Artificer
Base Class: Artificer

While every Artificer tinkers with merging arcane magic and mechanical devices, an Gundam Rider specializes in using their knowledge of the arcane and the mechanical arts to assemble an automaton that can augment their own physical capabilities. This automaton—known as an Gundam, or mech—enables the Rider to readily engage in physical combat, with the Gundam providing the strength for their blows and helping to shield them from harm.

Gundams vary greatly in appearance and form. Some are built like a hulking automaton, but with the addition of a cockpit canopy containing a control panel of buttons and levers. Others are suits of power armor, whose movements mimic those of the wearer and enhance them with mechanical force.

The Expanded Spell List

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

Magic Missile, Shield
Blur, Shadow Blade
Crusader's Mantle, Pulse Wave
Fire Shield, Summon Construct
Flame Strike, Wall of force 

Gundam Engineer

You gain proficiency with martial weapons. You also learn the mending cantrip, which doesn’t count against your number of cantrips known.

The Gundam

The Gundam has the following features:

1) It is a construct you can mount and control directly. The Gundam can be used as a spellcasting focus for your artificer spells.  When you enter the cockpit of your Gundam using half your movement, you immediately take control of it (no action required). You CANNOT wield a shield or weapon while controlling the Gundam. See the Standard Gundam Statblock here.

2) It's Hitpoints are equal to 5 times (your artificer level + intelligence modifier). Whenever the Gundam must make an Intelligence, Wisdom or Charisma saving throw or skill check, you can make the save or skill check in its stead. The Gundam can take an action, bonus action, movement and reaction only at the cost of its pilot's action, bonus action, movement and reaction, respectively.

3) It gains a bonus of +1 to all its skills and saving throws whenever your proficiency bonus increases. It is proficient in all weapons and armor you are proficient in.

4) It receives an ASI whenever you receive an ASI/feat from this class. You can’t increase your mech's ability scores above 20 using this feature. It can take a feat in place of an ASI from a list of feats that you already possess. That is, it can only take a feat that you have already taken yourself.

5) It cannot attune to any items, however it gains the benefits of all the items you are attuned to. It can however attune to your artificer infusions. It gains any bonuses to saves from any bonuses to saves you receive due to your attunements.

6) Whenever you are targeted by a spell that does not deal damage or applies a harmful effects to the target, you can choose to have the spell also affect your Gundam. You can treat the Gundam as yourself for triggers of reactionary spells. 

7) 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 Gundam returns to life after 1 minute with all its hit points restored. It gains 2d6 hitpoints whenever the mending cantrip is casted onto it.

8) When a hostile creature mounts the Gundam, the mech can use its reaction to shake the creature off. The creature must succeed on a Dexterity saving throw against your spell save DC, or take 1d6 bludgeoning damage and be knocked prone.

Gundam Inventor

You are always striving for ways to improve your Gundam.

When you reach 5th level, you develop two designs which can be used to improve your Gundam, provided at every level. You learn two additional designs of your choice when you reach 9th level, and two more once you reach 15th level.

Whenever you gain a level in this class, you can replace one of the Gundam designs you learned with a new one.

Extra Mech Attack

When you spend your action to command your Gundam to make a weapon attack, it can make two attacks instead of one.

Reinforced Plating

Your Gundam gains a bonus to its Armor Class equal to half your proficiency bonus, rounded down.

Secure Cockpit

You has advantage on saving throws against being dismounted, and gain the benefits of half cover while you are mounted on the Gundam. The cover benefits increase to three-quarters cover at level 15.

Spellcannon Attachment

Whenever you cast an spell using your Gundam as a spellcasting focus, you gain a bonus of 1d8 to one of the spell’s damage rolls.

Extra Mech Attack

When you spend your action to command your Gundam to make a weapon attack, it can make two attacks instead of one.

Reinforced Plating

Your Gundam gains a bonus to its Armor Class equal to half your proficiency bonus, rounded down.

Secure Cockpit

You has advantage on saving throws against being dismounted, and gain the benefits of half cover while you are mounted on the Gundam. The cover benefits increase to three-quarters cover at level 15.

Spellcannon Attachment

Whenever you cast an spell using your Gundam as a spellcasting focus, you gain a bonus of 1d8 to one of the spell’s damage rolls.

Prodigious Inventor

When you reach 9th level, you learn two additional designs for your Gundam.

- You also learn how to use Energy Cores, a small hand held device that can fold and unfold into your Gundam whenever you use the command word as a bonus action, conjuring it within 5 ft of you. It is retracted back into the Energy Core when you use the command word as a bonus action.

- If you Gundam lacks the room to unfold completely, it stays the appropriate size while retaining the benefits of its design.

Agile Gundam

You can create an agile Gundam.

- The speed of your Gundam increases to 40 feet, and it gains a flying speed equal to its walking speed.
- It is proficient in Dexterity Saving Throws instead of Strength saving throws.
- Its Dexterity score increases by 6, and Strength decreases by 2.
- It can wield ranged weapons in one or both arms, and it can wield a two-handed ranged weapon if it uses both its arms to do so.
- The DC of its Shake Off reaction increases by 1.

