Base Class: Artificer
War Forgers arrived late to the battlefields, but their presence was immediately known. Having spent months locked away in workshops and forges, War Forgers had been crafting tools of war to sweep across the battlefield and turn the tides. Through these efforts, a variety of constructs were born that the War Forger can command like a symphony of puppets. However, their single minded focus in these pursuits has limited their access to more common benefits their fellow Artificers enjoy.
War Forger Features
Artificer Level | Feature |
---|---|
3rd |
Tools of the Forge, Forger's Knowledge, Mobile Auto-turret, Force-Empowered Shot (Mobile Auto-turret Action), Squad Tactics (Mobile Auto-turret Action) |
5th |
Forged Squad, Steel Beast, Force-Empowered Rend (Steel Beast Action) |
9th |
Instantaneous Repair, Mobile Mine, Force-Empowered Detonation (Mobile Mine Action), Shrapnel Claymore (Mobile Mine Action) |
15th |
Improved Instantaneous Repair, Rapid Deployment |
Note: War Forger construct actions/reactions will display under your Bonus Actions and Reactions in your character sheet (as well as under the Attack tab). These will display even if the associated War Forger construct is not out on the field, so pay attention to where the side bar information states "Requires ______" to know which actions should be available to you.
Tools of the Forge
3rd-level War Forger 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.
If you do not already have a set of Smith's Tools in your inventory, add them (work with your DM for this, the DM can overrule this inventory addition via this feature).
Forger's Knowledge
3rd-level War Forger feature
Your time spent in the forge and hunched over workshop benches has paid off. Your understanding of the inner workings of magic items allows you to synchronize with them better.
• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
• You have the Shield spell, which does not count towards your known spells and is always prepared.
You also have learned how to enhance the use of the Mending spell during combat. During combat you may cast the Mending spell in two variations (choose when casting), as long as the target is one of your War Forger constructs and you remain in range of the targeted War Forger construct at the end of your turn:
Variant 1) You may cast this cantrip spell as an instant cast instead of its default casting time.
OR
Variant 2) You may cast this cantrip spell over 3 rounds (roughly a quarter of the default cast time) and add a 2d6 in addition to the results detailed in the War Forger construct's description. Upon starting the casting the 1st round is the round you start the casting, the next round is the 2nd round of the casting, and on the 3rd round your action taken is the activation of the casting results. You may still move and use your bonus action to issue commands to your War Forger constructs, but you are unable to take any other action while casting Mending in this form.
Note: Casting Variant 2 will fail if you are forced away from your War Forger construct (ex: being pushed by Thunderwave spell), your War Forger construct falls to 0 hit points before the end of the casting, or you are put under the effects of prone, paralyzed, or stunned.
Mobile Auto-turret
3rd-level War Forger feature
Your hours in the workshop and forge have borne fruit, providing you with a Mobile Auto-turret. It is friendly to you and your companions, and obeys your remote commands. See this creature's game statistics in the Mobile Auto-turret stat block, which uses your Proficiency Bonus (PB) and Intelligence modifier (IM) in several places. You determine the creature's appearance (with the requirement it must have an opening to shoot from), size (small or medium), and how many legs it has; your choice has no effect on its game statistics.
In combat, the Auto-turret shares your initiative count and takes its turn simultaneously with you. 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 use your bonus action 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 Auto-turret 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 reassemble it; provided you are within 5 feet of it, remain stationary, and are out of combat. The Mobile Auto-turret is reassembled after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new Mobile Auto-turret if you have your smith’s tools with you. If you already have a Mobile Auto-turret from this feature, the first one immediately perishes. The Auto-turret also perishes if you die.
Mobile auto-turret
Small or Medium construct
Armor Class 14 + your Dexterity modifier (natural armor)
Hit Points your Intelligence modifier + three times your artificer level (the Auto-turret has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
Saving Throws Dex +2 plus PB, Con +2 plus PB
Skills Acrobatics +2 plus PB, Perception +0 plus PB × 2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The Auto-turret can’t be surprised.
Remote Terminal. While the Auto-turret is on the same plane of existence as you, it can magically convey what it senses to a remote terminal in your possession, and you can issue remote commands through this same terminal.
