Might of the Master. The following numbers increase by 1 when its creator's proficiency bonus increases by 1: the archanomecha’s skill and saving throw bonuses (above), and the number of hit points restored by its Repair action (below). When the creator reaches 4th, 8th, 12th, 16th, and 19th level, one of its ability scores of the creators choice increases by 2, or two ability scores by 1. Its ability scores can't be increased above 20 in this way.
Primary Arm. The archanomecha has two arms, the stronger of which is dubbed the primary arm. The primary arm can wield any melee weapon which does not possess the two-handed property.
Secondary Arm. The secondary arm can wield any melee weapon which possesses the light property.
Cockpit. The archanomecha has an interior space the same size as its creator (either Medium or Small). If the cockpit is unoccupied, any creature of this size can mount the archanomecha and enter its cockpit by spending half their movement. While mounted inside the cockpit, a creature has half cover from any external threats.
Pilotable. A creature mounted inside the cockpit of the archanomecha can spend their action to attempt to gain control of the mech, provided they possess appendages capable of doing so. The creature must succeed on an Intelligence check with DC equal to 12 + the creator's Intelligence modifier. On a success, the creature assumes control of the mech until either the creature dismounts or is incapacitated. The creator of the mech takes control of it as soon as they enter the cockpit, without spending their action to do so. A creature controlling the mech from within the cockpit is referred to as its pilot. A pilot can not wield a shield or weapon while controlling the mech.
Combat With Pilot. In combat, if the archanomecha has a pilot it shares initiative count with the pilot and takes its turn at the same time as the pilot. The archanomecha can take an action, bonus action, and reaction at the cost of its pilot's action, bonus action, and reaction, respectively. If the mech wields or carries an item which requires attunement, it gains the specified magical benefits of the item if the pilot has attuned to the item. The archanomecha can only take one action, bonus action, and reaction per round of combat, even if its pilot changes during that round of combat.
Combat Without Pilot. In combat, if the archanomecha does not have a pilot it shares initiative count with its creator and takes its turn at the same time as its creator. The creator can verbally command the archanomecha where to move (no action required). Its creator can spend their bonus action to verbally command the archanomecha to take the Repair action or the Dash, Disengage, Help, Hide, or Search action. If no command is given, the mech automatically takes the Dodge action on its turn. If the mech wields or carries an item which requires attunement, it gains the specified magical benefits of the item if the creator has attuned to the item.
Mendable. If the mending spell is cast on the archanomecha, it regains 2d6 hit points. If it has died within the last hour, the creator can use their smith’s tools as an action to revive it, provided they are within 5 ft. of it and they expend a spell slot of 1st level or higher. The archanomecha returns to life after 1 minute with all its hit points restored.
Repair (3/Day). (Requires either the pilot's or creator's bonus action.) The magical mechanisms inside the archanomecha restore hit points equal to 2d8 + the creator's proficiency modifier (2d8 + 2) to itself or to one construct or object within 5 feet of it.
Primary Armed Strike. (Requires pilot's action.) Melee Weapon Attack: make an attack with the weapon held in the mech's primary arm using the mech's STR modifier (+3), and add the pilot's proficiency modifier (+2) if they are proficient with the weapon. Hit: weapon damage + mech's STR modifier (+3).
Secondary Armed Strike. (Requires pilot's bonus action.) Melee Weapon Attack: make an attack with the weapon held in the mech's secondary arm using the mech's STR modifier (+3), and add the pilot's proficiency modifier (+2) if they are proficient with the weapon. Hit: weapon damage + mech's STR modifier (+3).
Unarmed Strike. (Requires either pilot's action or bonus action.) Melee Weapon Attack: reach 5 ft., one creature; use the mech's STR modifier (+3) and the pilot's proficiency modifier (+2) to make the attack. Hit: 1d6 + mech's STR modifier (1d6 + 3) bludgeoning damage.
Shake Off. When a hostile creature attempts to mount the archanomecha, the mech can attempt to throw them off. The creature must succeed on a DC 14 Dexterity saving throw or take 1d6 bludgeoning damage and be knocked prone.
Description
The archanomecha, or "mech", is a metallic construct which resembles a large humanoid. The creator determines the archanomecha's appearance: it may have a fully enclosed chassis with a canopy atop with a seat and control panel, or it may be a hollow, close-fitting, archanomechanical suit of power armor; their choice has no effect on its game statistics.
Archanomechas vary in size from 6 to 8 feet tall, and weigh between 180 and 360 pounds. By necessity, a mech is always at least as large as, or larger than, its creator.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
11/26/2019 5:53:18 PM
|
180
|
46
|
1.0
|
Coming Soon
|
|
12/1/2019 9:46:31 PM
|
342
|
244
|
1.0.1
|
Coming Soon
|
Changelog
2.0
Made for v2.0 of the Archanomechanist subclass for Artificer.
1.0.1
1.0
Initial release.
This seems like a super fun subclass
Question, does the mech assume the abilities of the pilot as well, such as feats, or other types of class/racial abilities?
Good question.
No, the mech does not take on the abilities of the pilot.
When the creator reaches level where the mech gains an ability score increase (4th, 8th, 12th, 16th, and 19th level), the creator can choose to have the mech forgo its ASI to take a feat instead. The list of feats the creator can select from is restricted to feats which the creator possesses. Once the mech gains a feat in this way, that feat is a property of the mech, and the mech keeps the feat regardless of which creature is piloting it.
Ok. Thanks for the clarification!
Hey question, if I wanted to have my players fight this thing what cr would it be?
If a character is piloting and the mech is attacked, is the pilot damaged as well? How does that work?
Sorry to bother you, I hope you read this. How is it possible to embed homebrew monsters in a tooltip? Clearly you know how, since you tooltipped this in the Archanomechanist. Every post I read online says it's impossible, but somehow you must have found a way to do it.
Question, does an enemy need to mount the mech to attack the pilot? Or can they just attack them directly?
I'm not sure what the CR would be, sorry. I left the CR set to 0, like other class-companion creatures in DDB.
The pilot and the mech are two separate creatures, so a regular attack only targets one of them and hence only damages one of them. An area-of-effect spell such as fireball would damage both of them.
I checked what the HTML source is like for parsed [monster] tags, and then edited the HTML in the Archanomechanist to use the same format. If you have the tooltip-hover and monster-tooltip classes on your anchor, the D&DBeyond engine will parse it and use the data-tooltip-href content for the link. However, I think it is no longer possible because the link has to be non-relative and unfortunately that now gets flagged as an external link by DDB, which stops it from being published.
You can attack the pilot without mounting the mech, but the pilot has half-cover from the attack if so (see the Cockpit feature).
Many thanks for responding, I think you are correct. I have been experimenting with HTML and have managed to do a lot of cool stuff I didn't realise was possible on DDB, but I don't believe "external" links is one of them. :(
Hi,
I've had tons of fun with this subclass but one thing that gives trouble is the amount of HP when leveling up.
Does the HP of the mecha go up every level and does mechas constitution bonus affect the max HP?
I think it depends on the Mech’s level and which weapons it is wielding. For a basic level mech with a Flail in one hand and a shortsword in the other, (proficient with both,) its challenge rating would be 2 on its own. ( also if the pilot was inside the mech and had commoner stats with improved intelligence.)
Hello. I am very interested in using this class but there is one part I find confusing.
How to add ASI and equipment to the Mech statblock?
Is everyone here making a custom statblock of their own customized Mech which includes the equipped weapons and chosen ASI?