Artificer
Base Class: Artificer

The Engineer supports the team from the back, rarely getting up close and personal. Their ability to block off potential entries or control an area from a small fortified position is unmatched. If an army shows up to your castle you better have an Engineer in your defensive force's midst.

Note: if this subclass it taken, the Homunculus Servant can no longer be known. If that infusion is currently known, you must replace that infusion with another.

A large majority of the inspiration for this class came from the Engineer in TF2

TOOL PROFICIENCY

3rd-level Engineer 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.

ENGINEER SPELLS

3rd-level Engineer feature

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

Engineer Spells

Artificer
LEVEL
SPELLS

3rd

bless, bane

5th

healing spirit, Vortex Warp

9th

mass healing word, fireball*

13th

Death ward, magic missile(cast at 4th level)

17th

mass cure wounds, wall of force*

 

MEDICAL DISPENSING UNIT (M.D.U.)

3rd-level Engineer feature

You gain access to the M.D.U. (Medical Dispensing Unit). While holding a tool that you are proficient in, you can manifest a tool box onto the ground or in your hands. How it comes into existence is up to you and does not affect any stats. The tool box would be considered Tiny.

As an action or bonus action the tool box can be placed on the ground or be thrown up to 15 feet. It can be picked back up by touch as a free action, but when placed back down it will be in the same state it was in before being picked up. It will continue to operate normally even if you are asleep, unconscious, or dead.

Once placed the M.D.U. will mechanically fold out of the tool box. The M.D.U. is then up and functioning at the end of your next turn. Once it is fully functioning it will heal the closest ally with the lowest health within a 5 foot range. Another creature can occupy the same space as the M.D.U. At the end of your turn or after the Sentry, the M.D.U. automatically heals a creature, if it is with in range. 

If a creature is already at max health and is the only creature in range, it is NOT healed. Also a creature that is healed by the M.D.U. will not be healed over its maximum health, any points in the health pool that the creature is not healed for, are retained in the health pool.

The M.D.U. has a physical health equal to half your health. It's AC is 10 + int modifier + proficiency bonus. It is immune to poison damage and the poisoned affect. Also it is considered Medium size. If the Mending spell is cast on the M.D.U. its physical health is restored 2d6.

If it's physical health or healing pool reaches 0, the M.D.U. is destroyed and cant be created again till the next dawn.

If neither it's physical health or healing pool reach 0, the health and healing pool are restored to it's maximum at the next dawn. This happens if it has been picked back up or if it is still placed. 

Artificer LEVEL

Upgrade

3rd

The M.D.U. healing pool is 25 and heals for 5 health per round.

5th

The M.D.U. healing pool raises to 75 and heals for 15 health per round.

9th

The M.D.U. healing pool raises to 150 and heals for 30 health per round.

SENTRY

3rd-level Engineer feature

You gain access to the Sentry. While holding a tool that you are proficient in, you can manifest a tool box onto the ground next to you or in your hands. How it comes into existence is up to you and does not affect any stats. The tool box would be considered Tiny.

As an action or bonus action the tool box can be placed on the ground or be thrown up to 15 feet. It can be picked back up by touch as a free action, but when placed back down it will be in the same state it was in before being picked up. It will continue to target enemies even if you are asleep, unconscious, or dead. 

Once placed the Sentry will mechanically fold out of the tool box. The Sentry is then up and functioning at the end of your next turn. Once it is fully functioning it will be able to attack with the available weaponry it has. You can decide if it attacks 1 target or multiple. Also the Sentry cannot be healed by the M.D.U.

The Sentry has a physical health equal to half your health + int modifier. It's AC is 12 + int modifier + proficiency bonus. It is immune to poison damage and the poisoned affect. Also it is considered Medium size. If the Mending spell is cast on the Sentry its health is restored 2d6.

At the end of your turn or after the M.D.U. you can use the sentry to attack with the available weaponry it has.

If it's health reaches 0, the Sentry is destroyed and cant be created again till the next dawn.

If it's health never reaches 0, then it's health is restored to it's maximum at the next dawn. This happens if it has been picked back up or if it is still placed. 

ARTIFICER LEVEL

UPGRADE

3rd

On its action the Sentries range is 30, and makes 3 normal attacks now doing 1d6 piercing damage.

5th

On its action the Sentries range is 45, and makes 6 normal attacks now doing 1d8 piercing damage.

9th

On its action the Sentries range is now 60, and makes 6 normal attacks now doing 1d10 piercing damage. Also the Sentry gains a rocket that does 2d8 bludgeoning damage and 1d4 fire damage in a 5 foot radius sphere.

ARCANE FIREARM

5th-level Engineer feature 

You know how to turn a simple melee weapon into arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use your smith's tools to carve special sigils into a simple melee weapon and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

POTION PROJECTILE

9th-level Engineer feature

Using your tinker's tools, you may spend an hour to convert a standard potion, into a ranged projectile that will then exert the intended affect of the potion on the target. If a healing potion is used in the projectiles creation it will heal the target for the defined amount, If a Potion of Speed is used to create the projectile the target will then be affected by the haste spell for 1 minute, etc. 

Each projectile costs 10gp of material to create. Only 1 potion may be used per projectile created. Existing potion projectiles cannot be modified to add more potions after its initial creation either. 

Any standard ranged attack can be used, the range is dependent on the weapon used to launch the projectile. The projectile must be designed for the weapon it is launched from. The projectile can be designed to be thrown as well.

A gun cannot be used to launch these projectiles. 

MOBILE FORTIFICATION

15th-level Engineer feature

You have mastered keeping the up the offense, while keeping a fortified defense:

You can intentionally make a melee attack on your Sentry with your arcane firearm. If you successfully hit it, you may hit it again for your bonus action. If you successfully hit it with your bonus action, you gain 1 free melee attack with your arcane firearm on your Sentry. 

If all 3 attacks are successful, you Sentry generates a 10 foot high wall starting on and covering the side opposite where you attack. The wall is 15 feet long, with firing windows every 5 feet. The wall provides 3 quarters cover on either side. As the wall generates, the sentry is raised up on a platform to the top of the wall. The platform the sentry sits on has space to walk below, but cannot be stood on. While the sentry is raised up in this way, it has half cover.  The wall and sentry can be picked up by touch as a free action, but after placing the sentry again, you must succeed on 3 consecutive attacks again to raise the wall up again. If the turret is destroyed the wall will continue to exist and provide cover for 1 hour.

 

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