Actions
Force-Empowered Shot . Ranged Weapon Attack: your spell attack modifier to hit, reach 40 ft., one target you can see. Hit: 1d8 + IM Force damage. Damage increases by 1d8 at Artificer level 5 (2d8 + IM), 9 (3d8 + IM), and 15 (4d8 + IM).
Repair (3/Day). The magical mechanisms inside the Auto-turret restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reaction
Squad Tactics. When a friendly creature within 30 ft. that the Auto-turret can see is attacked by a hostile creature within 40 ft. that the Auto-turret can also see, the Auto-turret can attack that hostile creature for 1d8 Force damage. The Auto-turret cannot use this type of Reaction again until after the end of the next turn order cycle.
Force-Empowered Shot
3rd-level War Forger feature (for Mobile Auto-turret)
Force-Empowered Shot (Mobile Auto-turret Action)
Ranged Weapon Attack: your spell attack modifier to hit, reach 40 ft., one target you can see.
Hit: 1d8 + your Intelligence modifier Force damage. Damage increases by 1d8 at Artificer level 5 (2d8 + IM), 9 (3d8 + IM), and 15 (4d8 + IM).
Squad Tactics
3rd-level War Forger feature (for Mobile Auto-turret)
Squad Tactics (Mobile Auto-turret Reaction): When a friendly creature within 30 ft. that the Auto-turret can see is attacked by a hostile creature within 40 ft. that the Auto-turret can also see, the Auto-turret can attack that hostile creature for 1d8 Force damage. The Auto-turret cannot use this type of Reaction again until after the end of the next turn order cycle.
Forged Squad
5th-level War Forger feature
You've spent countless hours crafting every intricate piece of your construct creations. Putting that knowledge to use you've learned to use your constructs in tandem, to devastating effect. You gain the following:
• You can command 2 War Forger constructs at a time (only 1 of each type may be deployed at a time).
• You are able to relay commands to both constructs in combat using a single bonus action.
Steel Beast
5th-level War Forger feature
You've emerged from the forge after days of toiling to reveal a Steel Beast. It is friendly to you and your companions, and it obeys your remote commands. See this creature’s game statistics in the Steel Beast stat block, which uses your Proficiency Bonus (PB) and Intelligence modifier (IM) in several places. You determine the creature’s appearance, size (medium or large), and how many legs it has; your choice has no effect on its game statistics.
In combat, the Beast shares your initiative count and takes its turn simultaneously with you. 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 use your bonus action 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 Beast 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 reassemble it; provided you are within 5 feet of it, remain stationary, and are out of combat. The Steel Beast is reassembled after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new Steel Beast if you have your Smith’s Tools with you. If you already have a Steel Beast from this feature, the first one immediately perishes. The Steel Beast also perishes if you die.
Steel beast
Medium or Large construct
Armor Class 16 + your Dexterity modifier (natural armor)
Hit Points your Intelligence modifier + five times your artificer level (the Beast has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
Saving Throws Str +2 plus PB, Con +2 plus PB
Skills Athletics +2 plus PB, Perception +0 plus PB × 2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The Beast can’t be surprised.
Remote Terminal. While the Beast is on the same plane of existence as you, it can magically convey what it senses to a remote terminal in your possession, and you can issue remote commands through this same terminal.
Actions
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 3d6 + IM Force damage. Damage increases by 1d6 at Artificer level 9 (4d6 + IM) and 15 (5d6 + IM).
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reaction
Deflect Attack. The Beast imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Beast.
Force-Empowered Rend
5th-level War Forger feature (for Steel Beast)
Force-Empowered Rend (Steel Beast Action)
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see.
Hit: 3d6 + your Intelligence modifier Force damage. Damage increases by 1d6 at Artificer level 9 (4d6 + IM) and 15 (5d6 + IM).
Instantaneous Repair
9th-level War Forger feature
You've toiled over the blueprints and you've finally figured out an ingenious trick...magnets. Instead of just bolting, screwing, and locking pieces into place, you've added a small amount of magnetism to the pieces so they attract one another. Each War Forger construct has their own polarization so the wrong pieces don't accidentally try to fit into the wrong construct's gears. This magnetic field is magically bound to the War Forger construct and does not make its parts act like a magnet to other metals.
As an action during combat you can use a charge of Instantaneous Repair to bring a War Forger construct back to half health rounded up to the nearest whole number. This can only be used once per turn and only on one War Forger construct at a time. This action works on War Forger constructs with 0 Hit Points (unless specified). You have a number of charges equal to your Intelligence modifier and charges are recovered to full per Long Rest.
