primary robot. You can now command multiple robots to act in tandem, giving you greater tactical versatility on the battlefield.
Additionally, you gain the ability to overclock your robots temporarily, boosting their speed, attack power, or durability for a limited number of rounds (equal to your Intelligence modifier). After this boost, they must cool down before being overclocked again (long rest).
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Enhanced Combat Systems:
- The Construct gains a +2 bonus to attack rolls and damage rolls for all its attacks.
- Its attacks deal an additional 1d6 energy damage (fire, lightning, or cold—choose when activating).
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Increased Movement Speed:
- The Construct’s movement speed increases by 10 feet.
- Additionally, it can use the Dash action as a bonus action on each of its turns.
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Reinforced Plating:
- The Construct gains temporary hit points equal to twice the Machinist’s level.
- It also gains resistance to bludgeoning, piercing, and slashing damage for the duration of Overclock.
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Rapid Reflexes:
- The Construct gains an additional reaction per round (allowing for multiple reactions to different triggers).
- It can now make two attacks when using the Attack action, instead of one (even if it doesn’t already have Extra Attack).
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Self-Repair Protocols:
- At the start of each of its turns, the Construct heals for 1d6 + the Machinist's Intelligence modifier hit points.
- It can now use its Repair Protocol ability as a bonus action, even if it has already used an action this turn.
Dual Robot companion
Medium construct
Armor Class 15 + proficiency (natural armor)
Hit Points 6 + your Intelligence modifier + proficiency bonus
Speed 30 ft.
Saving Throws STR, DEX, and CON matches machinists proficiency bonus
Skills Athletics, Investigation, Perception, or Stealth 2 skills of your choice
Damage Immunities none
Condition Immunities charmed, exhaustion, poisoned, [condition]frightened[/skill]
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The construct can’t be surprised.
Actions
Additional Attack. At 9th level, the robot can make two attacks (or use a special action) during its turn if commanded by the Machinist.
Slam. Melee Weapon Attack: your PB + INT modifier to hit, reach 5 ft., one target you can see. Hit: 2d8 + STR bludgeoning damage.
Energy Blaster. Ranged Weapon Attack: your PB + INT modifier to hit, reach 60/120 ft., one target you can see. Hit: 2d6 + DEX force damage.
Repair Protocols (1/Short or Long Rest). The robot can use its action to restore hit points equal to 1d6 + the Machinist’s Intelligence modifier to itself. This increases to 2d6 at level 9, and 3d6 at level 15.
Reaction
Defensive Protocol. When the Machinist or an ally within 5 feet of the robot is hit by an attack, the robot can impose disadvantage on the attack roll as a reaction, simulating it stepping in to protect its creator or companion. This ability can be used a number of times equal to the Machinist's Intelligence modifier per long rest.
Machinist Upgrades
At 9th level, you gain access to a pool of Upgrade Points that you can spend to enhance your robots. These upgrades allow you to customize each robot’s abilities, stats, and special features, such as giving them enhanced armor plating, ranged weaponry, or advanced sensory systems.
You also gain the ability to create specialized gadgets that can be used once per short rest. Examples include:
- EMP Burst: Temporarily disables nearby enemy constructs or mechanical devices.
- Shock Bolts: Fire electrified projectiles that deal bonus lightning damage.
You are able to pick 2 at level 9, 1 at level 13, and then 2 at level 17.
Advanced Sensor Array
9th Level Utility Upgrade
Your Construct the enhanced optics and sensors allowing them to have Darkvision for 120 ft. and advantage on Perception checks. Also, they gain the ability to detect invisible creatures within 30 ft.
Requires 1 Tinker point to create
Advanced Tactical AI
17th Level Requirement
Upgrading the Construct's AI with advanced algorithms for combat and problem solving.
- The Construct can take an additional action or reaction once per round, allowing it to act with greater autonomy and efficiency in combat.
Requires 3 Tinker points to use
Arcane Pulse Cannon
9th Level Offensive Upgrade
Equip your construct with a powerful ranged weapon that deals force damage.
Ranged Weapon Attack. 60 ft. range, deals 3d6 force damage on a hit. The attack has a chance to knock the target prone (Strength save, DC equal to 8 + your INT modifier + proficiency bonus)
Requires 2 Tinker points to create
Deployable Turret
13th Level Utility Upgrade
Your Construct can deploy a stationary turret that provides ranged support during combat.
- As an action, the Construct can deploy the turret within 5 ft. of it.
