Wizard
Base Class: Wizard

In a world where magic is almost indistinguishable from technology there are spellcasters who specialize in certain forms of that technology. Artificers understand magic on a different level from other spellcasters, and tinker with its fundamental workings. They empower ordinary items with temporary magical power and create magical and mechanical constructs to help them. Artificers have an amazing facility with magic items and constructs, and in many ways, they keep the great magical machines of the world running.

Tinkering

At 2nd level, you gain proficiency in Tinker's Tools.

Mechanical Familiar

At 2nd level you learn the spell Find Familiar spell, however any familiar that you summon is automatically of the type Construct. The familiar does not need to eat or breath and gains the following additional abilities:
• It can’t be charmed.
• It is immune to poison damage and the poisoned condition.
• It is immune to the exhaustion condition.
• It gains darkvision with a range of 60 feet if it doesn’t have it already.

The material components of your Find Familiar spell change to 10gp worth of wood, metal, and mechanical components and must be assembled using Tinker's Tools.

Infuse Magic

Starting at 2nd level, you gain the ability to channel your wizard spells into objects for later use. When you cast a wizard spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a non-magical item throughout the casting, you cast the spell, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets.

If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.

You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

Mechanical Servant

At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Magic fuels its creation, and it gains a semblance of sentience from this magic. You are assumed to have been working on smaller components and the methods for creating the servant for quite some time, finally finishing it during a long rest after you reach 6th level.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. It also has the following statistics:
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Mechanical Servant
Large construct, unaligned
Armor Class 15 (Natural Armor)
Hit Points 42 (5d10 + 15)
Speed 40ft.
STR 19 (+4)
DEX 10 (+0)
CON 16 (+3)
INT 5 (-3)
WIS 13 (+1)
CHA 7 (-2)

Skills Perception +3
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages It understands all languages of its creator, but cannot speak
Challenge Rating 2

Actions
Multiattack. The servant makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage

Reactions
Protection Protocol
If the servant is within 5 feet of a creature that makes an attack against one of its allies it can choose to use its reaction to make a single Slam attack against the creature. Regardless of whether the attack hits or misses the creature suffers disadvantage on the attack against the ally of the servant.
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The servant makes death saving throws as a normal character, and if it is killed it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.

The servant is also capable of expending hit dice during a short rest to heal, however you are required to use Tinker's Tools to facilitate this repair. The servant also recovers any lost hit points during a long rest, as well as a number of hit dice up to half of its maximum, if you are able to use Tinker's Tools to facilitate the repair. You are still able to take a short and long rest as well during these times.

Arcane Repairs

At 6th level, you are able to quickly repair your Mechanical Servant by channeling arcane energy through your Tinker's Tools. As an action, while adjacent to your servant you make a Tinker's Tools check DC 15, if successful you may expend a spell slot allowing your Mechanical Servant to regain a number of hit points equal to 1d6 per spell slot level expended plus an additional number of hit points equal to your Intelligence modifier plus your proficiency bonus.

Spell Storer

Once you reach 10th level you are able to use your Mechanical Servant as a storage of your own spell energy. It is capable of storing a number of levels of spells equal to one level lower than the highest spell slot you are capable of casting. This can take the form of a single spell or multiple spells as long as the total number of spells does not exceed this maximum. If you attempt to store a spell and there is not sufficient spell levels available to store you must choose any existing spells within the servant to remove harmlessly to make room for the new spell or else the casting fails and the spell is not stored.

Spells are stored by you casting the spell into your construct using the appropriate casting time and material components, however the spell does take effect, it is instead stored inside of the servant. At any point after the spell is stored either you, while touching your servant, or your servant may take the appropriate casting time for the stored spell and cast it. If your servant casts the spell it uses your spell attack and spell save DC as necessary. If your servant casts such a spell that requires concentration they maintain the concentration, if however you cast such a spell while touching your servant you maintain the concentration as normal.

When you store a spell of any level into your servant it gains an arcane shield of 20 temporary hit points. If you store a spell into your servant while it already has an existing arcane shield it instead refreshes the hit points back up to its maximum of 20. This also does not stack with temporary hit points from another source. While this shield is active the Mechanical servant also has advantage on saving throws versus spells and spell-like effects.

Finally, if your Mechanical Servant is destroyed any spells stored within it are lost and the stored magic dissipates harmlessly away.

Protect the Master

At 14th level, if you are the target of an attack or an area effect and your Mechanical Servant is within 5 feet of you, you can use your reaction to command the servant to respond, using its reaction to shield you from the attack. This provides you with a +5 bonus to your armor class or a +5 bonus to a saving throw as appropriate to the attack.

Advanced Mechanical Servant

Starting at 14th level your understanding of the art of artifice allows you to improve your Mechanical Servant in a number of ways. Your servants statistics change in the following ways:
Armor Class increases to 19
Hit Points increases to 85 (9d10 + 36)
STR, CON, and WIS values each increase by 2
Perception and Passive Perception each increase by 2
Slam is altered to the following: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage

You can also choose one from each of the pairs of options detailed below. Over the course of a long rest you are able to swap one of these chosen pairings for the other option in the pair, but only one can be changed for each long rest taken:

Heavy Plating OR Deploy-able Wing Wear
Enhanced Sensory Systems OR Power Discharge
Juggernaut Weaponry OR Arcane Blast

Advanced Mechanical Servant Option Descriptions:
Heavy Plating: The servant gains resistance to Bludgeoning, Piercing, and Slashing from attacks that aren't Adamantine

Deploy-able Wing Wear: The servant is affixed with a hidden compartment containing wings that, when deployed, allow it to glide. As a Bonus Action these wings can be deployed to gain a flying speed of 30 feet until it lands. At the end of each of its turns, its altitude drops by 5 feet as it continues to glide. If the servant does not move at least 30 feet horizontally on its turn the wings begin to lose air tension and its altitude drops by 500 feet, taking falling damage if it strikes a hard surface. If it is still airborne on its next turn it can then use another Bonus Action to catch the air with its wings and begin gliding once more.

In addition, while its wings are deployed, the servant can use its action to deploy a magical booster that gives it a fly speed of 60 feet and eliminates the need to horizontally glide to maintain altitude. This flight lasts for 1 hour or until the servant spends a bonus action to deactivate the booster. Once used the booster cannot be used again until it recharges , occurring automatically after 1d12 hours.

Enhanced Sensory Systems: The servants Darkvision increases to 120 feet and it gains Blindsense out to 30 feet. Its Perception and Passive Perception also each increase by 2.

Power Discharge: The servant can use its action to create a burst of magical energy around it. Any creature or object within 15 feet of the servant takes 6d8 lightning damage and must make a CON saving throw (DC 15) or become stunned for 1 round. This ability can be used once per long rest.

As an action the Artificer may expend a 3rd level spell slot or higher to recharge this ability for the Mechanical Servant.

Juggernaut Weaponry: The servant is outfitted with a dynamic weapons system that allows it to use a Bonus Action to change its Slam attack to deal a different kind of damage, choosing between Bludgeoning, Piercing, and Slashing. The Slam attack also counts as magical and deals 2d10 damage instead of 2d6. Finally the reach of its Slam attack becomes 10 ft and other creatures provoke an opportunity attack from it when they enter its reach.

Arcane Blast: The servant is equipped with a magical weapon that when discharged allows it to use its action to make a ranged attack against any creature within 100 feet of it. This ranged attack has the following statistics: Arcane Blast. Ranged Magical Attack, +9 to hit, range 100 ft., one target. Hit: 18 (4d8) Force damage

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