Mobile Mine
9th-level War Forger feature
Your hours in the workshop and forge have borne fruit, providing you with a Mobile Mine. It is friendly to you and your companions, and obeys your remote commands. See this creature's game statistics in the Mobile Mine stat block, which uses your Proficiency Bonus (PB) and Intelligence modifier (IM) in several places. You determine the creature's appearance and how many legs it has; your choice has no effect on its game statistics.
In combat, the Mine shares your initiative count and takes its turn simultaneously with you. 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 use your bonus action 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 Mine can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 3d6 hit points.
At the end of a long rest, you can create a new Mobile Mine if you have your smith’s tools with you. If you already have a Mobile Mine from this feature, the first one immediately perishes. If you die, after 1 round the Mine moves into position and uses the Force-Empowered Detonation action.
Mobile Mine
Small construct
Armor Class 10 + your Dexterity modifier (natural armor)
Hit Points your Intelligence modifier + two times your artificer level (the Mine has 0 Hit Dice)
Speed 60 ft.
Saving Throws Int +2 plus PB, Wis +2 plus PB
Skills Perception +2 plus PB × 2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The Mine can’t be surprised.
Remote Terminal. While the Mine is on the same plane of existence as you, it can magically convey what it senses to a remote terminal in your possession, and you can issue remote commands through this same terminal.
Actions
Force-Empowered Detonation. The Mobile Mine explodes in a 30 ft. diameter sphere originating from its position. Each creature in this space must succeed on a Wisdom saving throw equal to DC 18. On a failed saving throw a creature takes 4d6 Force damage, 4d6 Fire damage, and falls prone. On a successful save a creature takes half as much damage of each type and does not fall prone. The Mobile Mine dies and is unaffected by Instantaneous Repair.
Shrapnel Claymore. The Mobile Mine explodes, sending a 15 ft. cone of shrapnel flying forward. Each creature in this space must succeed on an Intelligence saving throw equal to DC 18. On a failed saving throw a creature takes 3d8 Slashing damage, 2d6 Force damage, 2d6 Fire damage, and falls prone. On a successful save a creature takes only the Slashing damage and does not fall prone. The Mobile Mine dies and is unaffected by Instantaneous Repair.
Force-Empowered Detonation
9th-level War Forger feature (for Mobile Mine)
Force-Empowered Detonation (Mobile Mine Action)
The Mobile Mine explodes in a 30 ft. diameter sphere originating from its position. Each creature in this space must succeed on a Wisdom saving throw equal to DC 18.
• On a failed saving throw a creature takes 4d6 Force Damage, 4d6 Fire Damage, and falls prone.
• On a successful save a creature takes half as much damage of each type and does not fall prone.
• The Mobile Mine dies and is unaffected by Instantaneous Repair.
Shrapnel Claymore
9th-level War Forger feature (for Mobile Mine)
Shrapnel Claymore (Mobile Mine Action)
The Mobile Mine explodes, sending a 15 ft. cone of shrapnel flying forward. Each creature in this space must succeed on an Intelligence saving throw equal to DC 18.
• On a failed saving throw a creature takes 3d8 Slashing damage, 2d6 Force damage, 2d6 Fire damage, and falls prone.
• On a successful save a creature takes only the Slashing damage and does not fall prone.
• The Mobile Mine dies and is unaffected by Instantaneous Repair.
Improved Instantaneous Repair
15th-level War Forger feature
You've had a flash of inspiration from the combat and experiences you've had with your War Forger constructs. You've made improvements to the magnetic fields and made it more efficient.
You are now able to use the Instantaneous Repair action a number of times equal to twice your Intelligence modifier.
Rapid Deployment
15th-level War Forger feature
You've filled a warehouse with your creations and gone through several sets of tools fabricating them. You knew your only problem is that you can't get them all on the field at the same time. However, you've been able to link a remote command system to a teleporter system that synchronizes to your location.
In the event one of your War Forger constructs dies during combat, you may use your reaction to deploy another one of any type within 5 ft. of your location in an unoccupied space. You may use this only once per turn and up to twice per long rest.
Previous Versions
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11/27/2022 4:27:34 PM
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