Base Class: Fighter
Gyro-staffs, steam-powered armor, mechanized war wagons, and other such unique weapons often are the purview of the Mechanized Soldier. They take ingenious new approaches to combat, making customized weapons and armors, or even specialized vehicles that aid them on the battlefield. Treading a fine line between the ways of artifice and the ways of the warrior, these combatants often exhibit just a bit more martial skill than inventiveness, being more adept at battle than they are at creation, albeit not very much more. Most design a special armament all their own, and augment it through the course of their career, eventually making a weapon capable of far more than the average fighter's weapon would be.
In Avalestra, this strain of fighting persons was first a unique Gnomish regiment of the city-state of Wondervel in decades past. However, as is always the eternal struggle for the Gnomes, the raiding Goblins of Span and the Moldorn Dwarves all eventually steal or duplicate their brightest ideas to spread them into the world beyond. Such is the case with the techniques and artifice that comprise the essential training of the Mechanized Soldier. Gnomes may favor powerful hammers that explode with electricity, Dwarves may enjoy fearsome axes that can fly like a discus, and Goblins may favor dangerous spike-laden war-wagons, but each of these unique warriors has their own special devices they use to empower their skills on the battlefield.
Bonus Proficiencies
3rd-level Mechanized Soldier feature
At 3rd level when you choose this archetype, you gain proficiency with Thieves' Tools and Tinkerer's Tools.
Mechanized Armament
3rd-level Mechanized Soldier feature
At 3rd level, you have built yourself a special item that has special upgrades of a mechanical sort. Choose a weapon, an armor or shield, or a vehicle. This becomes your Mechanized Armament. You Mechanized Armament gains one of the following benefits:
- If your Mechanized Armament is a weapon, choose one: you gain +1 to attack rolls with this weapon, or this weapon inflicts an additional die of damage of its types on a successful critical hit.
- If your Mechanized Armament is an armor or shield, choose one: you suffer no speed penalty while you wear this armor, or this shield is built with your choice of tools always ready in the hand of the arm it is equipped on, though that hand may still be used freely and is considered empty.
- If your Mechanized Armament is a vehicle, choose one: it gains "as a bonus action, this vehicle moves half its speed," or this vehicle has half again the total number of hit points (rounded down).
You may only confer one such bonus to any one item you are using or wielding at any one time using this feature.
Mechanical Upgrades
7th-level Mechanized Soldier feature
At 7th level, you have learned how to make mechanical upgrades to almost any item you would use, and you become more able to disable machines you encounter. When you have your Tinkerer's Tools in hand and 100 gold worth of mechanical parts and magical components, you can confer one of the benefits of your choice from the Mechanized Armament feature to any item you touch over the course of a 1 hour process. These benefits last until one of the following conditions occurs:
-If the item is a weapon and any attack roll with it rolls a 1 or a 2, the mechanism malfunctions, and the benefit is lost until a Tinkerer's Tools or Thieves' Tools use check is made successfully on the item at a check DC of 14 as a 1-hour process.
-If the item is an armor or shield and an attack hits you while you wield it by rolling exactly equal to your armor class, the mechanism malfunctions, and the benefit is lost until a Tinkerer's Tools or Thieves' Tools use check is made successfully on the item at a check DC of 14 as a 1-hour process.
-If the item is a vehicle and you roll a 1 or 2 on the vehicle use check, the mechanism malfunctions, and the benefit is lost until a Tinkerer's Tools or Thieves' Tools use check is made successfully on the vehicle at a check DC of 14 as a 1-hour process.
Creatures other than Artificers or Mechanized Soldiers who attempt to use an item with a malfunctioning mechanism find the extra weight and parts to be unwieldy and difficult to handle, and they suffer disadvantage on all rolls and checks made with weapons or vehicles this way, or they suffer disadvantage on Athletics, Acrobatics, and Stealth checks while wearing an armor or shield with a malfunctioning mechanism. While this may be used to upgrade the Mechanized Armament you are wielding, no creature may use any more than one Mechanized Armament at one time.
Additionally, you are exceptionally capable of disabling machinery due to your knowledge of mechanical functions. When making a Thieves' Tools check to disable a device, you double your proficiency bonus with all such checks.
Enhanced Mechanization
10th-level Mechanized Soldier feature
At 10th level in this class, you add new options to the features you can install onto an item using your Mechanized Armament feature. If you have already affected an item with your Mechanized Armament or Mechanized Upgrades features, you can fine-tune the machine and add special new parts that allow new functionality, conferring your choice of the following benefits in a 1-hour process that consumes 200 gold of parts and materials as you touch the item:
- If the item is a melee weapon, you can add elemental damage to the type of damage it deals, adding +2 damage of your choice of magical cold, fire, or lightning damage, and adding that damage type to the damage the weapon deals in addition to its other types. You may alternately choose to add mechanisms that improve the range and reloading of ranged weapons, and such weapons allow you to reload as part of any action you take with the weapon, also gaining half again the distance (rounded down) of any range increment the weapon has.
