Artificer
Base Class: Artificer

Mechromancer are the men and women who take their engineering talents to make automated and remote controlled automatons. Often Mechronamcer will help out with various tasks and other things, though in combat they can often even the odds by providing support and other abilities when needed.

Personal Drone

 


Personal Drone: at 3rd level, you've learned the art of creating drones and modifying them to your needs. You can deploy a drone as an action and have an amount of drones equal to your Proficiency bonus you rebuild or repair your drones at the end of a lost rest regaining any expended drones, and it lasts until an hour passes, you recover it, or it dies. When deployed select one of the features below, a drone can have only one feature at a time. you can use your bonus action to allow it to do more than disengage, help, and dodge. the Drone shares your initiative but goes directly after you. At 9th level you can deploy two drones at once.

Drone options

feature effect

manipulator arm

the drone gains the ability to hold and manipulate objects up to 20 pounds, along with being capable of making an unarmed attack equal to 1d4 bludgeoning damage, It also can wield weapons you're proficient with if they have the light property.

Stabilizer Shot

While within 5 feet of a creature that is not undead or a construct, the drone can use its action to heal the creature an amount equal to twice your Int mod. Once a creature benefits from this ability, it can’t be affected by it again until it finishes a long rest.

Projected Cover

 

As an action your drone can deploy or retract a magical ward that is up to 3 feet high, up to 15 feet wide, and an inch thick. The magical ward has an armor class of 10 + your intelligence modifier, and hit points equal to three times your artificer level, and provides half-cover to creatures behind it. If an attack misses a creature because of the ward, the ward takes damage instead. The ward retains its health between deployments.

Scouting Protocol

 Your drone deploys with a fly speed of 80 ft. and dark-vision out to 120 ft. As a bonus action you can perceive what your drone sees while it is within 200 feet of you. You are blinded to your own senses while perceiving through the drone, and you can stop perceiving through it without using an action.

Pack Programing

 at 6th level, your drone has been programmed with routines to help allies in assailing enemy's. Ally's that attack targets within 5 feet of your drone do so with advantage.

Improved Intergration

at 9th level, you have maximized the amount of space you can save for integrated tech, when you deploy a drone you can choose two upgrades to have active at once on that drone as well as gaining access to more upgrade options.

Additional options

feature effect

Concussion launcher

your drone can as an action launch a concussive 10 foot cone target within the cone must make a Strength saving throw against your artificer spell DC. On failure the creature is launched 15 feet, if the target hits a solid surface they are stunned and takes 2d6 force damage until the end of their next turn, on success the creature takes half damage and is not pushed.

Grapple winch

your drone can deploy a magnetic tow line the line is 60 feet long and can hold up to 500 pounds of weight. it can also pull or drag anything attached to the winch if it is less than 500 pounds.

Spark Lines

when two drones have Sparklines equipped and are within 25 feet of one another they can make an electric shock flow between them both as an action, any creature between the two drones must make a dexterity saving throw against your artificer spell save DC. On failure they take 2d10 + your intelligence modifier lightning damage. on success they take half damage.

Manual Support Chassis

Manual Support Chassis: at 15th level you have crafted a more direct method of assisting the front lines Via a large vehicle. you can as an action summon the Chassis for 10 minutes, you can only summon it once per long rest. The Chassis' size is large, it has 150 HP and an AC of 18. If the Chassis is destroyed while the pilot is inside they are ejected into an adjacent space, while Piloting the chassis you gain the following abilities. You can exit or enter the chassis by expanding an action.


-The Chassis is vulnerable to Lightning damage.

-you hover 2 feet off the ground, and your size is considered large.

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/4/2020 4:07:58 AM
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