Artificer
Base Class: Artificer

As a Prototypist your thirst for arcane knowledge and love of crafting have givien you the ability to merge these two passions to create Prototype Drones. You use your artificer infusions as a baseline to create a prototype from the infused equipment. Each piece brought to life operates as a drone that follows you around and enhances your abilities.

Neural Network

As a Prototypist your knowledge of tinkering and the arcane allow you to create a neural connection between you and your drone.

  • You share your infusion bonuses with your active Prototype Drones.
  • Prototype Drones share their vigilance and sight, you and your drones can't be surprised and have darkvision of 60ft.
  • These bonuses only occur while you have an active Prototype Drone.

Prototype Drone

By 3rd level, your knowledge of tinkering has given you the ability to animate one of your infused equipment pieces into a Prototype Drone. You can take an action to magically create a Prototype Drone from your infused equipment into an unoccupied space within 5 feet of you. A Prototype Drone occupies its own space. See its game statistics in the Prototype Drone stat block, which uses your proficiency bonus (PB) in several places. You determine the drone's appearance which can be based on which piece of equipment you activate.

In combat, the drones act in a similar fashion as an appendage. They use your spell hit modifiers for all actions. When you use an action to cast a spell your can do Channeled Mind to cast the spell from your location or from the location of your Prototype Drone. A drone that performs Channeled Mind is depleted and enters Stand-By mode until the start of your next turn. You can also use a bonus action to command your Prototype Drone to Drone Strike. If you become incapacitated, the drone follows its most basic programming and goes into a stand by mode where they can only use their reaction or move.

If the Mending spell is cast on a drone, it regains 2d6 hit points. If a drone has died within the last hour, you can use your tinker's tools as an action to re-activate it and forgo all other actions until your next turn as you must maintain concentration to re-activate the drone. The reactivated Prototype Drone returns to life at the beginning of your next turn with all its hit points restored.

At the end of a long rest, you can activate all Prototype Drones if you have tinker's tools with you. If you already have active drones from this feature, the first ones immediately perish. The drones also perishes if you die.Your drones must be within 10 feet of you or they enter their stand-by mode.

Prototype Drone

Small construct

Armor Class: 15 (natural armor)

Hit Points: 4 x your proficiency bonus + your artificer level (1d4 hit dice for every level of artificer)

Speed: 20 ft.

STR

DEX

CON

INT

WIS

CHA

8 (-1)

14 (+2)

10 (+0)

4 (−3)

10 (+0)

6 (−2)

Saving Throws: Add your PB to all saving throws

Skills: Perception +0 plus PB x 2

Damage Immunities: poison, psychic.

Condition Immunities: charmed, exhaustion, poisoned, frightened

Senses: darkvision 60 ft.

Languages: understands the languages you speak.

Challenge:

Proficiency Bonus (PB): equals your bonus

Vigilant Mind. The Prototype Drone can’t be surprised. You can see and hear through your drones.

Controller Actions

Channeled Mind: whenever you use an action to cast a spell, you can cast that spell from your position or one of your drones. a drone becomes delepted and enters Stand-by mode until the start of your next turn.

Controller Bonus Action

Drone Strike. Ranged Spell Attack: your spell attack modifier to hit, range 15 ft., a target you can see. Hit: 1d6 Lightning damage.

Repair(4/day): The magical energy powering your Prototype Drones allow you to repair one for 2d6 + PB hit points.

Drone Reactions

Intercept. The drone can react on its own in stand-by mode, or you can use a reaction and have the drone intercept any melee attack or projectile intended for you, taking the damage instead.

Special

Stand-by mode. The drone is unable to perform any action other than movement and Intercept. The drone uses its movement to stay next to its controller.

Prototypist Class Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Prototypist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Prototypist Spells

Artificer Level Spell

3rd

Command, Shield

5th

Detect Thoughts, Heat Metal

9th

13th

Fabricate, Phantasmal Killer

17th

Psychic Burst

At 5th level, a greater knowledge of the arcane magics powering your infusions create an enhanced mental connection allowing you to now activate 2 infused equipment pieces into Prototype Drones. Each Prototype drone may move independently of each other but using the Drone Strike bonus action causes them all attack at once, they may select different targets if able.

  • While you have an active Prototype Drone, this enhanced mental connection gives you advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • Whenever you use an action to cast a spell with Channeled Mind through a drone, add a Psychic Burst to the attack dealing 1d8 psychic damage. A drone becomes depleted with this action and enters Stand-By mode until the start of your next turn while it recharges.

At 9th level, you are now a master at your psychic connection to your drones. You may now also activate 3 infused equipment pieces into Prototype Drones.

  • The damage of your Psychic Burst bonus damage increases to 2d8.

When you use an action to cast a spell with Channeled Mind through a drone you can activate a Synaptic Link with that Prototype Drone. The Synaptic Link lasts 1 minute and it creates a electric tether connected between you and the drone. A drone connected to a tether does not become depleted.

  • Once per turn when you move a tether though a creature, and as a reaction when a creature willingly passes through a tether, you can discharge an electric pulse. The creature must make a Dexterity save against your spell DC. On a failed save they take 2d10 lightning damage. On a successful save they take no damage. 
  • You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Hive Mind

At 15th level, your connection to your drones is perfected, you can now activate 4 infused equipment pieces into Prototype Drones.

  • The damage of your Psychic Burst bonus damage increases to 3d8.

When you activate a Synaptic Link you can expend an additional charge to create a Hive Mind, which connects psychic tethers between you and each drone and from the drones to each other. The Hive Mind lasts 1 minutes and requires your concentration to maintain. 

  • While connected to the Hive Mind you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
  • With Hive Mind active, your Synaptic Link tethers now deal 3d10 lightning damage and creatures become incapacitated until the end of their next turn on a failed dexterity save. They take half damage with no negative effect on a successful save. 

In addition, when you roll initiative and have no uses of your Synaptic Link feature left, you regain one use of that feature.

 

 

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