Artificer
Base Class: Artificer

Battle Smith except power shifted onto the construct

Tool Proficiency

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

Mechromancer Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 Mechromancer Spells
Artificer LEVEL SPELLS

3rd

bless, healing word

5th

aidenlarge/reduce

9th

counterspellhaste

13th

death wardfabricate

17th

animate objects, creation

Animunculus

Your tinkering has borne you a faithful companion, an Animunculus. It is friendly to you and your companions, and it obeys your commands.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Animunculus returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new Animunculus if you have your smith’s tools with you. If you already have a Animunculus from this feature, the first one immediately perishes. The Animunculus also perishes if you die.

Attachments

You can customize your Animunculus by choosing two of the following attachments (you may not have two of the same attachment). Each attachments adds new actions to your Animunculus. You may swap one or both attachments after your finish a long rest, provided you have smith's tools on hand.

Blade. Unlocks the Blade action. The Blade Attachment counts as a martial melee weapon for infusions and other effects that would alter weapons.

Flamethrower. Unlocks the Flamethrower action.

Lightning Launcher. Unlocks the Lightning Launcher action. The Lightning Launcher Attachment counts as a martial ranged weapon for infusions and other effects that would alter weapons.

Shield. Unlocks the Deflect Attack reaction and gives the Animunculus +2 AC. The Shield Attachment counts as a shield for infusions and other effects that would alter shields.

Rocket Grab. Unlocks the Rocket Grab action. 

Animunculus Extra Attack

Your Animunculus can attack twice, rather than once, whenever it takes the Attack action on its turn. The Rocket Grab and Flamethrower actions count as attacks.

Specialized Mechromancy

You can program your Animunculus with various protocols, giving it special benefits. Only one protocol can be active at a time, and you can change the protocol at then end of a short or long rest, provided you have smith's tools on hand.

Assault Protocol. Your Animunculus gains +3 to attack rolls, damage rolls, and the saving throw DC of Rocket Grab and Flamethrower increase by 3.

Berserker Protocol. Your Animunculus gains -3 AC, -3 to attack rolls, and the saving throw DC of Rocket Grab and Flamethrower decreases by 3, but doubles all damage dice.

Defender Protocol. Your Animunculus gains +3 AC and does not expend its reaction when using Deflect Attack.

Disruptor Protocol. As a bonus action, your Animunculus may cause every creature within 10 feet to have disadvantage on spell attack rolls and Constitution saving throws to maintain concentration, and give advantage on saving throws to targets of spells cast by creatures within the range. Your Animunculus may use feature a number of times equal to your Intelligence modifier. Your Animunculus regains all expended uses when you finish a long rest.

Flight Protocol. Your Animunculus gains a flying speed of 30 feet and can hover.

Protector Protocol. As a bonus action, your Animunculus may grant a creature it can see within 10 feet temporary hit points equal to your Intelligence modifier

Machine Learning

Your Animunculus gains the following benefits:

  • Your Animunculus may have two Specialized Mechromancy protocols active at a time, instead of one.
  • You no longer need a bonus action to command your Animunculus and you may communicate with it telepathically when it is within 120 feet of you.
  • Your Animunculus may cast spells using your spell save DC, spell attack modifier, and spell slots. It may concentrate on one spell at a time.

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