Artificer
Base Class: Artificer

The strength of a person is defined by how hard one strives for self-improvement. For a machinist, self-improvement can be achieved with a little elbow grease, some careful thinking, and creativity.

Machinists are known for crafting, maintaining, and modifying special suits of armor, allowing them sustainability and versatility on the battle field. The world is what you make of it, and Machinists have just the tools for the job.

 

Machinist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the table below. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare

Artificer Level

Spells

3rd

Magic Missile, Shield

5th

Darkvision, Locate Object

9th

Nondetection, Lightning Bolt

14th

Fire Shield, Locate Creature

17th

Passwall, Rary’s Telepathic Bond

Body Armor

At 3rd level, you learn to craft a suit of armor using magical adhesion and enhancement which covers your entire body with a mixture of leather, clothe, and metal pieces to allow for flexibility and durability. This armor counts as light armor, with the AC = 11 + your Dexterity Modifier + your Intelligence Modifier. You may gift Body Armor to other creatures, but as its designer, you are the only one fully understands how it works. If anyone else wears this armor, the AC = 11 + that creature’s Dexterity Modifier. While wearing a suit of Body Armor, you cannot use a shield.

Additionally, if you expand a spell slot of 1st level or higher, you can Don or Doff  this armor on a willing creature of your choice (including yourself) so long as the suit and target are within 30ft of you and the target is of appropriate size to fit into the suit. 

You gain your first suit when you choose this specialization at 3rd level. After that, crafting additional or replacement suits requires 100 GP and 24 hours dedicated solely to creating the new suit. New suits can be made to fit creatures which are small or medium in size and can then only be worn by a creature of the correct size. If a suit is damaged or broken, you can repair it as part of your long rest so long as you still have a majority of the suits parts and do not use any other features during the long rest. 

Artificer Armaments

At 5th level, you have begun to experiment with customizing your Body Armor to suit your needs. You can now add an item as an additional piece for your body armor, from the list below. You can choose to switch out different items during your long rest if you have the prerequisite item (and level if listed) and do not utilize the Infuse Item feature. Attached items are considered part of the armor itself and cannot be infused separately. The prerequisite items are consumed when adding an attachment and lose any temporary properties granted to them by spells or infusions. Armaments can be forcibly removed from the suit by another creature with a successful DC 20 Athletics check, but these attachments cannot otherwise be dropped, stolen, or removed without taking the rest of the armor with it. Other creatures wearing on of your suits of armor can utilize the armaments on them. 

 You gain an additional armament to your body armor at 9th and 15th level if you meet the necessary requirements.

Other creatures wearing a suit of Body Armor may use the Armaments that you attach (unless otherwise stated), but must use their own modifiers for the Armaments' effects.

Armaments:

Adamantine Alloy- Prerequisite item: a piece of adamantine weighing 5lbs; Prerequisite Level: 15- Critical hits made against you count as normal hits. Additionally, your armor cannot be physically broken or damaged.

Chain Hook-Prerequisite items: Chain and Spear; Prerequisite Level: 9- Connected along one of your arms is 5ft of Chain attached to a spearhead. You can use this item to make melee weapon attacks, with the damage for it being 1d6 piercing and using your Strength or Dexterity modifier for attack and damage rolls. You are considered proficient with this weapon. Additionally, if you hit a creature with a weapon attack from this item, before rolling damage you can elect to deal no damage. Instead, the creature is grappled by the chain (no contest required), with a DC of 13 to break the grapple on future turns.

Concealed Blade - Prerequisite Item: Dagger- attached under one of your wrists is a concealed blade, which you can bring forth or sheath using a free action. On your turn, you can make a weapon attack with the dagger as a bonus action. If you use the Thrown property of the dagger to make a ranged weapon attack, the blade holder ejects the dagger directly forward, and you use your Intelligence modifier in place of your Strength modifier for the attack and damage. Once you do so you cannot utilize this attachment until you reattach a dagger to the suit using your action.

Hook Belt- Prerequisite item: Grappling Hook - you now have a small grappling hook attached to your belt. On your turn, you can use the grappling hook as bonus action or reaction. If you successfully use it to grapple a structure, you can walk on that the side of that surface using your normal movement speed. The grappling hook has a 20ft rope attachment which retracts back to your belt as soon as you reach the hook. 

