Base Class: Artificer
Deployable Reconnaissance and Offensive Network Expert, or D.R.O.N.E. for short, is a small branch of Artificers who wish to take their defensive capabilities on the go, while keeping their allies alive... or at least keeping them more alive. Focused on a small network of Individual constructs this order takes more time to master their skills, but when they are finally prepared to bring their net of protection to a team, their addition is felt. Between their Drone(s), their Weave-Pack and their Command Device, they are a delicate yet sturdy force on the field.
Being capable of controlling the battlefield with damage, support, and defenses, this subclass is formidble.
Bonus Proficiency
3rd-level D.R.O.N.E. feature
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain proficiency with Martial Weapons
D.R.O.N.E. Spells
3rd-level D.R.O.N.E. feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the D.R.O.N.E. Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
D.R.O.N.E.
3rd-level D.R.O.N.E. feature
Your tinkering has borne you a set of Companions, Your D.R.O.N.E.s. They are friendly to you and your companions, and they obey your commands. See its game statistics in the D.R.O.N.E. stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance.
In combat, the Drones share your initiative count, but it takes its turn immediately after yours. It can move on its own up to 45 feet away from the artificer, but the only action it takes on its turn is the Dodge action, unless you take an action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Drones will fly as close to the Artificer as possible and tries to help, such as healing if possible, or defending their body, not just Dodge. The charge based attacks, when depleted, deactivate the drone, returning it to it's charging slot if within 30 feet.
If the mending spell is cast on one, it regains 2d6 hit points. If one has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The drones returns to function at full health immediately. To repair a drone after it's destruction
At the end of a long rest, you can repair a drone if you have smith’s tools with you, or you may spend 5 gold to supplement an hour of work with new materials. If the drone is entirely destroyed, it takes a day to craft a new one, with the same supplement of 10 gold per hour of work. The pricing increases by double at level 9, and triple at level 15 If you already have a max-number of drones, the you choose one of the drones to deactivate. The Drones also perish if you die.
You can have one drone of the three types active at level 3, 2 drones at level 9, and 3 drones at level 15, and each drone must be of a separate type from the ones already active.
After 8 hours, a drone must return to it's charging dock within your Backpack for one hour.
Small construct
Armor Class 10 + your proficiency bonus
Hit Points 15 + ((artificer level / 2) x 5)
Speed Flight - 30 ft.
Saving Throws Dex +3 plus PB, Con +2 plus PB
Skills Acrobatics +2 plus PB, Perception +0 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The D.R.O.N.E. can’t be surprised.
Actions - Ravager
Force-Empowered Blast: Ranged Spell Attack: your spell attack modifier to hit, reach 30 ft., one target you can see. Hit: 1d8 force damage. At level 5, this attack gains PB to damage, at level 9 the attack upgrades to 2d8 force damage and 60 ft. range, at level 15, damage upgrades to 3d8.
Zone-Denial (2/day): The magical mechanisms inside the drone release pent up heat from operations to send a blast that forces Creatures within 10 feet of the D.R.O.N.E. to make a dexterity save equal to your spell save DC, and take 4d6 fire damage on a failed save, or half as much on a successful one. At 9th level, this AOE expands to 15 feet, and gains 2d6 damage. At level 15, the dice change to d8s.
Passive: Within 10 feet of the Ravager Drone, allies receive +2 to perception checks. At level 5, add 2 to initiative rolls, at level 9 make both bonuses +4, and at level 15, grant immunity to surprised
Actions - Bulwark
Force Projection Field (Cooldown - 2 turns): Single Target: Target a single friendly creature not including itself within 10 feet with a magical field, providing the drone and targeted creature with half cover until the start of the Drone's next turn. Can target two creatures within 10 feet at level 5, 2 creatures at 15 feet at level 9, and provides this to 4 friendly creatures within it's AOE at 15th level.
Projected Defensive Field (2/Day): Single Target: Target a single friendly creature within 10 feet with a magical field that surrounds them in shimmering light, providing 3/4ths cover until the start of the drone's next turn, and provides advantage on saves against AOE effects that target DEX to both the drone and targeted creature. Can target two creatures within 10 feet at level 5, 2 creatures at 15 feet at level 9, and provides this to 4 friendly creatures within it's AOE at 15th level.
Passive: Allies within 10 feet of the drone or targeted by it for an effect gain +1 to saving throws, +2 at level 5, +3 at level 9, and +4 at level 15
Actions - Angel
Guided Protection (Cooldown - 3 turns). Single Target: Target a single friendly creature within 20 feet and bestow 1d8 temp HP. At level 5, upgrade the Temp HP to 2d8, at level 9 gain another 1d8 and gain the ability to target two creatures BUT you must roll the Temp HP before, and split it between your targets, at level 15 gain another 8 for a total of 4d8
Emergency Protocol (2/day). Single Target: Target a single friendly creature within 10 feet and bestow 1d8+pb HP. At level 5, gain 2d8 more healing, up to 3d8+pb healing, at level 9 target up to two creatures at 15 feet, at level 15 gain 1 more d8 with up to 3 creatures being targetable with this healing for 4d8 given to 3 allies.
Passive: Allies targeted by the drone's affects gain advantage to End status effects currently affecting them, but not to prevent the effect from applying. At level 5, allies gain resistance to Poison damage, at level 9 allies gain resistance to the application of the poisoned status, and at level 15, allies can choose to end one status effect currently affecting them One a day while within range of the drone, excluding Exhaustion, Petrified, Unconscious, Grappled, or Restrained (If done by another creature actively holding them physically, magical restrained can be ended)
Dual-Node Synchonization
5th-level D.R.O.N.E. feature
While within 5 feet of the Artificer, your Ravager drone gains your Int-Mod to damage, Your Archangel drone gains int mod to it's healing, and your Guardian Drone can apply it's cover to itself. This upgrades to double your int mod for Archangel and Ravager, and allows the drone to target the Artificer and it's usual targets level 9 , and 10 feet at level 15.
Network Optimization and Artillery Protocol
9th-level Battle Smith feature
You've learned new ways to channel arcane energy to provide support for your team and keep your enemies on their toes while reinforcing your drones to keep them in control of the battlefield.
- Drones increase their limited charges from 2 to 3
- All drone types gain resistance to non-magical damage
- You gain the ability to control a second drone at one time
- When you spend an action to control your drone, you can use your bonus action to use the standard ability of your other drone
As an action, you can expend the excess energy in your Weave infused Pack and expend a spell slot to target a 20 foot wide circular area within 120 feet with a magical barrage, forcing a dex save equal to your spell save DC. On a failed save, a target takes 4d10 force damage and has it's movement halved, or half as much damage on a successful save without suffering any other effect. Expending higher spell slots increase the damage at 1d10 per slot above 1st. Objects within the radius take maximum damage.
You can use this barrage a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Improved Drones
15th-level D.R.O.N.E. feature
Your Drones become more powerful and Plentiful, and you have perfected your communication relay.
- A third drone is capable of being deployed at one time.
- Your drones gain their final upgrade
- You can expend your action to command 2 of your drones to take their actions now, along with using your bonus action regardless of your action to command two of your drones to use their basic actions.
Previous Versions
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2/26/2025 4:06:23 AM
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2/26/2025 5:42:16 AM
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