Artificer
Base Class: Artificer

The Mechanist is an Artificer that uses their talents to create living machines infused with magic to aid them in and out of battle. Made from an abundance of materials the Mechanist is able to bring their creations to life and even combine them with unique weaponry to harness elemental fury in combat or special gadgetry to assist them in the traversal of difficult terrain. Mechanists also have a talent for explosives creating small devices designed to explode with elemental fury when thrown or set. No matter The obstacle the Mechanist has a machine to aid them through it or removing from their path entirely.

Tool Proficency

When you adopt this specialization at 3rd level you gain proficiency with Tinkers tools. If you already have this proficiency, you gain proficiency with one other type of artisans tools of your choice.

Built by Design

At 3rd level you can use smiths tools or tinkers tools to create a tiny to small sized 
living machine in the form of a monkey, a spider, a butterfly, a snake, a fox, a frog, 
a rat, a scorpion, a tortoise, or a bird. This machine is assigned one of the 
following elemental damage types of Fire, Cold, Poison, Necrotic, Lightning, Acid, 
Thunder, and Force damage. Changing the Elemental damage of a machine takes 
1 full day. You are able to deploy and control this machine as an action. Each 
machine obeys your commands and can move up to 120ft from you before
needing retrieval. Each machine can perform simple tasks that is inline with its 
form (ie a monkey machine can pick pockets and open simple locks). If a living 
machine is damaged or destroyed it will require one full day to repair and one 
week to rebuild. At 5th level you can create a second living machine. At 9th level 
you can create a third living machine and deploy up to two machines as an action. 
Each machine has 5 + 5x your Artificer level + your Int Modifier hit points and
deals 2d8 + your Int modifier damage with its assigned element, A proficiency 
bonus of 1 + half your Artificer level, an AC of 10 + your proficiency bonus, a save 
DC of 10 + their Proficiency Bonus. Each Machine rolls its own initiative when it 
enters combat using its dex modifier. Damage and hit points of each machine
increases by 1d8 at levels 5, 9, and 15.

Living Machine

Small Construct

Armor Class: 10 + your Proficiency Bonus
Hit Points: 5 + 5x your Artificer level + your Int Modifier (increases by 1d8 + your 
Intelligence modifier at levels 5, 9, and 15)
Speed: 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2 4 (-3) 12 (+1) 3 (-4)

Saving Throws: 10 + Proficiency Bonus

Damage Resistances: Damage type assigned to the machine (9th level).
Damage Immunities: Assigned elemental damage type (15th level).
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Understands the languages you speak.

Construct Nature
The machine does not require air, food, drink, or sleep.

Bound Servant
The machine obeys your commands. It acts immediately after your turn.

Elemental Strike
Melee Weapon Attack: Your spell attack modifier to hit, reach 5 ft., one target.
Hit: 2d8 + Intelligence modifier damage of the machine's assigned element.
Damage increases to:
3d8 at 5th level
4d8 at 9th level
5d8 at 15th level

Machine Forms

Monkey Machine
Speed: 30 ft., Climb 30 ft.

Dexterous Manipulators
The Monkey can interact with objects, pick pockets, use thieves' tools, and 
operate simple mechanisms.
At 9th level, it can use complex tools and pick advanced locks.

Nimble Escape
The Monkey may take the Disengage or Dash action as a bonus action.

Spider Machine
Speed: 30 ft., Climb 30 ft.

Spider Climb
The Spider can move across ceilings and vertical surfaces without making checks.

Web Anchor
As an action, the Spider can create a silk line between two points within 30 feet 
capable of supporting up to 300 pounds.

Butterfly Machine
Speed: 10 ft., Fly 50 ft.

Delicate Scout
The Butterfly has advantage on Stealth checks while flying.

Arcane Sensor
You may perceive through the Butterfly's senses as an action.

Snake Machine
Speed: 40 ft.

Serpentine Stealth
The Snake has advantage on Stealth checks.

Constrict
When the Snake hits a Medium or smaller creature, the target must succeed on a 
Strength save against your Spell Save DC or become Grappled.

Fox Machine
Speed: 40 ft.

Keen Senses
The Fox has advantage on Perception and Survival checks involving smell or 
hearing.

Tracker
The Fox has advantage when tracking creatures.

Frog Machine
Speed: 25 ft., Swim 30 ft.

Amphibious
The Frog can breathe underwater.

Leaping Servos
The Frog's long jump is 30 feet and high jump is 15 feet without requiring 
movement.

Rat Machine
Speed: 30 ft.

Tiny Frame
The Rat can move through spaces as narrow as 1 inch wide.

Scavenger
The Rat has advantage on Investigation checks involving hidden compartments, 
objects, and valuables.

Scorpion Machine
Speed: 35 ft.

Pincer Grapple
When the Scorpion hits a creature, it may attempt to Grapple it as a bonus action.

Guardian Protocol
Creatures provoke opportunity attacks from the Scorpion even when taking the Disengage action.

