Base Class: Artificer
Machinists are one of the rarest Breeds of artificers, Due to the complexity of their works and the fickleness of it all many choose safer paths to go on. Machinists prefer to be trailblazers, taking more risks with their work in hopes of higher payoffs. They go by many names. Arcano-enginners, Forgewright, Techno-mancers, or even Aether-knights.
Machinists are mainly engineers or artificers who use their Technical skills to make machinations to assist the military, Law enforcement, or even Civilians. Each machine is
tailor-made by its creator. It can range from a large hulking armored machine that assists soldiers in a fight to a machine that helps law enforcement or Civil services save civilians from disasters or threats or even a large machine that assists in the construction of a New Home for citizens by using its superior strength.
Battle Mech
By 3rd level, your tinkering has borne you a faithful companion, a Battle Mech It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Battle Mech stat block, which uses your proficiency bonus (PB) and Intelligence Modifier in several places.
It shares your initiative but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus 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 defender can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2d6 hit points. If it 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 Battle Mech returns to life after 1 minute with all its hit points restored.
| Battle Mech | |||||
|---|---|---|---|---|---|
| Medium construct | |||||
| Armor Class: 15 (natural armor) + PB | |||||
| Hit Points: 10 + your Intelligence modifier + 5 times your artificer level (the battle Mech has a number of Hit Dice [d10s] equal to your artificer level) | |||||
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Speed: 25 ft. |
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| STR | DEX | CON | INT | WIS | CHA |
| 16 (+3) | 12 (+1) | 14 (+2) | 4 (−3) | 10 (+0) | 6 (−2) |
| Saving Throws: Dex +1 plus PB, Con +2 plus PB | |||||
| Skills: Athletics +3 plus PB, Perception +0 plus PB x 2 | |||||
| Damage Immunities: poison | |||||
| Condition Immunities: charmed, exhaustion, poisoned | |||||
| Senses: darkvision 60 ft., passive Perception 10 + (PB x 2) | |||||
| Languages: understands the languages you speak | |||||
| Challenge: — | |||||
| Proficiency Bonus (PB): equals your bonus | |||||
| Actions | |||||
| (Melee Mode) Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d8 + PB Bludgeoning damage. | |||||
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(Blasting Mode) Range Weapon Attack: your spell attack modifier to hit, range 120/240ft, one target you can see. Hit: 1d8 + PB force damage. |
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| Reactions | |||||
Spell list
| Battle Mech Spells | |
|---|---|
| Artificer Level | Battle Smith Spells |
| 3rd | Guiding Bolt, Shield of Faith |
| 5th | Scorching Ray, Warding Bond |
| 9th | Fireball, Beacon of Hope |
| 13th | Wall of Fire, Aura of Purity |
| 17th | Circle of Power, Cone of Cold |
Mechanical Pilot
At level 3 As a Bonus action while you're within 5ft of the mech, you can enter the mech and begin to pilot it. while you are in the mech you share the same space as it. Whenever you would be targeted by an attack your mech becomes the target instead. While in the mech you are treated as if you are under half cover. While you are piloting the mech you can no longer use your bonus action to command the mech while you are inside it, instead you get to use these abilities.
Evasive maneuvers: When your Mech would take damage from an attack you can use your reaction to reduce it by your intelligence mod + your level.
Master of Mobility: While piloting the Mech the mech Speed increases by 20, additionally you share your movement with the Mech.
Empowered Offense: You can use your action to attack with the Mecha's weapon. On a hit you may expend a Spell slot to do an additional d8 damage per spell slot maxing at 5d8, additionally you deal an extra d8 of damage to constructs with this ability. you can only use the additional damage from expending a spell slot in this manner once per turn
When the Mech drops to 0 Hp you are ejected 10ft away from the creature without provoking opportunity attack. additionally, you can use your Bonus action to leave the mech, placing yourself 5ft anywhere around your mech.
Enhanced Robotics
At 5th level After spending more time customizing your Mech you learned to become more capable in combat and escape. All your Mech's attacks are treated as magical, and you get an additional attack when you use your action when you pilot the Mech.
- While in Melee mode when you hit with the attack you can use your bonus action to attempt to grapple the target.
- Once per turn when you hit a target in blasting mode you can reduce their speed by 10ft
Additionally, when you use your bonus action to leave the mech you can teleport 30ft away instead.
Emergency Repairs
At 9th level You have learned to make quick repairs to your mech in combat. Allowing it to push further than it probably ever should. As a bonus action you can heal the Mech using your own spell slots. Healing a total of 2d6 per level of spell slot used plus your intelligence modifier. Additionally, when your mech would drop to 0 hit points it instead goes back to half hp instead. you can only use this feature once per long rest.
Protocol 3
At 15th level you have a final trump card when you have no other options, as a Reaction when your Mech is destroyed. You teleport away up to 100 feet from the mech as it explodes in a blaze of glory in a 20ft radius. Every creature in the area must make a Dexterity saving throw equal to your spell save DC dealing 8d6 fire damage and 8d6 force on a failure and half as much on a success.
Extended Arsenal
By 15th level, Your Mech's tool kit is more diverse than before allowing you to change your combative abilities on a dime. Each change depends on your mode. you can use this ability to use this attack equal to your proficiency bonus. Additionally The mech's weapon damage increases by a d8
While in Melee mode you can forgo one of the Mech's attacks to do one of these two options, you can only use one of these options once per turn
- Pencer Maneuver: The mech shoots out two cords attempting to stun the target. The target must make a con save against your spell save DC on a failure the target takes 5d6 Lightning damage and are stunned on a failure till the end of there next turn. On a success they have no other effects and only take half
- Heavy Flamer!!!!!!: The mech opens up its claw to shoot a torrent of fire within a 15ft cone, each target caught in the flames must make a dexterity save against your spell DC or take 6d6 fire damage on a failure and half as much on a success
While in Blaster mode you forgo one of the Mech's attacks to do one of these two options, you can only use one of these options once per turn
- Evasive Maneuver Tango: You shoot out a smoke screen in a 30ft radius center on a point you can see. Heavily obscuring all who are within the area until the end of your next turn
- Protocol 6: You shoot a flash grenade creating a 15ft radius explosion centered on a point you can see. each target must make a dexterity save against your spell save DC dealing 3d8 radiant damage and blinding your foes till the end of there next turn. On a success they take half the damage and suffer no further effects
Previous Versions
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12/29/2024 3:32:06 AM
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5/7/2025 7:47:04 AM
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