Base Class: Artificer
AnTech Crafter Specialist Features
Artificer Level |
Feature |
3rd |
Tool Proficiency, AnTech Crafter Spells, Mechanical Savant |
5th |
Fire in the Hole |
9th |
AnTech Awakened |
15th |
AnTech Revolution |
Tool Proficiency
3rd-level AnTech Crafter 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.
AnTech Crafter Spells
3rd-level AnTech Crafter feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the AnTech Crafter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
|
Artificer Level |
Spell |
|
3rd |
Magic Missile, Shield |
|
5th |
Gust of Wind, Scorching Ray |
|
9th |
Animate Dead, Fireball |
|
13th |
Greater Invisibility, Confusion |
|
17th |
Legend Lore, Cloudkill |
Mechanical Savant
3rd-level AnTech Crafter feature
Your knowledge of AnTech allows you to delve deep into the past to better plan your future:
- You gain proficiency in Antech checks, can speak, read, and write Anterran, and have Advantage on History and Arcana checks on recalling information when involving AnTech.
- You gain the Mending cantrip if you do not know it already. You can repair broken AnTech vehicles, terminals, and firearms at the rate of 1 HP per casting.
- Your knowledge of the old weapons of war allows you to create Bullets and Bombs. You can create a number of either Bombs or Bullets up to your Intelligence Modifier per long rest.
- Bomb: As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Fire in the Hole
5th-level AnTech Crafter feature
You’ve further unlocked the secrets of AnTech and the weapons of war for those who came before:
- You can now create Dynamite Sticks or Fragmentation and Smoke Grenades in addition to Bombs and Bullets. You can still only create a number of explosives per long rest up to your Intelligence Modifier.
- Grenade, Fragmentation: As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
- Grenade, Smoke: As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Creatures within that cloud of smoke are heavily obscured.
- Dynamite Stick: As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
- You also gain proficiency in piloting Vehicles (Land and Sea). If you already have proficiency in piloting Vehicles, you gain expertise instead.
- You can create two (2) bullets for every bullet you create.
- Once per long rest, you can turn a failed AnTech Check into a success.
AnTech Awakened
9th-level AnTech Crafter feature
Your knowledge of Antech allows you to suffuse magic into your creations and the AnTech you have discovered:
- You can change the damage of your firearms attacks to Radiant damage and use Energy Cells as your ammunition rather than bullets. An Energy Cell contains enough power for Five shots. You can also add Energy Cells to the other items you can create under Mechanical Savant
- Once per Long Rest, after 10 minutes of building, you can create a mechanical AnTech Drone to deliver your attacks at range. You can use an action to attach an explosive or firearm to the Drone. The Drone acts on your initiative. The Drone uses your spell attack modifier for attacks. You can use a bonus action on your turn to command your drone to attack.
- AnTech Drone
Tiny Construct, Neutral
Armor Class 15 (natural armor)
Hit Points 18 (2d8 + 6)
Speed 120 ft.
STR: 4 (-3) DEX: 18 (+4) CON: 16 (+3) INT: 10 (+0) WIS: 10 (+0) CHA: 7 (-2)
Skills Acrobatics +6
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2
Telepathic Bond. While the Drone is within a mile as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
Explode. The Drone's controller can, as a bonus action, cause the AnTech Drone to explode in a 10 foot radius. Each creature within a 10 foot radius must make a DC 15 Dexterity Saving throw. On a failure, each creature takes 4d6 piercing damage or takes half damage on a success.
Description
A tiny flying construct that uses propellers to fly to its targets. The AnTech Drone uses an interface with its controller to move and attack targets.
AnTech Revolution
15th-level AnTech Crafter feature
Your grasp of AnTech, its history and all of its uses gives you newfound power over your surroundings:
- Once per long rest, you can create a special ammunition that contains AnTech which can replicate the effects of any spell on the Artificer Spell list that is currently prepared. This spell can be upcasted to the highest level of spells you can cast and does not consume a spell slot. This ammunition only lasts until the next long rest.
- You are a master at using AnTech. When you make an Intelligence (AnTech) check, you can treat a d20 roll of 9 or lower as a 10.
- Your AnTech Drone now attacks twice per turn instead of once







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