Artificer
Base Class: Artificer

Invention is often inspired by mother nature. Using forms precision engineered by the forces of evolution and enhancing their designs further. However, Sunstone Mechanic Artificers, often shortened to Sunstone Artificers, have taken this idea a bit too literally. They specialize in making constructs based on everything from individual limbs to entire animals. Most have taken a liking to recreating and enhancing the forms of dinosaurs, pterosaurs, marine reptiles, and other sorts of prehistoric fauna. They can often be found wandering from place to place in their mobile workshops, trying to find their next muse. They also primarily use sunstones as a power and magic source for their constructs or their natural electricity if they have it. They find it makes their constructs behave more naturally. A good Sunstone Artificer always has a few on them or know where a few are stashed away.

Tool Proficiency

3rd-level Sunstone Mechanic feature

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.

Sunstone Mechanic Spells

3rd-level Sunstone Mechanic feature

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.

Sunstone Mechanic Spells

Artificer Level Spell

3rd

magic missile, guiding bolt

5th

branding smite, heat metal

9th

spirit guardians, dimension door

13th

dimension door, fire shield

17th

arcane hand, cone of cold

Combat Ready

3rd-level Sunstone Mechanic feature

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons .
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Additionally, if you acquire two or more weapons, you can combine them and switch between them as a bonus action.

Starting at level 12, your melee weapon attacks and the melee attacks of your constructs count as magical.

Mobile Workshop

3rd-level Sunstone Mechanic feature

Your tinkering has borne you a mobile workshop. You can make over the course of one day w/ 1000 gold in purchased material or 3 days of work in a junkyard for free. It is friendly to you and your companions, and it obeys your commands. It uses your proficiency bonus (PB) in several places. You determine the creature’s appearance; your choice has no effect on its game statistics.

In combat, the workshop shares your initiative count, but it takes its turn immediately after yours. It can not move its own and instead requires at least one person to be piloting it to operate at first. At later levels it gains the ability to move and operate on it's own. The actions it can take can be one in its stat block or some other action. If you are incapacitated, the workshop can take any action of its choice.

If the mending spell is cast on it, it regains 2d12 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 workshop returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can modify your workshop if you have your smith’s tools with you. You can modify it into a land form, a semi-aquatic form, and an aquatic form. The workshop also perishes if you die.

Mobile workshop

Armor Class 15 + your Strength modifier (natural armor)

Hit Points 2 times( your Intelligence modifier + five times your artificer level (the workshop has a number of Hit Dice [d8s] equal to your artificer level))

Speed 40 ft.

Travel Pace 10 miles per hour (160 miles per day)

Cargo Capacity your Intelligence modifier tons

Creature Capacity 1 pilot, 8 passengers.

STR
27 (+8)
DEX
10 (+0)
CON
14 (+2)
INT
4 (−3)
WIS
10 (+0)
CHA
(−1)

Saving Throws Str +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisonedgrappled

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Vigilant. The defender can’t be surprised.

Actions

Force-Empowered Smack. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d8 + 2 (PB) force damage.

Force-Empowered Crush. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 4d6 + 2 (PB) force damage. If the target is a creature it must make a saving throw equal to your Spell Save DC or be knocked prone.

Repair (3/Day). The magical mechanisms inside the Workshop restore 4d12 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The Workshop imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Workshop Upgrade: Artificer Infusion

Starting at 5th level and repeating at 9th and 15th level you can choose an additional feature for your Mobile Workshop. The mobile workshop has one upgrade slot at 5th level and gains one at 9th (2 slots), and another at 15th (3 slots).

You can choose an upgrade from either your artificer infusions or your available spells. Spells added to the workshop are not usable so long as the workshop is not present. Spells with a radius centered on the user have their radius doubled and centered on the workshop. Spells use your spell attack bonus, your spell save DC, and double your spellcasting modifier. Additionally, all spells are cast at your max level and full power.

Skimmer

5th-level Sunstone Mechanic feature

Your tinkering has borne you a faithful companion, a skimmer. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Skimmer stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance; your choice has no effect on its game statistics. 

After hours of tinkering in your workshop, you now have a small strutter. These come in two varieties: flying in swimming. You can switch your small strutter between these configurations after a long rest. 

In combat the skimmer shares your initiative and takes its turn after you and your mobile workshop.

This skimmer can also function as a mobility aid in both forms. In flight form it can function as a wing pack an in aquatic form it can function as an underwater scooter. However, its speed is halved when used like this. These speeds also become your movement speed when using them as such.

