Base Class: Artificer
Mechanists have a combat style that is a little closer in range than the average mage. They spend time augmenting the capabilities of their friends weapons while they work on their own power gauntlet or giant drill, and when it's time to fight you lead those same friends into battle. The mechanical side of creation is just as important as the magical side, and mechanists understand that more than anyone.
Tool Proficiency
When you adopt this specialization at 3rd level, 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.
Mechanist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Mauler
You create a powerful melee weapon that only you are proficient in, such as a drill, stake driver, or otherwise empowered melee damage tool. You may wield this weapon in one hand or mount it on your arm while you hold a shield or weapon in your other hand. If your weapon is mounted, you may hold things in the hand it would be held in, but cannot take actions involving it (swinging a sword, drinking a potion). The weapon deals 1d8 mundane damage of a type you choose on a normal weapon attack. This damage increases to 1d10 at level 11.
You can use the Mauler as a spellcasting focus.
Power Attack
An action, you may expend a 1st-level spell slot to make an attack roll at an opponent. On a hit, you deal 3d4 + 1d6 mundane damage of a type you choose to the target. When expending a 2nd-level spell slot or higher to make a power attack, increase the damage by 1d6 per level. The damage type from each of these attacks does not need to be the same, but may only change when you gain a feature from the Mechanist Subclass. Expending a spell slot in this way represents using the magical fuel or making the otherwise preparation it takes to properly run your machine.
Augmented Weapons
When you reach level 5, the following infusions are added to the list of infusions you can learn. You can apply these infusions to magical weapons. These infusions don't forego any of the other requirements that infusions have. In addition, you can apply one of these infusions to your mauler or rail cannon without it counting towards your maximum number of infused items.
Swift Weapon: Apply the finesse property to a melee weapon that does not have the heavy property, or remove the heavy property from a weapon if it has it. If you use dexterity for your attack roll using this weapon, it gains a +1 bonus to attacks and damage.
Weapon of Greater Power: Apply the versatile property to a one handed melee weapon that does not use a d12 for damage dice and only rolls one damage dice. The two handed damage increases from 1d4 to 1d6, 1d6 to 1d8, and so on. When two handing this weapon, you gain +1 bonus to attack rolls and damage rolls made with it.
Steady Weapon: Replace each of your damage dice with d4. 1d6 -> 2d4, 1d8 ->2d4, 1d10 -> 3d4, 1d12 -> 3d4. A weapon that deals 1d10 slashing and 2d8 fire now deals 3d4 slashing and 4d4 fire.
Flux Weapon: You may use a bonus action to change the damage type of the infused weapon from one to another. when you infuse a weapon that fires ammunition, the damage change is applied to the ammunition when it is loaded. the ammunition loses the damage change if it is unloaded without being fired.
Sniper: Double the range of a ranged weapon that is not thrown. For example, a hand crossbow augmented this way would fire at a range of 60/240 instead of 30/120.
You may also purchase 20 gold worth of silver to silver any weapon or 30 ammunition during a long rest.
Rail Cannon
When you reach level 9, you create a powerful ranged weapon that only you are proficient in, such as a held, or arm/shoulder mounted cannon or ballista, or otherwise powerful ranged weapon. You may wield this weapon in one hand, or mount it on your shoulder or somewhere else, while you hold a shield or weapon in your other hand. If your weapon is mounted, you may hold things in the hand it would be held in, but cannot take actions involving it (swinging a sword, drinking a potion).
The rail cannon, even if flavored to be a part of the mauler, is considered a separate weapon for the purposes of Augmented Weapons.
You may expend a 1st-level spell slot to fire a powerful ranged weapon attack using your strength modifier at a target with a range of 45/120 feet. The attack deals 3d4 + 1d6 damage of a mundane type you choose, or force. When expending a 2nd-level spell slot or higher to make a cannon shot, the attack deals 1d6 more damage per spell level expended.
You may also charge up the attack by expending a 1st-level spell slot and using an action to brace yourself, or take whatever other actions might make the weapon more powerful, at the discretion of you and your DM, to make an attack on your next turn. You may not move or take a bonus action or reaction in between these two actions, but you may take damage in between them, and you may also move and take bonus actions or reactions before your charge action and/or after the subsequent fire action. The charge action does not require a target. The attack uses your strength modifier, gains a +1 bonus to hit and deals deal 5d4 + 1d6 damage of the same type. When expending a 2nd-level spell slot or higher to make the charged shot, the attack deals 1d4 + 1d6 more damage per spell level expended. Charging the shot is what expends the spell slot. You do not regain spell slots expended if you are interrupted before taking the shot.
Grappling Shot
When you reach level 15, as an action, you may expend a 2nd-level spell slot to fire your rail cannon at a wooden or otherwise penetrable or sticky surface up to 45 feet away. The projectile is in some way attached to the Rail Cannon by rope or chain. You can then use your bonus action immediately or on a subsequent turn to pull yourself fully towards the point you latched onto without expending movement and without provoking opportunity attacks if it is static. If the object is not static, such as a crate, a table, or a piece of a rickety building, you pull the object towards yourself. If the tie is severed or the projectile is removed, you can no longer pull the target. You may cut whatever tie the rail cannon has to the projectile on a free action.
If you fire this shot at a creature, make an attack roll as normal, and the attack deals 2d6 piercing damage. If you use your bonus action to pull a creature that is at least one size larger than you, you move the full distance into the range of that creature. If your target is at least one size smaller than you, your target moves the full distance towards you. If you and your target are the same size, you both move the same distance towards each other. If the distance is not easily divisible, your target moves the extra distance to “even” it out. i.e. your target is 35 feet away, you pull yourself 15 feet and the target 20 feet.
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