- The turret has 15 hit points and an AC of 15. It can make a ranged attack at the end of each of your turns: 1d8 + proficiency bonus damage (range 60 ft.).
- The turret lasts for 1 minute or until destroyed.
Requires 3 Tinker points to create
Drone Mode
9th Level Utility Upgrade
Your Construct gains the ability to break down into smaller scouting drones. As an action they can split into two Tiny Drones and fly (speed 30 ft.) and are specialized in scouting and reconnaissance. They get an advantage on Perception and Stealth checks.
These drones share the original hit points but cannot attack or interact with objects. They can reunite to form the full Construct again as an action.
Requires 2 Tinker points to create
Elemental Armor Coating
9th Level Defensive Upgrade
Your Construct gains resistance to the chosen damage type (fire, cold, or lightning), permanently enhancing its defensive capabilities. You can spend an additional point to give your Construct immunity to that damage type.
Requires 2 Tinker points to create
Emergency Defense Protocol
17th Level Defensive Upgrade
When your Construct drops to 0 hit points, it immediately activates an emergency defense protocol, regaining half its hit points and gaining immunity to all damage until the end of its next turn.
Only can be used once per long rest.
Requires 3 Tinker points to create
Emergency Injector
13th Level Defensive Upgrade
Equip the Construct with an Emergency Injector that administers a healing serum.
- As a reaction, once per long rest, when the Construct or an ally within 5 ft. of it drops to 0 hit points, the Construct can inject a healing serum into the target, immediately restoring 2d10 + INT modifier hit points.
Requires 2 Tinker points to create
Energy Shield Projector
9th Level Defensive Upgrade
As a bonus action, the Construct can activate its shield projector, creating a 10 ft. radius shield centered on itself. Allies within the area gain +2 to AC for 1 minute. This ability can be used one per short rest.
Requires 2 Tinker points to create
Flamethrower
9th Level Offensive Upgrade
Ranged Weapon Attack. Attaching a flamethrower to your Construct, allowing it to use a cone of fire attack. As an action, the Construct can unleash a 15 ft. cone of flame. Each creature in the area must make a DEX saving throw against a DC 8 + INT modifier + proficiency bonus. On a failed save, the target takes 4d6 fire damage, or half as much on a successful save. This ability can be used once per short rest.
Requires 2 Tech points to create
Fortified Core
13th Level Defensive Upgrade
Your Construct's power core to withstand greater damage has improved. Their maximum hit point increases by 20 and gains advantage on CON saving throws.
Requires 2 Tinker points to create
Heavy Plating with Retractable Spikes
13th Level Offensive Upgrade
Reinforce your Construct with heavy armor plating and retractable spikes, increasing its AC by 2 and dealing 1d8 piercing damage to any creature that hits the Construct with a melee attack.
Requires 3 Tinker points to create
Integrated Tool
9th Level Utility Upgrade
Your Construct is equipped with specialized tools for problem-solving and exploration. The Construct gains proficiency with Thieves' Tools, Smith's Tools, or Tinker's Tool. It can also assist you with any check requiring these tools, granting you advantage.
Requires 1 Tinker point to create
Magnetic Grapple Hook
9th Level Utility Upgrade
Install a magnetic grapple that can be used to manipulate objects or pull the Construct to distant locations. As a bonus action, the Construct can fire a grapple hook to a point within 30 ft., allowing it to pull itself to that location or pull objects weighing up to 150 lbs. This upgrade can also be used to disarm traps or retrieve distant objects.
Requires 1 Tinker point to create
Miniaturized Fusion Core
17th Level Requirement
Install a powerful fusion core that provides an immense energy boost.
- The Construct gains a +2 bonus to all damage rolls and can store one charge of Overclock without overheating, allowing the use of Overclock twice per short rest instead of once.
Requires 3 Tinker points to use
Multi-Weapon Module
9th Level Offensive Upgrade
The Construct's attack systems are upgraded to allow it to make two attacks on its turn instead of one. If the Construct already has an extra attack/action, it can make a total of three attacks per turn.
Requires 2 Tinker points to create
Self-Repair Module
9th Level Defensive Upgrade
Enhance your Construct with advanced self-repair protocols. The Construct regains 1d6 hit points at the start of its turn as long as it has at least 1 hit point remaining. This healing can occur up to 3 times per day.
