Artificer
Base Class: Artificer

The Machinist is a craftsman first and foremost. Their impressive technical ability with tools and weaponry allows them to make and improve weapons, traps, and interesting devices. Machinists commonly were craftsmen before they took interest in magic and became Artificers. They utilize all their skills to create alternatives to magic as well as using magic to infuse objects to cast spells.

Tool Proficiency I

3rd-level Machinist feature

You gain proficiency with tinker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Elemental Munitions

3rd-Level Machinist Feature

At level 3, the Machinist Artificer can choose one type of elemental ammunition to create. The ammunition can take multiple forms, bomb, bolt, arrow, or bullet.

Basic Plans

3rd-level Machinist Feature

At level 3, the Machinist Artificer gains access to a handful of plans for traps and devices that allow them to deploy devices that can change the flow of combat. 

Snare Device
The Machinist can create a bomb filled with the components for the snare. When thrown, the spell will activate.

Grease Bomb
The Machinist can create a bomb filled with the components for the grease. When thrown, the spell will activate.

Deployable Cover
The Machinist can create a deployable device that creates a 5ft wide piece of half cover. This can be deployed in any space that the Machinst occupies or is adjacent to.

Tool Proficiency II

You gain proficiency with woodcarver's tools. If you already have proficiency with woodcarver's tools, choose another.

Tool Proficiency II

Gain proficiency with woodcarver's tools. If you already have proficiency with woodcarver's tools choose another tool set.

Basic Weapon Attachments

5th-level Machinist Feature

The Machinist can create basic attachments for their weapons that provide bonuses and abilities that they can derive from those gadgets. The attachments require a short rest to implement into their weapon. Each ranged weapon has six possible slots to place their attachments: barrel, top mount, under barrel mount, side mount x2, and magazine. The Dungeon Master can decide which of these slots your weapon can have.

Improved Sights
The ranged weapon that the Machinist attaches Improved Sights on will give them a +1 on their attack roll regardless of range. To craft the improved sights the Machinist will need some wood or metal and tinker's tools or woodcarver's tools. This takes up the top mount slot on your ranged weapon.

Bayonet
The bayonet can be attached to the Machinist's ranged weapon to allow them to have a melee attack while still wielding their ranged weapon. The bayonet requires a dagger to craft and keeps the damage of a standard dagger. You can count proficiency with the bayonet. This takes up the barrel slot.

Torch
The torch can be attached to the Machinist's ranged weapon to allow them to have a mounted light that helps them to see without having to hold a full torch in their hand. The torch provides a 30 ft cone of light directly from the end of their weapon. The device requires polished metal and a candle to create. This takes up one of the side mount slots.

Quickshot
The quick shot is a device that can be attached to the Machinist's ranged weapon to allow them to have a quick access saddle containing extra rounds to improve your reload speed. It allows you to take 2 attacks per action. The Quickshot is spent after four uses and can be reloaded with a reaction or a free action outside of combat. This device takes up a side mount slot.

Advanced Plans

9th-level Machinist Feature

The Machinist can devise more advanced plans for more complex and improved battlefield implements.

Grappling Hook
The Machinist can create a device that can launch a Grappling Hook. They can use this to aid in climbing as well as to attempt to restrain and move targets in combat.

Mechanical Servant
The Machinist can create a Mechanical Servant that can carry out menial tasks at the direction of the Machinist or a specified master,

Shatter Bomb
The Machinist can create a bomb containing the shatter. 

Mastery Plans

15th-Level Machinist Feature

The Machinist can utilize all their skills to create complex and powerful plans.

Major Image Device
The Machinist can create a device that will create the effect of the Major Image.

Volley Shot
The Machinist can create a piece of ammunition that will create the effect of the Conjure Volley spell.

Cloudkill Bomb
The Machinist can create a bomb that creates the effect of the Cloudkill spell.

Improved Weaponry

9th-level Machinist Feature

The Machinist is a master craftsman when it comes to weapons, traps, and other devices. They may take a short rest to hone the edge of their weapon, creating such a fine blade that the weapon will gain +1 in magic damage. If the Machinist spends a long rest honing their weapon in this way, they gain +2 in magic damage but must roll a d20. If the roll is ten or less, they suffer a point of exhaustion. If it is higher than ten, then they managed a sort of meditative state through the repetitive honing of their weapon that let them rest as well as get the +2 bonus.

Bomb Launcher

15th-level Machinist Feature

The Machinist has devised plans for a weapon that can launch their bombs without damaging the bomb housings. This can be made with sufficient material and the Machinist's tools with which they are proficient. The Bomb Launcher doubles the effective range of all crafted bombs. The Bomb Launcher may take many forms, such as a slingshot, a device similar to a modern grenade launcher, or other such methods of delivery. It can be treated as a separate weapon or a weapon attachment that occupies the under-barrel slot.

Bomb Launcher

The Machinist's Bomb Launcher allows them to double the effective range of all their bombs.

Extra-Dimensional Workshop

15th-level Machinist Feature

The Machinist can create a small non euclidian cube. When the cube is placed on the ground and activated with a command word of the Machinist's choosing, the cube grows to be 10ft on each side. The cube has a door on it that will only open when a separate command word is said. When the door is opened, the inside appears to be a decently comfortable workshop space. The space appears to the liking and preferences of the Machinist who created the device. It has space for any of the large-scale crafting implements that the Machinist desires to purchase or construct inside of it.

When the Machinist speaks the original command word again, the cube will shrink back down to one inch on all sides. The cube will not shrink down if someone still occupies the pocket dimension inside the cube.

Advanced Weapon Attachments

9th-level Machinist Feature

The Machinist can create Advanced Weapon Attachments that provide stronger benefits than the Basic Weapon Attachments. Some of these attachments come with a cost. The player and the DM can work together to come up with other attachments as well.

Long Sights
The Machinist can create sights that are made for long-distance. These can take many different forms, so the crafting of the device can be determined by the DM and the player. The Long Sights occupy the top mount and give a +2 to attack rolls at any range greater than 30 feet. Within 30 feet, attack rolls have a -1 as the weapon becomes more unwieldy.

AutoLoader
The Machinist can create an AutoLoader device that allows for them to take three attacks with their weapon in one action. The device can appear differently based on which weapon the Machinist uses, so the DM and the player should work together to decide what they want it to look like and be crafted from. The AutoLoader requires a Bonus Action to reload, or a free action outside of combat.

Strobe
The Machinist can create a device that takes up a side slot on their weapon. The Strobe allows for them to cast Color Spray as a bonus action. The device can be crafted with the spell components for Color Spray, a mixture of gemstone powders worth 5 sp, and a candle. The device is reusable for as long as the candle lasts.

Bipod
The Machinist can create a Bipod to support their weapon. This obviously wouldn't be able to be attached to a longbow or shortbow. This takes the under-barrel slot and provides a +2 to attack rolls when in use. The Bipod requires the user to either be prone or behind half cover. When prone, the Machinist suffers the same negatives of being prone. 

Previous Versions

Name Date Modified Views Adds Version Actions
3/22/2021 6:06:21 PM
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