Base Class: Artificer
An artificer who specializes as a Magimechanist modifies armor to function almost like an exoskeleton. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
Tools of the Trade
You gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Magimechanist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Magimechanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Magimechanist Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Magimech Exoskeleton
Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into a magimech exoskeleton, provided you have smith’s tools in hand.
You gain the following benefits while wearing the magimech exoskeleton:
- If the armor normally has a Strength requirement, the power armor lacks this requirement for you.
- You can use the power armor as a spellcasting focus for your artificer spells.
- The power armor attaches to you and can’t beremovedagainst your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
The armor continues to be a magimech exoskeleton until you doff it, you don another suit of armor, or you die.
Exoskeleton Model
You can customize your magimech exoskeleton. When you do so, choose one of the following exoskeleton models: guardian or infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can change your magimech exoskeleton's model whenever you finish a short or long rest, provided you have smith’s tools in hand.
Guardian
You design your exoskeleton to be in the front line of conflict. It has the following features:
- Thunder Gauntlets. Your armored fists each count as a heavy melee weapon, and each deals 1d8 thunder damage on a hit. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Distracting Strobe. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
- Defensive Field. You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor
Infiltrator
You customize your exoskeleton for subtle undertakings. It has the following features:
- Lightning Launcher. A gem-like node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Powered Steps. Your walking speed increases by 5 feet.
- Second Skin. The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. If the exoskeleton normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn’t.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Armor Modifications
Starting at 9th level, you learn how to use your artificer infusions to specially modify the armor enhanced by your Magimech Exoskeleton feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.
Mega Magimech
Starting at 15th level, you can use your action to become one with your magimech armor and can transform into a creature with a challenge rating as high as your artificer level divided by 3, rounded down. You can use this feature twice. You regain expended uses when you finish a long rest.
You can stay in your Mega Magimech form for a number of hours equal to your Artificer level divided by 3, rounded down. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
When you transform, you assume the creature’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in primal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your creatures form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
While transformed you are considered a construct for the purposes of creature type. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Previous Versions
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