Artificer
Base Class: Artificer

A roboticist artificer is a master of the strange fusion between magic and metal. They aren't your typical gearhead, instead wielding a wand with the same confidence as a soldering iron. These tinkerers bend the laws of physics and engineering, manipulating the arcane to grant incredible abilities to their construct creations.  Roboticist artificers are often seen as unorthodox, even heretical. But their creations are undeniable: living machines with abilities far surpassing traditional clockwork. They walk a tightrope between scientific marvel and uncanny valley, pushing the boundaries of what it means to be alive and what marvels can be wrought from magic and metal.

Tool Proficiency

3rd-level Roboticist feature

You gain proficiency with smith’s tools and jeweler’s tools. If you already have these proficiencies, you gain proficiency with two other types of artisan’s tools of your choice.

Roboticist Spells

3rd-level Roboticist feature

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

Roboticist Spells

Artificer Level Spell

3rd

grease, lightmendingunseen servant,

5th

enlarge/reduce, heat metal

9th

fireball, Counterspell

13th

dimension door, fabricate

17th

telekinesis, telepathic bond

Tenacious Companion

3rd-level Roboticist feature

The Roboticist artificer has constant access to an upgraded homunculus servant. This variant of the homunculus servant is a loyal companion unlike any other. While it shares some statistics and abilities of the standard homunculus servant, this version possesses an uncanny resilience.  Its base hit points are your artificer level x3 and it levels up when you do. It has the same number of d4 hit dice as your artificer level. This Homunculus can be a boon for adventurers who value a constant companion. It can act as a tireless scout, a dedicated message carrier, or a watchful guardian, even if it falls in battle.

When this homunculus servant reaches 0 hit points, it doesn't vanish. Instead, it enters a dormant state. Its form flickers and fades, becoming inert and unresponsive. In this state, it has vulnerability to all damage types and cannot be healed by non-magical means. However, it can be repaired using the Mending cantrip. Casting Mending on the dormant homunculus takes one minute and stabilizes it. After 1 hour, the Homunculus regains consciousness with 1 hit point.

 

Infusion Inception

5th-level Roboticist feature

Starting at 5th level, your arcane infusions can enhance your homunculus. You can expend an infusion slot when you create your homunculus or when you finish a long rest, imbued with one of the following effects that lasts until you decide to change it with another infusion or until the homunculus drops to 0 hp.You get 1 new infusion slot for your homunculus's features at level 5, 9, and 15.

  • Strength: Increase your homunculus's carrying capacity and Strength (Athletics) checks by an amount equal to your Intelligence modifier.
  • Dexterity: Increase your homunculus's AC and Dexterity (Acrobatics) and Dexterity (Stealth) checks by an amount equal to your Intelligence modifier.
  • Constitution: Increase your homunculus's hit point maximum by an amount equal to 4 times your Intelligence modifier, and grant advantage on Constitution saving throws.
  • Perception: Increase your homunculus's Wisdom (Perception) checks by an amount equal to your Intelligence modifier.
  • Communication: Grant your homunculus the ability to understand one additional language of your choice.
  • Enhanced Senses: Your homunculus gains tremorsense for 1 hour, or truesight for 1 minute if you expend a spell slot of 2nd level or higher.
  • Natural Weaponry: Your homunculus develops magical claws or teeth it can attack with, dealing 1d6 damage of your choice (acid, fire, poison) for 1 hour.
  • Camouflage: Your homunculus can blend perfectly into its surroundings for 1 hour, granting advantage on Dexterity (Stealth) checks.

Clockwork Cannon

9th-level Roboticist feature

You you can take an action to magically fuse a Tiny eldritch cannon onto your homunculus. Once you create and attach the cannon, you can’t do so again until you finish a long rest. You can have only one cannon at a time.

The cannon is a magical object, and while it is attached to your homunculus, both the construct and the cannon have an AC of 18 and a combined number of hit points equal to five times your artificer level. If the mending spell is cast on the homunculus, it regains 2d6 hit points. The cannon disappears if the homunculus is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

Choose one of the following options when creating the cannon:

Clockwork Cannons

CANNON ACTIVATION

Flamethrower

The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.

Force Ballista

Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector

The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Marvel of Engineering

15th-level Roboticist feature

Your homunculus has reached a near-perfect ability to imitate living beasts. You may use one action to command your homunculus servant to transform into a Tiny beast for 1 hour. It retains its Intelligence (as reflected in its skills and understanding of language) and telepathic bond with you, but otherwise uses the statistics of a beast of your choice (CR 0 or 1). It may convert back into mechanical form if it drops to 0hp, and/or you may revert it to its normal form as a bonus action.

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