Artificer
Base Class: Artificer

The life of an artificer is filled with magic and technology. Some are measured by the worth of their inventions, while others are regarded by their abilities in battle. The Mechanized Pilot garners both the marvel of magic and tech and a commanding presence on the battlefield. Mechanized Pilots come from all walks of life, from prized students of engineering, junkers who know their way around metal and machinery, or even combat veterans who seek to enhance their battle capabilities. With their enhanced suits of armor, no object can stand in the way of their goal, whatever it may be. 

Tool Proficiency

3rd-level Mechanized Pilot 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.

Mechanized Pilot Spells

3rd-level Mechanized Pilot feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanized Pilot Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Mechanized Pilot Spells

ARTIFICER LEVEL SPELL

3rd

thunderwave, shield

5th

web, levitate

9th

counterspell, lightning bolt

13th

greater invisibility, fire shield

17th

mass cure wounds, wall of force

Mechanized Armor

3rd-level Mechanized Pilot feature

At 3rd level, you construct a mech: a large suit of piloted armor you can control from within. This Mech can have 2 or 4 legs and can use weapons as normal either with its hands if it has them, or by having them mounted to the frame if it does not have hands to wield them with. While within 5 feet of your mech, you can use your bonus 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 summon it to an unoccupied space within 5 feet of you. Additionally, you may summon your mech on top of a creature, forcing them to make a Strength save equal to your spell DC. If they fail, they take 2d8 bludgeoning damage and are pushed 10 feet away in the opposite direction they are facing. On a save, they take half damage and are pushed only 5 feet away. You may summon the mech as many times as your proficiency bonus, regaining all uses on a long rest.

The Mech can be treated as Armor for the purposes of using Artificer Infusions, and can be considered to also have its own boots and helmet to allow infusions to these aspects of the mech as well.

Your mech is a Large magical object. It has an AC of 16, a number of hit points equal to five times your level in this class + Intelligence modifier, and a Strength score equal to your Intelligence score. It is immune to poison damage, psychic damage, and can be affected by grapples, being knocked prone, restrains and stuns. If the mending cantrip is cast on it, it regains 2d6 hit points. You can use your mech as a spellcasting focus for your artificer spells. 

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 hour 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. This can be done during a short or long rest. Additionally, this action does not expend a spell slot if taken during a long rest. 

Creatures you designate have the ability to access rudimentary functions of the Mech, allowing them to cause it to move as if it were a mount, with a movement speed reduced to half. No other functions of the mech can be taken by anyone other than you. Additionally, if you die, your mech loses all functionality.

While piloting your mech, you gain the following benefits:

  • Your size becomes Large, your AC equals 16, and your walking speed becomes 40 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, or saving throw using Strength, you can use your mech's Strength instead of your own.
  • When you make an attack roll with a weapon that is wielded by or mounted to your mech, you can use your Intelligence instead of your Strength or Dexterity for the attack and damage rolls. 
  • 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.

Additionally, you mount a specialised 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. You may change the weapon on your mech once per long rest.

Blasting Cannons. When you activate this weapon, both cannons fire a swarm of tiny missiles at a creature
or object within 80 feet of you. Choose one or up to three targets with a missile, each one dealing 1d4 force damage.

Lightning Lance. When you activate this
weapon, you unleash a lance of lightning in
a line 20 feet long and 5 feet wide. If the
lance would strike a creature, that creature
must succeed a Dexterity saving throw equal to your spell DC or be struck by the lance. On a fail, the target takes 2d6 lightning.

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 magical bludgeoning damage equal to 1d12 + your mech's Strength modifier and is pushed 5 feet away in the opposite direction it was facing. 

MECHANIZED ARMOR

Armor Class 16 (natural armor)

Hit Points your Intelligence modifier + five times your artificer level 

Speed 40 ft.

STR
Equal to Pilot's INT
DEX
Equal to Pilot
CON
Equal to Pilot
INT
Equal to Pilot
WIS
Equal to Pilot
CHA
Equal to Pilot

Saving Throws Equal to Pilot

Skills Equal to Pilot

Damage Immunities poison, psychic

Condition Immunities blinded,charmed,  exhaustion, poisoned, deafenedpetrifiedfrightened

Senses Same as Pilot

Bonus Actions

Blasting Cannons. Ranged Weapon Attack: Your spell attack modifier to hit, reach 80 ft., up to three targets you can see. Hit: 1d4 force damage.

Lightning Lance. Ranged Weapon Attack: Your spell DC, reach 20 ft. Iine 5 ft. wide. Save Spell DC: 2d6 lightning damage.

Power Fist. Melee Weapon Attack: Your mech's STR attack + your PB modifier to hit, reach 5 ft., one target you can see. Hit: 1d12 + Mech's STR magical bludgeoning damage.

Mechanized Combat

3rd-level Mechanized Pilot feature

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Extra Attack

5th-level Mechanized Pilot feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Reactor

9th-level Mechanized Pilot feature

At 9th level, you upgrade your mech's reactor. Your mech's bonus action attacks can now also crit on a 19, and it's attack save DC is increased by 1. 

Additionally, your reactor can generate enough power to launch you into the air. While piloting your mech, you have a flying speed of 30 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.

Emergency Protocol

15th-level Mechanizd Pilot feature

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 20 feet of it must make a Dexterity saving throw, using your spell save DC. 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 cannot use it again until a long rest after the mech has been repaired.

Previous Versions

Name Date Modified Views Adds Version Actions
1/18/2024 1:37:05 AM
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