Base Class: Artificer
Mechaneers are the Artificers who neglect their own power and prefer to focus their mind power on their engineering skills, using their arcane powers to fuel their creations. While they may lack the hands-on combat prowess of other artificers, their Mechs are known for their incredible capabilities, and are only limited by their creator's ingenuity.
Tool Proficiency
You gain proficiency with Mechaneer's Tools - which is a 15lb set of complicated construction tools and calibration equipment that function as both smith's tools and tinker's tools. These tools are unique to your subclass, and may be used for your artificer features.
Multitasking
Your focus on engineering skills did not help you learn new spells, but it certainly did help your ability to fuel more inventions with arcane force. You increase the amount of infusions you can have active at the same time by 1.
MechTech
You manage to complete crafting your first Mech, it has the following stats:
- Armor Class 14 + PB
- Hit Points PB + INT + LF + 5 times your artificer level
- STR = 10 + PB + INT
- DEX = 10 + ((PB + INT)/2)
- CON = 10 + PB + INT
You have the choice of the following Weapons:
- Piston Fists. - Melee Weapon Attack: (PB + INT) to hit, 1d6 + (INT) bludgeoning damage. Can be used to make another attack as a bonus action after making an attack.
- Pike Bunker. - Melee Weapon Attack: (PB + INT) to hit, 1d8 + (INT) piercing damage. Increases Mech's AC by 2.
- Chainsword. - Melee Weapon Attack: (PB + INT) to hit, 1d12 + (INT) slashing damage.
- Twin Repeaters. - Ranged Weapon Attack: (PB + INT) to hit, Range 20/40 ft, 1d6 + (INT) piercing damage. Can be used to make another attack as a bonus action after making an attack.
- Siege Cannon.. - Ranged Weapon Attack: (PB + INT) to hit, Range 60/120 ft, 2d6 + (INT) piercing damage. Must be reloaded to attack again. Reloading costs an attack action.
Retrofitting
You have learned how to design new infusions. These new infusions can only be applied to your Mech.
These new infusions do not count towards your known infusions - but still count against the number of infused items you can have active at once.
Dynamic Engineering
You design more advanced infusions, that can only be applied to your mech.
These new infusions do not count towards your known infusions - but still count against the number of infused items you can have active at once.
Built for Warfare
Your Level 3 Mech Weapons Get Additional Modifiers:
- Piston Fists. - Can now use attacks with Piston Fists to grapple, being able to grapple up to two targets simultaneously. Grappled targets take 1d4 lightning damage at the start of their turns.
- Pike Bunker. - Reach of the Pike Bunker increases to 10 feet. When a creature you can see attacks a target other than you or your Mech that is within reach, you can use your reaction to impose disadvantage on the attack roll.
- Chainsword. - Before you make an attack with the Chainsword, you can choose to take a -5 penalty to the attack roll, if you do so and the attack hits, it deals an additional +5 damage.
- Twin Repeaters. - Being within 5 feet of a hostile creature doesn't impose disadvantage on ranged attacks made with the Twin Repeaters. Creatures hit by the Twin Repeaters are pushed 5 feet away from your Mech.
- Siege Cannon.. - If the Mech has remained in the same space since last turn, attacks made with the Siege Cannon are made with advantage, and deal an additional 1d6 damage.
Mech Warrior
You create a backup battery for your Mech which holds 10 charges. It is fully charged when the Mech is created, and recharges at the end of a long rest. Short rests recharge only 1 charge per hour rested. It can also be recharged by an action by spending a spell slot. The amount of charges recharged is equal to the level of the spellslot spent to recharge it.
This battery is used to power the Mega Weapons in the list below:
You can only apply one of these Mega Weapon infusions to your Mech at a time:
- Howitzer (at least 3 charges). As an action, this oversized cannon launches an explosive warhead at a point up to 120 feet away. Each creature in a 10-foot-radius sphere centered on the point of impact must make a Dexterity saving throw. A target takes 8d8 fire damage on a failed save, or half as much on a successful one. You may increase the damage dealt by the warhead by 1d8 for each additional charge spent above 3 (up to a max of 5, or 10d8).
- Dragon's Breath (at least 3 charges). As an action, a massive gout of flames erupts out of this muzzle. Each creature in a 30-foot cone from your Mech must make a Dexterity saving throw. A target takes 6d10 fire damage on a failed save, or half as much damage on a successful one. You may increase the damage dealt by 1d10 for each additional charge above 3 (up to a max of 5, or 8d10).
- Particle Projector (at least 3 charges). As an action, this rail-like cannon accelerates ionic energy outwards in a ray-like blast. Each creature in a line 100-foot-long and 5-feet-wide from your Mech must make a Dexterity saving throw. A target takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. You may increase the damage dealt by the ray by 1d8 for each additional charge spent above 3 (up to a max of 5, or 10d8).
- Molecular Disruptor (at least 3 charges). When you hit a target with a melee Mech weapon attack, you can deal an extra 4d6 force damage. You may increase the damage dealt by the disruptor by 1d6 for each additional charge spent above 3 (up to a max of 5, or 6d6).
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Posted Sep 16, 2023I made this since I could not share using a campaign. It's based of a handbook Pryxis's Archetype Portfolio by Spartan127 and is a simplified version for a newer player.