If you also know the Giant Gundam design, you can choose to create an agile giant Gundam instead.

 

Enhanced Repair

When the mending spell is cast on your Gundam, or it uses its Repair action on itself, it recovers additional hit points equal to your Intelligence modifier (minimum of 1). Also, your Gundam can use its Repair action once more each day. When you reach 15th level in this class, you gain one further use of the Gundam's Repair action.

Giant Gundam

You can create a giant Gundam.

- The size of your Gundam increases from Medium to Large.
- Its Strength (or Dexterity) and Constitution scores increase by 1, to a maximum of 21.
- The reach of the weapons it wields is increased by 5 ft. 
- The damage of its unarmed strike increases to 1d8 + its Strength modifier.
- The cockpit of the giant Gundam is elevated 10 feet off the ground. Melee combatants at ground level with less than 10ft reach have disadvantage on attack rolls against you.
- The DC of the Gundam's Shake Off reaction increases by 1, and its damage increases to 2d6.

If you also know the Agile Gundam design, you can choose to create an agile giant Gundam instead.

Agile Gundam

You can create an agile Gundam.

- The speed of your Gundam increases to 40 feet, and it gains a flying speed equal to its walking speed.
- It is proficient in Dexterity Saving Throws instead of Strength saving throws.
- Its Dexterity score increases by 6, and Strength decreases by 2.
- It can wield ranged weapons in one or both arms, and it can wield a two-handed ranged weapon if it uses both its arms to do so.
- The DC of its Shake Off reaction increases by 1.

If you also know the Giant Gundam design, you can choose to create an agile giant Gundam instead.

Enhanced Repair

When the mending spell is cast on your Gundam, or it uses its Repair action on itself, it recovers additional hit points equal to your Intelligence modifier (minimum of 1). Also, your Gundam can use its Repair action once more each day. When you reach 15th level in this class, you gain one further use of the Gundam's Repair action.

Giant Gundam

You can create a giant Gundam.

- The size of your Gundam increases from Medium to Large.
- Its Strength (or Dexterity) and Constitution scores increase by 1, to a maximum of 21.
- The reach of the weapons it wields is increased by 5 ft. 
- The damage of its unarmed strike increases to 1d8 + its Strength modifier.
- The cockpit of the giant Gundam is elevated 10 feet off the ground. Melee combatants at ground level with less than 10ft reach have disadvantage on attack rolls against you.
- The DC of the Gundam's Shake Off reaction increases by 1, and its damage increases to 2d6.

If you also know the Agile Gundam design, you can choose to create an agile giant Gundam instead.

Prolific Inventor

When you reach 15th level, you learn two additional designs for your Gundam.

Mega Zord

You can create a mega Zord. (Prerequisite: Giant Gundam)

- The size of your Gundam increases from Large to Huge.
- Its Strength (or Dexterity) and Constitution scores increase by 1, to a maximum of 22.
- The reach of weapons it wields increases by 10ft.
- The damage of its unarmed strike increases to 2d6 + its Strength modifier.
- The cockpit of the mega Zord is elevated 20 feet off the ground. Melee combatants at ground level with 10ft reach or less have disadvantage on attack rolls against you.
- The Gundam's Shake Off reaction affects all creatures attempting to mount it until the start of its next turn, and its damage increases to 3d6. The creature triggering the reaction has disadvantage on their save.

If you also know the Agile Gundam design, you can choose to create an agile mega Zord instead.

Recurrent Memory Module

Your Gundam's Intelligence score increases by 2.

If you have used your Spell-Storing Item feature to store a spell in your Gundam, as a bonus action you can verbally command it to produce the effect of the stored spell. If the spell requires concentration, either your or your Gundam must concentrate on it.

Mega Zord

You can create a mega Zord. (Prerequisite: Giant Gundam)

- The size of your Gundam increases from Large to Huge.
- Its Strength (or Dexterity) and Constitution scores increase by 1, to a maximum of 22.
- The reach of weapons it wields increases by 10ft.
- The damage of its unarmed strike increases to 2d6 + its Strength modifier.
- The cockpit of the mega Zord is elevated 20 feet off the ground. Melee combatants at ground level with 10ft reach or less have disadvantage on attack rolls against you.
- The Gundam's Shake Off reaction affects all creatures attempting to mount it until the start of its next turn, and its damage increases to 3d6. The creature triggering the reaction has disadvantage on their save.

If you also know the Agile Gundam design, you can choose to create an agile mega Zord instead.

Recurrent Memory Module

Your Gundam's Intelligence score increases by 2.

If you have used your Spell-Storing Item feature to store a spell in your Gundam, as a bonus action you can verbally command it to produce the effect of the stored spell. If the spell requires concentration, either your or your Gundam must concentrate on it.

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