Base Class: Artificer
The mechanist is a master of constructs and mechanical devices. Integrating their arcane knowledge into clockwork devices and complex machines, the mechanist is pushing the bounds of arcanomechanics. Whether its creating multiple minions to aid on the battlefield, or unique mechanical devices to help solve problems, the mechanist is a versatile crafter, well equipped to tackle any problem in front of them.
Tool Proficiency
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.
Clockwork Golem
Your clockwork experiments have lead to the creation of clockwork golems. These clockwork golems are friendly to you and your companions, and they obey your commands. Using the clockwork golem statblock, altering HP, AC, and hit die as follows. HP = 2+Intelligence Modifier+5 times your artificer Level. AC=11+PB. Hit die = Artificer Level.
In combat, the golem 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 golem 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 clockwork golem returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new clockwork golem if you have your smith’s tools with you. The golem also perishes if you die. You can create 1 golem at level 3, 2 at level 5, and 3 at level 9.
Mechanist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Mechanist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Golemancy
Your constructs are able to be given continuous commands, such as taking the Attack action until target disengages or dies, with 1 bonus action.
Also you can cast touch spells through your constructs, like with the spell Find Familiar.
Mechanical Infusions
You figure out how to infuse your constructs with various magics. Using level appropriate infusions from the Artificer Infusions list, you are able to imbue your constructs with their power. The effect applies to the construct, but uses one of your infusion slots.
Perfected Golems
You no longer need to order your constructs. You have developed them to act independently, though still subservient to you. You can also cast any spells with target other than self from their location instead of your own. Additionally, you can merge 3 Clockwork Golems to create 1 Clockwork Behemoth. The merge lasts 1 hour, and can only be done once per long rest.
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