Artificer
Base Class: Artificer

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.

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.

Mech pilot spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mech Pilot Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Piloted Mech

At 3rd level, you construct a mech: a suit of piloted armor you can control from within. While within 5 feet of your mech, you can use your action to enter it. If your mech isn't within 5 feet of you but is on the same plane of existence, you can use your action to teleport it to an unoccupied space within 5 feet of you and enter it as part of the same action.

Your mech is a Large magical object. It has an AC of 16, a number of hit points equal to your Intelligence modifier + five times your artificer level, and a Strength score equal to your Intelligence score. It is immune to poison damage, psychic damage, and all conditions. If the mending spell is cast on it, it regains 2d6 hit points. You can use your mech as a spellcasting focus for your artificer spells.

While piloting your mech, you gain the following benefits:

  • Your size becomes Large, your AC equals 16, and your walking speed becomes 30 feet. You can't use any other speeds you have, unless that speed is granted to you by a spell or magical effect.
  • When you make an ability check, attack roll, or saving throw using Strength, you can use your mech's Strength instead of your own.
  • Whenever you take damage that isn't psychic, your mech takes the damage instead. If this damage reduces the mech to 0 hit points, you take any remaining damage.

You can eject from your mech as a bonus action, landing in an unoccupied space you can see within 10 feet of it. If your mech is reduced to 0 hit points, you eject, and the mech is destroyed. A destroyed mech can't be piloted or teleported to you, and the mending spell has no effect on it.

You can spend 1 minute repairing your mech using your smith's tools, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The mech regains all its hit points, and if it was destroyed, you repair it.






Mech Suit

Large construct

Armor Class 16 (natural armor)

Hit Points 1 + your Intelligence modifier + five times your artificer level 

Speed 30 ft.

STR
Equal to Your intelligence Mod
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)

Saving Throws Same as Your own

Skills N/A

Damage Immunities poison

Condition Immunities  All conditions

Senses Same as your own

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Mechanical Strength 

  • When you make an ability check, attack roll, or saving throw using Strength, you can use your mech's Strength instead of your own.
    • Whenever you take damage that isn't psychic, your mech takes the damage instead. If this damage reduces the mech to 0 hit points, you take any remaining damage.

 

Actions

 

Blasting Cannons. When you activate this weapon, both cannons fire a swarm of tiny missiles at a creature
or object within 90 feet of you. Make a ranged
spell attack against the target. On a hit, the
target takes 2d8 force damage.

Lightning Lance. When you activate this
weapon, you unleash a lance of lightning in
a line 30 feet long and 5 feet wide. If the
lance would strike a creature, that creature
must succeed a Dexterity saving throw or be
struck by the lance. When the lance strikes
something, the target takes 2d8 lightning
damage, and the lance dissipates.

Power Fist. When you activate this weapon, you
slam a fist charged with explosive power towards a
creature or object within 5 feet of you. Make a melee
spell attack against the target. On a hit, the target takes
force damage equal to 1d8 + your mech's Strength modifier and is pushed up to 10 feet away from you.

Mechanized Combat

By 3rd level, your training for combat with your mech is rewarded. You gain proficiency with martial weapons.

Additionally, you mount a specialized weapon on your mech. Choose the blasting cannons, the lightning lance, or the power fist, as detailed below. While piloting your mech, you can use a bonus action to activate the weapon you chose. Whenever you construct a new mech, you can replace the weapon you chose with another.

Blasting Cannons. When you activate this weapon, both cannons fire a swarm of tiny missiles at a creature
or object within 90 feet of you. Make a ranged
spell attack against the target. On a hit, the
target takes 2d8 force damage.

Lightning Lance. When you activate this
weapon, you unleash a lance of lightning in
a line 30 feet long and 5 feet wide. If the
lance would strike a creature, that creature
must succeed a Dexterity saving throw or be
struck by the lance. When the lance strikes
something, the target takes 2d8 lightning
damage, and the lance dissipates.

Power Fist. When you activate this weapon, you
slam a fist charged with explosive power towards a
creature or object within 5 feet of you. Make a melee
spell attack against the target. On a hit, the target takes
force damage equal to 1d8 + your mech's Strength modifier and is pushed up to 10 feet away from you.

At 9th level, you upgrade your mech's reactor. The damage rolls of your mech's specialized weapons all increase by 1d8.

Blasting cannons

When you activate this weapon, both cannons fire a swarm of tiny missiles at a creature
or object within 90 feet of you. Make a ranged
spell attack against the target. On a hit, the
target takes 2d8 force damage.

Lightning Lance

When you activate this
weapon, you unleash a lance of lightning in
a line 30 feet long and 5 feet wide. If the
lance would strike a creature, that creature
must succeed a Dexterity saving throw or be
struck by the lance. When the lance strikes
something, the target takes 2d8 lightning
damage, and the lance dissipates.

Power Fist

When you activate this weapon, you
slam a fist charged with explosive power towards a
creature or object within 5 feet of you. Make a melee
spell attack against the target. On a hit, the target takes
force damage equal to 1d8 + your mech's Strength modifier and is pushed up to 10 feet away from you.

Extra attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Reactor

At 9th level, you upgrade your mech's reactor. The damage rolls of your mech's specialized weapons all increase by 1d8.

Additionally, your reactor can generate enough power to launch you into the air. While piloting your mech, you have
a flying speed of 40 feet. Your mech can't keep you aloft
for long; you fall if you end your turn in the air and
nothing else is holding you aloft.

Superior Defense

By 15th level, your mech's armor is a masterpiece. Your mech has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.

Emergency Protocol

Starting at 15th level, you can overcharge your mech's reactor as a last-ditch effort. When your mech is reduced to 0 hit points while you're piloting it, you can cause it to self-destruct if you aren't incapacitated (no action required). Alternatively, you can use your action while within 60 feet of your mech to doom it early, causing it to self-destruct.

When your mech self-destructs, you eject if you were piloting it, landing in an unoccupied space you can see within 60 feet of it, and your mech explodes. Your mech is destroyed, and each creature within 30 feet of it must make a Dexterity saving throw. A creature takes 4d8 lightning damage and 4d8 force damage on a failure, or half as much on a success.

Once you use this feature, you can't use it again until you finish a long rest, even after you repair your mech.

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