Artificer
Base Class: Artificer

The Inventor Artificer is a master of crafting and animating constructs, creating steadfast companions and valuable allies that transcend mere functionality. Through meticulous craftsmanship, these artisans bring to life a diverse array of mechanical wonders, each designed with a dual purpose—proving invaluable both as skilled allies in battle and as versatile companions for various tasks.

Inventor Artificers imbue their constructs with a many purposes. Beyond being skilled allies in all forms of labour, these mechanical companions are a testament to the ingenious minds of their creators. In workshops filled with the rhythmic symphony of gears and the soft whirring of delicate machinery, these artisans contribute positively to the world by advancing the boundaries of innovation. Driven by a vision of shaping a brighter future, Inventor Artificers channel their inventive spirits into creating constructs that facilitate progress and assist communities.

Tool Proficiency

3rd-level Inventor 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.

Inventor Spells

3rd-level Inventor feature

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

Inventor Spells

Artificer Level Spell

3rd

magic missile, identify

5th

branding smite, heat metal

9th

conjure animals (creatures summoned with this spell count as constructs and have the appearance of mechanical beasts), mass healing word

13th

giant insect (the summoned creature counts as a construct and has the appearance of a mechanical insect), fire shield

17th

animate objects, mass cure wounds

Mechanical Servant

3rd-level Inventor feature

Your inventive brilliance has given rise to a mechanical marvel—an obedient robotic butler. This ingenious creation is not only amicable towards you and your comrades but dutifully follows your every command. Consult its specifications in the Mechanical Servant stat block, incorporating your proficiency bonus (PB) in various aspects. You possess the creative agency to define its aesthetic, however your choices having no bearing on its functional capabilities.

You have created a Mechanical servant, that obeys your commands. In combat, the mechanical servant shares your initiative count, but it takes its turn immediately after yours.
It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge or Help action.
If you expend your bonus action, you can command it to take an action from its stat block, or some other action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The mechanical servant returns to life after 1 round with all its hit points restored.

At the end of a long rest, you can create a new mechanical servant if you have smith’s tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

MECHANICAL SERVANT

Armor Class 15 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)

Speed 20 ft.

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
(−1)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Medicine +2 plus PB × 2, Perception +2 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 12 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Actions

Metal Slap. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + PB Bludgeoning damage. The target must then succeed on a Strength saving throw against your spell save DC or fall prone.

Repair (3/Day). The magical mechanisms inside the mechanical servant restore 2d10 + PB hit points to itself or to one construct or object within 5 feet of it.

First Aid (1/Day). The mechanical servant attempts to deliver first aid to an injured creature that is not a construct. As an action it can attempt a DC 10 Medicine check on a creature that is missing some amount of hit points and on a success it restores 2d10 + PB hit points to the creature

Reaction

Obstruct Attack. The mechanical servant imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the mechanical servant.

Mechanical Malfunction

5th-level Inventor feature (is it a bug or a feature?)

You enhance the strength of your mechanical servant and constructs that you summon (such as with the conjure animals but doing so makes them unstable. You can add your Intelligence modifier to damage rolls that they make but they start to explode after reaching 0 hit points.

When your mechanical servant or a construct summon by you is reduced to 0 hit points it explodes forcing creatures within a 15ft. radius of it to take 3d6 Force damage or half as much if they succeed on a Dexterity saving throw against your spell save DC.

You can use your reaction to stop the explosion occurring if you are within the radius of the explosion.

Energy Shield

9th-level Inventor feature

At 9th level, you have created a device to revolutionise defensive tactics in combat. As an action, the you can activate a cutting-edge force field that envelops everything within a 15-foot radius. Until the end of your next turn, the energy shield provides full cover to everything inside of it. This manifestation of protective mastery exemplifies the seamless fusion of arcane brilliance and technological innovation, turning the tide of battle in favor of the Artificer and their chosen companions. If you spend a spell slot of 3rd level or higher when you use this feature, creatures, objects and effects are able to exit the area freely but cannot pass back into it.

This feature can be used an amount of times per long rest equal to your Intelligence modifier and one use can be restored on a short rest.

Clockwork Precision

15th-level Inventor feature

Your inventions become supremely reliable. Your mechanical servant and all constructs summoned by you have advantage on all attack rolls, skill checks and saving throws that they make. Additionally, the creatures you summon with the conjure animals can be constructs instead of beasts.

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