Base Class: Artificer
An artisan who's spent their whole life admiring the strong was born without the ability to gain muscle; so the decided to get stronger their own way. by using their advanced intellect and magical prowess created a giant homunculus they could operate from the inside. The homunculus has many faults but more than makes up for it with it's devastating might.
The Wisemans dream
due to your relentless dedication and effort and experience with both magic and weaponry you've gained the following benifits
you gain proficiency with the item smith's tools; smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice, proficiency in 2 paladin skills, and lastly proficiency with martial weapons.
Level 3: Arcane Mecha
Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.
You gain the following benefits while wearing this armor:
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use the arcane armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can’t be removed against your will. It also expands to 15 ft covering your entire body , although you can compact your amor in a backpack like form.
- You can doff or don the armor as an action.
- you gain both magic resistance and resistance
- The armor continues to be Arcane Armor until you don another suit of armor or you die.
- your unable to use spells when in mecha is donned
- you're able to sacrifice a spell slot to attack again
it takes 1hr of concentration and smiths tools to don
Mecha Pack
your able to doff your mecha and compact it into a small orb (can be destroyed). this requires 1hr of concentration and smith's tools to do.
it becomes 5lbs while in this form
all magic damage when mecha is doffed doubles
the orb can be used as a casting catalyst
Level 3: Magic specialization
depending on weight and material the base armor was will determine what buffs and weapons you get.
Mech specialization (heavy)
A giant mech made from heavy armor will have the following effects
- con increases to 17
- str increase to 20
- dex decrease to 5
- only able to create gauntlets
- double all physical damage with gauntlets
- can only use weapons made by the armor
depending on how expensive and common the material the armor was made from, will determine the weapons rarity.
mechs made from materials such as leather and chainmail or something like them will be a common weapon, materials like Iron will be uncommon, those like gold will be rare, materials like admontite and mithril will be epic materials from monsters with a challenge rating of 21 and above will be legendary.
Mech specialization (light Weight)
A Mech created from light weight armor will have these following effects
- constitution will be lowered to score 5
- strength will increase to score 13
- dexterity will jump to score 20
- your gain a 5lbs or below weapon of any kind
- can make an extra attack per turn
- can only use weapons made by the armor
depending on how expensive and common the material the armor was made from, will determine the weapons rarity.
mechs made from materials such as leather and chainmail or something like them will be a common weapon, materials like Iron will be uncommon, those like gold will be rare, materials like admontite and mithril will be epic materials from monsters with a challenge rating of 21 and above will be legendary.
Mech specialization (medium
the effects of medium weight armor are as follows.
- con increases to 15
- str increases to 14
- dex increases to 13
- gains a shield in off hand
- can only use single handed sword (if not sure ask dm)
- able to react to an attack of opportunity
- can only use weapons provided by armor
depending on how expensive and common the material the armor was made from, will determine the weapons/shields rarity.
mechs made from materials such as leather and chainmail or something like them will be a common weapon, materials like Iron will be uncommon, those like gold will be rare, materials like admontite and mithril will be epic materials from monsters with a challenge rating of 21 and above will be legendary.
Mecha Termination
you can terminate your attunement with your mecha thus destroying the armor with it to gain the following effects for 1 hr
- you can cast 5 spells as a bonus action
- intelligence and wisdom are increased to 20
- you gain true sight
- magic resistance
- 50 temp hit points
- all spells get double range and Aoe
- all creatures within a 35 ft radius must make a intelligence saving throw of at minimum 15 to not get the fear condition
Mecha Modifications
9th-level Mechatronics feature
You learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Item feature: armor (the chest piece), boots, helmet, and the armor’s special weapon. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane mech.
Level 15: Upgrade
when mecha is donned
- all physical damage is doubled
- your attacks now do an extra 1d6 of lightning, fire, and thunder damage per hit