Artificer
Base Class: Artificer

You are a captain of a highly advanced mecha chassis. This chassis augments your physical abilities, allowing you to stride forth in combat with mana powered weapons and armor to decimate your foes.

Additional Spells

Mech-Captain Spells

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

Mech-Captain Spells
Artificer Level Mech-Captain Spells
3rd ShieldMagic Missile
5th Misty Step, Rope Trick
9th CounterspellLightning Bolt
13th Dimension DoorRaulothim's Psychic Lance
17th Wall of ForceHold Monster

Mecha Chassis

At 3rd level, you have learned to forge a mecha-chasis for yourself. You gain proficiency in heavy armor, martial weapons, firearms, and shields as you train to fight inside your chassis. Formed from a suit of armor that you have transmogrified using mystical, arcane, and technological devices, you learn to create your mecha-chassis. This suit allows you to bypass any strength or dexterity requirements to wear the armor. Moreover, you may use the armor as a spellcasting focus for your spells and abilities.

You may also attach weapons, shields, and items to your chassis. They may use your spellcasting ability for weapon attacks and damage. You also gain a pool of energy equal to your artificer level + your intelligence modifier. By spending energy, you may power your mecha chassis to perform a variety of advanced functions.

 

Mana Shield: As a reaction to taking damage, you may erect a mana shield until the start of your next turn. Whenever you would take damage, you may spend an energy to gain resistance to that instance of incoming damage.

 

Mana Weapons: As an action, you can choose to empower your weapons with mana for one minute. Whenever you make a weapon attack, you may choose to spend an amount of energy up to your intelligence modifier to supercharge the blow upon hitting a creature. Any creature struck by this mana weapon takes an additional number of weapon die equal to the total amount of energy spent.

Advanced Chassis Upgrade

At 5th level, you have upgraded your chassis. You can attack twice, instead of once, whenever you take the Attack action on your turn. Your chasis may now grow to large size and you may add your intelligence modifier to any athletics or acrobatics checks you make. Lastly, you may adjust your chassis’s size up to large as a bonus action. You also gain an additional functions on your chassis.

 

Diffuse Mana - Once on your turn as a free action, you may choose to expend a spell slot of any level. You recharge that much energy.

Advanced Weapons Modules

At 9th level, you have installed advanced weapon and targeting modules on your chassis. You gain a secondary shoulder-mounted weapon slot where you can mount either a ranged or melee weapon. Whenever you take the attack action on your turn, you may attack with the shoulder-mounted weapon as a part of that action. Alternatively, you may use your attack action to use the shoulder-mounted weapon. You may adjust your chassis’s size up to huge as a bonus action. You also gain an additional function on the chassis.

Mana Targeting System - Whenever you would hit with an attack and miss, you may choose to expend energy. For each point of energy expended, you may give the attack an additional +2 to hit. 

Mana Boosters - As a bonus action, you may choose to activate your mana boosters. When you move on your turn, you may spend energy to further your movement. For each point of energy you spend, you may move an additional 10 feet.

 

Supreme Chassis Upgrade

At 15th level, you have upgraded your mecha-chasis to the pinnacle of its powers. You may install a special mana reactor core into the suit. Your mecha may grow up to gargantuan size as a bonus action. You may select one of three reactor cores when you complete a long rest. 

Reactor Model - Wolf: This reactor core is primarily engineered for fueling the suit to brawl with enemies up close and personal. Your movement speed is increased by 20 feet and you may now dash as a bonus action. As an action, you may overclock the reactor core for one minute. While overclocked, you may make three attacks instead of two whenever you take the attack action. After the minute has passed, the reactor overheats, requiring a cooldown of either 8 hours or unless you spend 10 energy to recharge this feature. While a reactor is overheated, you do not receive any of its passive benefits.

Reactor Model - Hawk: This reactor core is aimed for emphasizing a focus on augmenting spellcasting and to sharpen the caster’s senses. You gain blindsight with a radius of 60 feet and gain a bonus to your initiative checks equal to your intelligence modifier. As an action, you may overclock the reactor core for one minute. While overclocked, you may add your proficiency bonus to your spell damage and when a creature succeeds on a save against your spells, you may use your reaction to force the creature to reroll the save, forcing them to use that roll. After the minute has passed, the reactor overheats, requiring a cooldown of either 8 hours or unless you spend 10 energy to recharge this feature. While a reactor is overheated, you do not receive any of its passive benefits.


Reactor Model - Raven: This reactor core is aimed at hit and run tactics and striking your opponents hard and fast. You gain a flying speed of 60 feet and may now disengage or hide as a bonus action. As an action, you may overclock the reactor core for one minute. While overclocked, your critical strike range is increased by 2 and whenever you critically strike a creature, that creature takes half the total damage dealt by that strike at the start of its turn. Once the minute has passed, the reactor overheats, requiring a cooldown of either 8 hours or unless you spend 10 energy to recharge this feature. While a reactor is overheated, you do not receive any of its passive benefits.

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