Base Class: Artificer
A young gnome kneels and sets his bag down in front of him, pulling out odd trinkets and tools. He is deliberate, but careful in his work. After some minutes pass, the gnome artificer gives the newly built wing one more look-over and gently strokes the head of the small bird in his hands. "There, good as new. Off you fly now." The bird gives a happy chirp and flies away with its mechanically repaired wing. This is the power of the Biomechanic - Combining nature with machine, combining compassion with intellect.
Tinkerer
You are a natural born tinkerer. At 3rd level, 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.
Biomechanic Spells
3rd-level Biomechanic feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Biomechanic Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Beast Builder
Beginning at 3rd level, your peculiar interests in beasts as an artificer has led to its logical conclusion -- You now know how to build clockwork recreations of various beasts to aid you in your adventures.
As an action, you can use your tinker's or smith's tools to create a mechanical version of a beast that you have seen of CR 1/2 or less. These beasts act immediately after you in initiative order, and you control their turns. You may build and control a total number of clockwork beasts equal to your Intelligence modifier. After 1 hour, a clockwork beast will break and fall apart. If you build a new clockwork beast in excess of the total amount allowed, the oldest built beast breaks and falls apart.
Clockwork beasts you create count as Constructs for the purpose of spells and abilities. In addition, the clockwork beasts you create are built with temporary hit points equal to double your Intelligence modifier.
Runic Engraving
Beginning at 5th level, you have learned to etch magical runes into the designs of your clockwork beasts. Your clockwork beasts are now built with 10 charges. As an action on your turn and/or a beast's turn, you may spend charges to cause the following effects:
- Discharge - Costs 12 charges. Two or more clockwork beasts fuse their energies together to create a magical instability - releasing an explosion of stored electrical energy. All creatures in a 20 foot radius, centered on the beast, take 8d6 lightning damage. For 3 charges each, you may add another 1d6 lightning damage to the explosion.
- Repair - Costs 4 charges. The clockwork beast runs medical protocol and can apply healing salves or even suture wounds. Heal a target creature within 10 feet of the beast for 1d4 + your Intelligence modifier. For 2 charges each, you may heal additional target creatures.
- Scan - Costs 3 charges. Through a pair of goggles or a scope that you have on your person, you view whatever the clockwork beast sees. For an additional charge, the beast's vision gains glowing auras around any magical creature or object, and you learn that creature or object's school of magic, if any.
- Illuminate - Costs 2 charges. The clockwork beast casts a bright light in 30 feet and dim light in an additional 30. For 2 charges each, add another 15 feet bright and 15 feet dim light.
- Zap - Costs 3 charges. The clockwork beast lets out a small shock of electricity. Deal 2d6 lightning damage to one creature within 5 feet of the clockwork beast. For 2 charges each, you may add another 1d6 lightning damage to the shock.
- Defend - Costs 7 charges. The clockwork beast deploys an energy shield in a 20 foot radius centered on itself for 1 minute. Any number of target creatures within the shield's area gain a bonus +2 AC. For 3 charges each, you may add another 1 AC to the bonus granted by the shield.
When a clockwork beast uses all of its charges, it breaks and falls apart. Clockwork beasts within 30 feet of each other may combine their charges to use one of the above features. This breaks the appropriate number of clockwork beasts.
Clockwork Army
Beginning at 9th level, you are so skilled at building your clockwork beasts that you can build stronger beasts, and you can build them faster. You can now build clockwork beasts of CR 1 or less. In addition, you now build two clockwork beasts at a time, and can consume a spell slot to build as a bonus action instead of an action.
The swiftness with which you build your clockwork beasts has made them much more disposable in battle. Whenever you would take damage from a spell, attack, or ability, roll 1d6. On a 1 through 5, you take the damage as usual. On a 6, the damage is redirected to a clockwork beast of your choice within 30 feet of you. Whenever you damage a creature for the first time on your turn, you may use your reaction to have one of your clockwork beasts (within range) make an attack against that creature. This attack deals an extra 1d4 force damage.
Master Builder
At 15th level, your clockwork beasts are built with unparalleled skill. You can now create clockwork beasts of CR 2 or lower. In addition, you build your clockwork beasts with mechanical redundancies -- When a clockwork beast breaks or has its hit points reduced to zero, it creates a new clockwork beast with a CR equal to half that of the original. Clockwork beasts you build now gain +1 to their AC and their first successful attack deals 1d6 additional force damage.
Previous Versions
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5/28/2021 4:10:48 PM
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5/28/2021 5:37:00 PM
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2/16/2022 1:05:49 AM
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