Lock-breaker-Prerequisite item: Portable Ram- a smaller version of the portable ram is attached to one of your arms. You gain +2 to Strength checks to break down doors or to Shove a creature. You can also utilize this attachment as a weapon (using the same stats and modifiers as a Warhammer for the attack) which you count as proficient in.

Magical Enhancement-Prerequisite item: A magical item of at least “uncommon” rarity; Prerequisite level: 15- You improve your Body Armor’s magical defenses. You gain resistance to non-magical bludgeoning, piercing, and slashing damage while wearing your Body Armor. If the rarity of the prerequisite magic item is “legendary”, you gain immunity to the previously mentioned damage types instead of resistance.

Shoulder Turret- Prerequisite items: Dart and Crossbow- attached to one of your shoulders is a small turret, like a crossbow. The turret has the loading property and uses darts as ammunition. On your turn, you can use a bonus action to make an attack with the shoulder turret, making a ranged weapon attack as you would for a dart, but using your Intelligence modifier for your attack and damage rolls in place of Dexterity or Strength.

Spiked Boots-Prerequisite item: 10 Iron Spikes and a pair of boots- the boots are reinforced and attached to your Body Armor, granting you better footing. You can move across difficult terrain at your normal speed and have advantage on Athletics checks and Strength saving throws to contest being shoved or displaced against your will.  

Shield Plate-Prerequisite item: Shield- attached to one of your forearms is a shield which you have reduced in size to fit the suit without weighing you down. This shield grants +1 to the AC of this suit of Body Armor. If adding this attachment makes the base AC (without modifiers) of this suit 13 or greater, that suit now counts as Medium armor. 

Syringe- Prerequisite item: Healer’s kit (or a potion of any kind); Prerequisite level: 9- a small syringe is attached under one of your wrists. As a bonus action on your turn, you can stabilize a creature you can touch. Alternatively, if you used a potion, you can use your bonus action to apply the potion to a creature you can touch. Once you use this attachment, you must refill it with another potion during a short or long rest before you can use it again. You can use this attachment to stabilize a creature (healer’s kit) up to three times before needing to refill during a short or long rest.

Tool Attachment- Prerequisite item: Artisan tools you use as your spellcasting focus- While these tools are integrated into your body armor, you do not need to be holding your tools in your hand to utilize them as a spellcasting focus. (This armament can only be utilized by the Artificer who crafted the suit). 

Weighted Gauntlets- Prerequisite items: A block of iron worth 25gp- The forearms and gloves of the suit are reinforced and weighted. Your unarmed strikes deal 1d6+your Strength modifier. The damage die increases to 1d8 if this armament is chosen a second time, and 1d10 if it is chosen a third time.    

Evasive Thrust

Starting at 9th level, you can take the Disengage action as a bonus action on your turn so long as you are wearing your Body Armor. Additionally, while wearing your Body Armor, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, using your reaction you may expend a spell slot of 1st level or higher to instead take no damage.

Other creatures wearing your Body Armor do not benefit from this feature.

Inspired Engineering

You have a mastery over your armor and its inner workings. At 15th level, you can choose one of the following permanent enhancements to be made to your Body Armor. These enhancements only take effect when you are the one wearing or controlling your Body Armor. For each additional suit of Body Armor you create, you can choose an enhancement. 

  • Illusionary Plating: You can cast Greater Invisibility as an action. You must complete a short or long rest before you can use this enhancement again.
  • Destructive Core: You can cast the Disintegrate spell as an action (using your spell save DC). You must complete a long rest before you can use this enhancement again.
  • Elemental Retention: When you would take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain immunity to the triggering damage type until the start of your next turn. Additionally, on your next turn you can use your bonus action to make a ranged attack, dealing 3d6 of the triggering damage type on a hit. You must complete a short or long rest before you can use this enhancement again.
  • Iron Maiden: When you use your bonus action and expend a spell slot to Don this suit, you may instead target an unwilling creature of the suit's size or smaller that you can see within 30ft. The suit will attempt to grapple onto the target, who must make an Athletics or Acrobatics skill check to contest your spell save DC. On a failed save, the target is grappled. At the start of each of its turns, the creature takes 2d12 piercing damage. The creature can attempt to break the grapple on its turn. On each of your turns after the first, if the creature is still grappled, you can use your bonus action on each of your turns to maintain the grapple. Otherwise, the grapple ends at the end of your turn.   

Previous Versions

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1/9/2020 5:59:04 PM
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1/15/2020 8:41:20 PM
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