Base Class: Artificer
An artificer who specializes in creating war machines and machines for regular travel
Tool Proficiency
3rd-level Mechanist feature
You gain proficiency with smith’s tools and all vehicles. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Mechanist Spells
3rd-level Mechanist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Mechanist 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 |
War Machines
3rd-level Mechanist feature
You've learned how to create a magical War Machine. Using tinker's tools or smith’s tools, you can take an action to magically create a War Machine in an unoccupied space on a horizontal surface within 5 feet of you. The size will be dependent on which War Machine is created, as described in the Mechanist War Machine table.
Once you create a War Machine, you can’t do so again until you finish a short rest or until you expend a spell slot to create one. You can have only one Machine type at a time and can’t create more while one of your Machines options are active.
The Machine is a magical object. Regardless of the Machine, it has an AC of 18 and a number of hit points equal to 8 times your artificer level. (See below for changes with Combat Drones) It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. Regardless of the Machine, its attack roll and save dc is equal to your Spellcasting to hit and save.
When you create the Machine, you determine its appearance. You also decide which type it is, choosing from the options on the Mechanist War Machines table. On each of your turns, you can take a bonus action to cause the Machine to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the Machine(s) to move up to its speed determined by the Machine built.
Mechanist War Machines
| Machine | Activation |
|---|---|
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Battle Tank |
You can create a Battle Tank that occupies a 5ft cube, it can seat one medium creature or 2 tiny creatures, has a movement of 45ft tread speed, difficult terrain does not affect this movement. While unmanned, the only actions that can be taken are dash. While manned, the driver can use a bonus action to fire the Cannon (range 120ft), dealing 2d8 force damage on a successful hit, if the target is a creature, it gets pushed 5ft away from the tank. while piloting the tank, You gain 3/4 cover, but do not gain the bonus to DEX saving throws. The pilot can use an action (or bonus action if hide/disengage can be used as such) to duck down into the tank, and gain total cover, while in total cover, become blinded and have disadvantage on any perception check that relies on sight or hearing, you must use an action(or bonus action if hide/disengage) to go back to piloting. Any spell that would target the tank unless the pilot is in total cover will also target the pilot, lightning damage to the tank deals half damage to the pilot, further halved if the tank takes half damage. |
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Tormentor |
You can create a Tormentor Vehicle using A modified Tormentor Stat block from the Infernal War Machines. The stats of this Tormentor doesn't include the Harpoon Flinger, Raking Scythes, and the AC and HP are calculated as a Mechanist War Machine. |
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Combat Drones |
You can create a fleet of combat drones that can increase in amount depending on your Artificer level. (1 at 3rd level, 2 at 7th level, 3 at 13th level, 5 at 18th level) These combat drones have a size of tiny, and a flying speed of 45ft, and cannot move further than 60ft from the pilot unless in stealth mode, if the player moves so that a drone is outside of that 60ft range, the drone automatically moves into the edge of the range, this movement does provoke opportunity attacks if available. Each drone has a health pool equal to 5 times your artificer level, if a drone gets knocked prone, or dealt more than 20 damage from a single attack, the drone falls to the ground and explodes, dealing 1d8 fire damage in a 5ft radius centered around it, if the drone drops to 0 hit points while still in the air, it explodes in a 5ft radius where it reaches 0 hit points. You can command these drones as a bonus action on your turn, each combat drone can take an action of dash, disengage, hide, or attack. Each drone has an attack range of 60ft and can make 2 mounted gun attacks. Make each attack roll separately, dealing 1d6+1 piercing damage on a hit. In order to make these attacks, must have bullets in inventory in order to fire the guns, using any properties of the ammunition. As an action, outside of combat using a spell slot you can turn a drone into stealth mode, connecting with it to be able to see and hear through the drone. The drone is invisible in the dark to any creature that relies on darkvision, and it has a +10 to stealth when making stealth checks. While controlling the drone, your movement speed is reduced to 0, and your sight is also reduced to 0, you are still able to hear and communicate. The connection to the stealth drone can be severed if it moves more than 300ft, away from the pilot, or can be broken as a bonus action, if the connection is broken, the drone will automatically take the hide action, and the connection can be re-established with an additional spell slot, or can be dismissed with a bonus action. |
Turbo Charge
5th-level Mechanist feature
You gain the ability to as an action Turbo Charge your War Machines, granting various abilities based on the Machine being Charged. The Turbo Charge is considered concentration. After the effect ends, the War Machine overheats and malfunctions as described.
You can use this feature a number of times equal to your proficiency bonus, and can choose to end the effect early. If you spend an additional charge, you can avoid the overheat after the effect.
Battle Tank: For 1 min after Turbo Charge is activated, the battle tank gains a flying speed equal to its walking speed, resistance to non-magical bludgeoning, piercing, and slashing damage, +2 AC, advantage on all checks and saves, an additional attack, and your INT modifier is added to damage dealt. After Turbo Charge is used, all systems power down for 1 round.
Tormentor: For 10 mins after Turbo Charge is activated, the Tormentor acts as if its under the effects of Haste, with the extra action only being used to take the Dash action. for 1 min after the effect ends, the Tormentor acts as if under the effects of Slow.
Combat Drones: For 1 min after Turbo Charge is activated, the active Combat Drones will fall under the effects of Haste, without the extra attack. Dmg dealt will include your INT modifier. If Turbo Charge is activated during Stealth mode, for the remaining time the drone is in Stealth mode it will be under the effects of Invisibility. When the effect ends, the Combat Drone will explode, dealing 1d6 force and 2d4 lightning damage to everything in a 10ft radius centered on the drone.
Improved Gears
9th-level Mechanist feature
Every War Machine you create has been improved, granting 25ft of additional movement speed, and each Machine gains a different benefit;
- Battle Tank- The damage increases to 3d8 force damage, and when the attack roll for the Tank rolls a 20 on the die, it deals an additional 1d8 force damage on top of the normal crit calculation. The tank can be piloted as a large suit of armor, having its stats remain 10 besides STR and DEX, which both become 20, which the pilot uses in place of their own unless higher.
- Tormentor- The Tormentor has access to all aspects of its stat sheet, except for the HP calculation being that of the War Machine calculation.
- Combat Drones- As an action, you can command One Drone to detonate if you are within 60 feet of it. Doing so destroys the Drone and forces each creature within 15 feet of it to make a Dexterity saving throw against your spell save DC, taking 4d6 force damage on a failed save or half as much damage on a successful one.
Fortified Position
15th-level Mechanist feature
You’re a master at forming well-defended emplacements using your War Machines:
- You and your allies have half cover while within 10 feet of a cannon you create with War Machines, as a result of a shimmering field of magical protection that the Machine emits. When using the Combat Drones, only one Drone can gain this feature at a time.
- You can now have two War Machines at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You cannot choose two of the same War Machine types. You can’t create a third Machine while you have two.
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