Tortoise Machine
Speed: 20 ft.
Armor Class: 15 + PB

Reinforced Shell
As a reaction, the Tortoise may impose disadvantage on an attack made against a 
creature within 5 feet.

Defensive Stance
As a bonus action, the Tortoise may retract into its shell, increasing its AC by 2 
until the start of its next turn.

Bird Machine
Speed: 10 ft., Fly 60 ft.

Aerial Scout
The Bird has advantage on Perception checks that rely on sight.

Dive Strike
If the Bird moves at least 20 feet toward a target before attacking, it deals an 
additional 1d6 damage.

Elemental Explosives

At 3rd level you are able to build up to 3 explosive devices that deals 1d12 + your Int Modifier elemental damage of your choice from Fire, Cold, Lightning, Thunder, Poison, Acid, Necrotic , or Force. At 5th, 9th, and 15th levels you are able to craft an additional two explosive devices and their damage is increased by 1d12 at each level.

Advanced Machinery

At 5th level your living machines can deal a secondary form of elemental damage of 1d6 + Your Int Modifier of Fire, Cold, Acid, Poison, Necrotic, Lightning, Thunder, or Force damage. Your machines can complete moderately difficult tasks that their form allows (ie a monkey machine can open moderately difficult locks and operate simple tools such as screwdrivers and wrenches) additionally you are able to craft more complex elemental explosive devices that can deal two forms of elemental damage.

Modular Upgrades

Beginning at 5th level, you have learned to further customize your Living 
Machines with specialized enhancements.
As an action, you can attach one Modular Upgrade to a deployed Living Machine. 
A machine can only benefit from one Modular Upgrade at a time. The upgrade 
remains attached until you finish a long rest, replace it with another upgrade, or 
the machine is destroyed.

You learn two Modular Upgrades at 5th level and learn an additional upgrade at 
9th and 15th level.

Module Upgrades

Flight Module
The machine gains a flying speed equal to its walking speed and can hover.

Burrowing Module
The machine gains a burrowing speed equal to half its walking speed and can 
move through nonmagical earth and loose stone.

Cloaking Matrix
The machine gains proficiency in Stealth checks and can take the Hide action as a 
bonus action.

Overclocked Servos
Once per turn, when the machine deals damage, it deals additional damage equal 
to your Intelligence modifier.

Shield Generator
Creatures within 5 feet of the machine gain a +1 bonus to AC.

Repair Matrix
As a bonus action, the machine can restore hit points to itself or another 
construct within 5 feet equal to 1d8 + your Intelligence modifier. It may do this a 
number of times equal to your proficiency bonus per long rest.

Self-Destruct Protocol
When reduced to 0 hit points, the machine can immediately explode. Creatures 
within 10 feet must make a Dexterity saving throw against your spell save DC, 
taking 3d8 damage of the machine's assigned element on a failed save, or half as 
much on a successful one.
The machine is still destroyed.

Grappling Apparatus
The machine gains a climbing speed and has advantage on Athletics checks made 
to grapple or shove creatures.

Arcane Amplifier
The machine's attacks ignore resistance to its assigned elemental damage type.

Adaptive Chassis
At the end of a long rest, choose one:

Amphibious
Darkvision 120 ft
Tremorsense 30 ft
Resistance to bludgeoning, piercing, or slashing damage from nonmagical attacks

Harness Elements

At 9th level you are able to infuse your hands and armor with the Fire, Cold, Acid, Poison, Necrotic, Lightning, Thunder, or Force elements to grant a resistance to the chosen element. You are able to create small to medium sized versions of your living machines and Your living machines gain a resistance to the element they are infused with and can complete highly difficult tasks that are inline with their form (a monkey can pick complex locks and operate precision tools). Additionally your living machines are able to handle your elemental explosives in combat.

Artificial Elementals

At 15th level your living machines emanate an aura of their assigned element and 
are immune to damage of that element. You are able to create one large sized 
living machine and deploy it 3 times per day as an action, however while this 
machine is deployed your smaller machines cannot be deployed. This living 
machine has an AC of 10 + your Int modifier + your Con modifier, it deals 3d10 + 
your Int modifier damage of its assigned element and has 5 + 5x your Artificer 
level + your Int modifier hit points. If this machine is damaged it takes 3 days to 
repair, if this machine is destroyed you must take two weeks to build a new one. 
Your appearance changes as your eyes and the veins beneath your skin glow with 
elemental energy of the last element you assigned your hands and armor.
Additionally, you are able to cast the Summon Elemental spell 3 times a day.
Large Living Machine (15th Level)
Large Construct
Armor Class: 10 + Intelligence modifier + Constitution modifier
Hit Points: 5 + 5x your artificer level + Intelligence modifier
Speed: 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 4 (-3) 12 (+1) 3 (-4)

Titanic Construct

The machine occupies a 10-foot space and can serve as a mount.

Elemental Aura
Creatures that begin their turn within 10 feet of the construct take damage equal 
to your Intelligence modifier of its assigned element.

Devastating Strike
Melee Weapon Attack: Your spell attack modifier to hit.
Hit: 3d10 + Intelligence modifier damage of the assigned element

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