Requires 1 Tinker point to create
Shock Guantlets
9th Level Offensive Upgrade
The Construct's melee attacks now deal an additional 1d6 lightning damage on each hit. If a creature is the target, it must succeed on a CON saving throw (DC 8 + INT modifier + proficiency bonus) or be stunned until the end of your next turn. The effect cannot be used more than once per short rest.
Requires 1 Tinker point to create
Temporal Stasis Field
17th Level Requirement
Install a temporal stabilizer in the Construct that allows it to create a localized stasis field.
- Once per long rest, the Construct can create a 10 ft. radius centered on itself.
- Creatures within the field must succeed on a WIS saving throw (DC = 8 + INT modifier + Proficiency) or be stunned for 1 round.
- Allies within the field instead gain advantage on all saving throws for 1 minute.
Requires 4 Tinker points to use
Modular Constructs
At 15th level, your expertise allows you to develop modular robots that can be dismantled and reassembled for different tasks. You can break down your robots into smaller, specialized drones that can be used for scouting, sabotage, or utility work. These modular drones are weaker in combat but provide flexibility for non-combat tasks such as disarming traps or gathering intelligence.
In combat, you can combine these modular units into a larger construct, granting it temporary bonus hit points and an additional attack for a short duration.
Upgrades for constructs require 1 to 2 Tinker parts per upgrade.
Offensive Upgrades:
- Enhanced Weaponry: Upgrade melee attacks to deal an additional 1d4 elemental damage (fire, cold, lightning).
- Ranged Weaponry: Equip the robot with a crossbow, flamethrower, or energy projector that deals 2d6 at base, scaling with further upgrades.
Defensive Upgrades:
- Reinforced Plating: Increase the robot's AC by +1 (Require 1 Tinker point) or +2 (Require 2 Tinker points).
- Energy Shielding: Grant the robot temporary hit points (equal to the Machinist's level) once per short rest.
Utility Upgrades:
- Advanced Optics: Grants the robot Darkvision 120 ft. and the ability to see invisible creatures.
- Tool Kit: Equip the robot with tools to assist with skill checks like Thieves' Tools (for lockpicking) or Tinker’s Tools (for crafting or repairs).
- Drone Mode: Create a smaller scout version of your robot that can fly or sneak through tight spaces, though it cannot engage in combat. (Require 2 Tinker points)
Master of Automation
At 15th level, you have perfected your mechanical creations. Your primary robot gains sentient autonomy, allowing it to act independently in combat, taking an additional action on its own once per round. It becomes highly self-reliant, requiring fewer commands and operating with greater tactical intelligence.
Additionally, you can create a Masterwork Construct, a massive, powerful machine capable of devastating attacks and immense durability. This construct requires significant resources to build and can only be activated during long rests, but once deployed, it becomes a force of overwhelming strength and strategy on the battlefield.
Once you reach level 20, you are able to create 2 Masterwork Constructs at the same time.
Masterwork Construct
Medium construct
Armor Class 17 + proficiency (natural armor)
Hit Points 10 + your Intelligence modifier + proficiency bonus
Speed 30 ft.
Saving Throws STR, DEX, and CON matches machinists proficiency bonus
Skills Athletics, Investigation, Perception, or Stealth 2 skills of your choice
Damage Immunities none
Condition Immunities charmed, exhaustion, poisoned, [condition]frightened[/skill]
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The construct can’t be surprised.
Actions
Additional Attack. At 9th level, the robot can make two attacks (or use a special action) during its turn if commanded by the Machinist.
Slam. Melee Weapon Attack: your PB + INT modifier to hit, reach 5 ft., one target you can see. Hit: 2d10 + STR bludgeoning damage.
Energy Blaster. Ranged Weapon Attack: your PB + INT modifier to hit, reach 60/120 ft., one target you can see. Hit: 4d6 + DEX force damage.
Self-Repair (1/Short or Long Rest). The robot can use its action to restore hit points equal to 4d6 + the Machinist’s Intelligence modifier to itself. Can be used a number of times equal to the Machinist's INT modifier per long rest.
Reaction
Defensive Protocol. When the Machinist or an ally within 5 feet of the robot is hit by an attack, the robot can impose disadvantage on the attack roll as a reaction, simulating it stepping in to protect its creator or companion. This ability can be used a number of times equal to the Machinist's Intelligence modifier per long rest.
Special Abilities
Autonomous Actions. Once per round, the robot can take a bonus action of its own accord (such as moving, using a special ability, or defending.)
Previous Versions
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