- If the item is an armor or shield, you can gain elemental resistance while you wear it or wield it, gaining your choice of resistance to cold, fire, or lightning damage. Alternately, you can make it capable of actively camouflaging you, and it gains "as a bonus action, you gain advantage on all Stealth checks until you move more than 5 feet in an action."
- If the item is a vehicle, you can choose to reinforce the armor of the chassis, giving the vehicle a +2 bonus to its armor class. Alternately, you can choose to give the item extraordinary speed at the cost of damage to the vehicle, and it gains "as a bonus action, this vehicle moves up to its speed plus half again its speed (rounded down) in a straight line and deals 2d6 force damage to itself which cannot be resisted or negated in any way."
Additionally, whenever a mechanical device you have added to an item using one of your features malfunctions, you can repair it as an action with a successful Tinkerer's Tools use check DC 15.
Full Mechanization
15th-level Mechanized Soldier feature
At 15th level, you have fully reconstructed your item of choice "from the ground up," and you can include in it a new set of features. You fully redesign a weapon, an armor or shield, or a vehicle over the course of a 4-hour process that costs the base cost of the item in gold plus 200 gold. It has double the normal hit points for an item of its type, weighs half as much as normal, and gains one of the following benefits:
- If the item is a weapon, choose one: when you roll damage with this weapon, you reroll any number of the damage dice once, or alternately weapon attacks with this weapon deal critical damage on attack rolls of 19 or 20.
- If the item is an armor or shield, choose a saving throw you are not proficient in, and while you wear or wield this item, you are treated as if you are proficient in that saving throw, or alternately, you may choose a skill or tool you are proficient with, and you gain advantage on all checks you make with that skill or tool while you wear this armor or shield.
- If the item is a vehicle, you may add a ranged weapon to the vehicle, which you are treated as proficient with, it deals 2d6 magical bludgeoning, piercing or slashing damage, chosen when you install this weapon, and it has a range of 50/100, or alternately, you may add a special defense to the vehicle, and while you are using it, you may use a reaction to add +4 to the armor class of the vehicle until the beginning of your next turn.
Additionally, if an Artificer or a Mechanized Soldier is using this item, it cannot malfunction in any way.
Machine Menace
18th-level Mechanized Soldier feature
At 18th level, you have learned to fully wield multiple machine-augmented items at once, utilizing as many as you choose to threaten your foes on the battlefield. You may now have as many fully mechanized items as you care to build, using any of your previous class features. You may wield them all as easily as you utilize any other items you have, and in addition, you may choose to become attuned to one item of your choice over the course of a 1-hour process, costing 500 gold to grant it one of the following benefits:
- If the attuned item is a weapon, it gains "when this weapon deals critical damage, you add 3d8 cold, fire, or lightning damage (chosen when you attune the weapon)," or alternately, the weapon gains "this weapon gains the thrown property with a range of 30/60, and once it has missed and landed or dealt damage it returns to your hand as part of the same action."
- If the attuned item is an armor or shield, it gains "attacks have disadvantage against you," or alternately, the armor or shield gains "you can cast Nondetection on yourself as an action, as if you were a 5th-level Wizard, and while this spell is active, if you roll 9 or less on a Stealth roll, you treat that roll as if it had rolled 10, instead. This feature may be used once before it recharges each day at dawn."
- If the attuned item is a vehicle, it gains "as an action, this vehicle gains a fly speed equal to its speed for up to 10 minutes total in a day, which you may cancel as an action, and the vehicle slowly and safely descends to the ground as if it were a willing creature and Feather Fall was cast upon it by a 1st-level Wizard as long as it has hit points remaining," or alternately, this vehicle gains a burrowing speed equal to half its speed," or also, this vehicle gains a swim speed equal to its speed and up to four occupants are treated as if the Water Breathing spell was cast upon them by a 5th level Wizard for as long as they remain appropriately in occupation of the vehicle."
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Posted Oct 28, 2022Author's Note:
The "Mechanized Armament" feature contains text that reads: "Choose a weapon, an armor or shield, or a vehicle. This becomes your Mechanized Armament." This is incomplete. The intended text should be: "Choose a weapon, an armor or shield, or a vehicle and spend 30 minutes with it and your Tinkerer's Tools, and mechanical components worth 50 gold. This item becomes your Mechanized Armament."