Artificer
Base Class: Artificer

The use of water in machines goes back centuries. Waterpower has always been abundant and easily accessible, making it a common source of many machines. A combination of a mechanist and a maker of ordnance, a Hydraulist uses the ancient power of water to its fullest extent. Many Hydraulists are accompanied by a Hydromech, a machination of hydraulics and magic that they themselves designed. 

Tool Proficiency

3rd-level Hydraulist 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.

Hydraulist Spells

3rd-level Hydraulist feature

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

Hydraulist Spells

Artificer Level Spell

3rd

absorb elements, ice knife

5th

acid arrow, spiritual weapon

9th

tidal wave, water breathing

13th

control water, vitriolic sphere

17th

legend lore, maelstrom

Hydromech

3rd-level Hydraulist feature

Your tinkering has borne you a hydraulic friend, a hydromech. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Hydromech 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 hydromech 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 hydromech returns to life after 1 minute with all its hit points restored.

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

Hydromech

Armor Class 15 (natural armor)

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

Speed 40 ft.

STR
(-1)
DEX
16 (+3)
CON
14 (+2)
INT
4 (−3)
WIS
12 (+1)
CHA
6 (−2)

Saving Throws Dex +3 plus PB, Con +2 plus PB

Skills Acrobatics +3 plus PB, Perception +1 plus PB × 2, Stealth +3 plus PB

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 11 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Evasion. If the hydromech is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions

Hydraulic Blast. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 2d4 + PB force damage.

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

Reaction

Interposing Blast. The hydromech imposes disadvantage on the attack roll of one creature it can see that is within 15 feet of it, provided the attack roll is against a creature other than the hydromech.

Hydraulic Bombardment

5th-level Hydraulist feature

You can create small explosive devices that detonate exceedingly quickly. As an action, you can over pressurize a small hydraulic machine and throw it as if it were an explosive anywhere within 60 feet of you. The detonation forces creatures within 10 feet of the device to make a Dexterity saving throw against your spell save DC, taking 6d6 force damage on a failed save or half as much damage on a successful one. You can do this a number of times equal to your proficiency bonus.

Erosive Knowledge

9th-level Hydraulist feature

From your work in hydraulics, you gain a greater understanding in how water erodes different materials. Starting at 9th level, you deal double damage to objects, structures, and constructs with spell, features, weapons, and items.

Aquatic Binary

15th-level Hydraulist feature

Your understanding of hydraulics and mechanics are nigh unmatched. You can now have two hydromechs at the same time and can control them both with the same bonus action.

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