Artificer
Base Class: Artificer

Legendary creatures of colossal size roam the world, leaving death and destruction in their wake. By piloting Battle Mechs, an Artificer can tactically repel these creatures and protect their homeland from devastation.

Tools of the Trade

3rd-level Battle Mech feature

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.

Battle Mech Spells

3rd-level Armorer feature

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

Armorer Spells
Artificer Level Spell

3rd

Heroism, zephyr strike

5th

flame blade, mirror image

9th

blinding smite, fly

13th

fire shield, staggering smite

17th

steel wind strike, wall of force

Battle Mech Armor

3rd-level Armorer feature

Your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand.

You gain the following benefits while wearing this armor:

  • If the armor normally has a Strength requirement, the mech armor lacks this requirement for you.
  • You can use the mech armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action. The armor continues to be mech armor until you don another suit of armor or you die

Overdrive

3rd-level Battle Mechfeature

In battle, you can activate your overdrive as a bonus action to enhance your battle mech’s combat ability. Your overdrive lasts for 10 minutes. It ends early if you are knocked unconscious or if you choose to end it as a bonus action. 

While overdrive is active you gain the following benefits.

  • When you attack with a melee weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
  • Your reach increases by 5 feet.
  • If you are smaller than Large, you become Large along with anything you are wearing. If there isn't enough room for you to increase your size, your size doenst change. 
  • You can add your Intelligence modifier, instead of Strength, to Strength Checks and Strength saving throws.

You can activate overdrive a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 

Extra Attack

5th-level Armorer feature

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

Armor Modifications

9th-level Armorer feature

You learn how to use your artificer infusions to specially modify your Mech Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, and helmet. 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 Mech Armor.

Colossus

15th-level Armorer feature

The power of your Battle Mech intensifies. When you overdrive, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you gain a number of temporary hit points equal to your Artificer level.

Comments

Posts Quoted:
Reply
Clear All Quotes