If you are hit by an attack while using either of the mobility modes, the attack is against both your and the skimmer's AC.

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 steel defender returns to life after 1 minute with all its hit points restored. 

The skimmer can be upgraded at 5th, 9th and 15th level using the same rule as the mobile workshop, however the small skimmer only has access to artificer infusions as upgrades. These can be swapped out and changed after a long rest. 

The skimmer is also what's controlled by mage hand and arcane hand.

Skimmer

Armor Class 16 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the strutter has a number of Hit Dice [d4s] equal to your artificer level)

Speed 10 ft, fly 100 ft. or swim 80 ft.

STR
15 (+2)
DEX
18 (+4)
CON
11 (+1)
INT
4 (−3)
WIS
10 (+0)
CHA
6 (−2)

Saving Throws Str +1 plus PB, Dex +2 plus PB

Skills Acrobatics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Vigilant. The skimmer can’t be surprised.

Actions

Force-Empowered Slash. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: PBd6 + PB force damage.

Repair (3/Day). The magical mechanisms inside the skimmer restore 2d6 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The skimmer imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Large Strutter

9th-level Sunstone Mechanic feature

Your tinkering has borne you yet another companion, a large Strutter. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Large Strutter stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the strutter shares your initiative count, but it takes its turn immediately after yours, your mobile workshop, and your small strutter. It can move and use actions on its own. That action can be one in its stat block or some other action.

The strutter comes in 3 varieties: terrestrial, semi-aquatic, and fully aquatic. You can change between these varieties after a long rest.

The strutter has an upgrade slot on creation and one additional slot at 15th level. These upgrade work exactly like the mobile workshop upgrades. Spell radius' work the same as if you cast them. The strutter uses your spell modifier, your spell attack modifier, and your spell save DC. Any damaging spells cast by the large defender that have any dice that roll below half are instead set to half the maximum roll rounded down.

The strutter also perishes if you die.

Large strutter

Armor Class 18 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d10s] equal to your artificer level)

Speed (Terrestrial) 60 ft., (Semi-Aquatic) 20 ft. Swim 40ft., (Aquatic) Swim 60 ft

STR
19 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
(−2)
WIS
10 (+0)
CHA
10 (+0)

Saving Throws Str +1 plus PB, Dex +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Vigilant. The Strutter can’t be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: PB d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The strutter imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Huge Strutter

15th-level Sunstone Mechanic feature

Your tinkering has borne you yet another companion, a Large Strutter. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Large Strutter stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the Strutter shares your initiative count, but it takes its turn immediately after yours, your mobile workshop, and your other strutters. It can move and act on its own. 

You can upgrade this Strutter with one spell it can use and one artificer infusion. The strutter uses you spellcasting modifier, your spell attack modifier, and your spell save DC. Spells that have a radius of effect have that radius doubled.

You can take control of the Large Strutter and Pilot it using your action. During this time it can use its turn to use any action options. While you are piloting the Large Strutter, you have a to hit bonus equal to your spellcasting modifier, all physical attacks made have their damage doubled, and all spells are cast at the maximum level you have access to and maximum power.

The stutter has 3 form it can be switched between after a long rest and with the mobile workshop present: A terrestrial form, a semi aquatic form, and an aquatic form.

At the end of a long rest, you can modify your strutters mobility mode and upgrades. The defender also perishes if you die.

Huge Strutter

Armor Class 18 + PB (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d10s] equal to your artificer level)

Speed (Terrestrial) 40 ft. (Semi-Aquatic) 10 ft., Swim 40 ft. (Aquatic) 50 ft.

STR
25 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
4 (−3)
WIS
14 (+2)
CHA
6 (−2)

Saving Throws Dex +1 plus PB, Str +2 plus PB

Skills Athletics +2 plus PB, Intimidation +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Vigilant. The Strutter can’t be surprised.

Actions

Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 5d8 + PB force damage.

Force-Empowered Slash. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 3d8 + PB slashing damage and 2d8 + PB force damage.

Force-Empowered Smash. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 3d8 + PB bludgeoning damage and 2d8 + PB force damage.

Force-Empowered Spear. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 3d8 + PB slashing damage and 2d8 + PB force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 4d6 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The Strutter imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Previous Versions

Name Date Modified Views Adds Version Actions
11/29/2021 3:36:17 AM
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3/29/2022 12:06:18 AM
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