Base Class: Artificer
artificer who is a hivemind
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Mechanical Swarm
Beginning at 3rd level, you spend time constructing a swarm of miniature machines. You can use an action to deploy your swarm onto up to four spaces you can see within 15 ft. of you. Once you deploy a swarm, you may not do so again until you finish a long rest or until you expend a spell slot to deploy a new one. You may deploy your swarm onto no more than 20 sq. ft. of area at once.
The swarm has an AC of 14 and a number of hit points equal to three times your Artificer level + your Intelligence modifier + your Proficiency bonus. It is immune to poison damage and resistant to bludgeoning, piercing, and slashing damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). The swarm automatically stops functioning after it is reduced to 0 hit points, or after 1 hour. You may retract the swarm into armor as a bonus action, provided that you have it equipped, and redeploy it to a valid location you can see within 5 ft. as an action. When you take damage of any type other than psychic, the swarm takes damage equal to half of the damage you took without mitigating any of the damage that you took.
When you create the swarm, you decide each drone's appearance. They might look like brass insects, silver discs, or some other small mechanical creation. You may use a bonus action to activate the swarm in one of several ways, listed in the Actions table. Additionally, if you are within 90 ft. of the swarm, you can command it to move up to 15 ft. in any direction. The swarm can climb walls and ceilings.
Disrupting Swarm
Starting at 5th level, you gain an extra 10 sq. ft. of space that can be occupied by your swarm, and it counts as difficult terrain for any creature of your choosing that walks through it. Additionally, you can use a reaction to impose Disadvantage on a creature's attack roll or ability check if it is standing in a space occupied by the swarm.
Infused Adaptation
Starting at 9th level, you can modify your infusions to incorporate the same technology as your swarm. Any space that an Artificer Infusion of yours occupies acts as if it were a space occupied by your swarm, and if you are attuned to an infused item, your space and every space within reach of you counts as a space occupied by your swarm. Additionally, you can choose one of the following options for your swarm to inherit, and an additional option at 15th level.
Camouflage
You can spend a bonus action to activate camouflage on your swarm. The swarm becomes completely undetectable to the naked eye, but features that allow one to see invisibility can reveal it. A creature that occupies a space that is occupied by the swam may make a DC 18 Perception check to reveal the swam to themselves only. The swarm's movement speed is halved while camouflaged, and it is fully revealed as soon as it takes an action other than to move.
Purify
As a bonus action, you can direct your swarm to purify a single Large or smaller object of your choice. This process takes one hour for Large objects, thirty minutes for Medium objects, ten minutes for small objects, and one minute for tiny objects. The effects of this action on particular items is listed below.
Creature/Construct. When used on a creature, the swarm either restores 6d6 hit points or cures one of the Paralyzed, Poisoned, or Blinded conditions. When used on a construct, it instead restores 8d6 hit points.
Gemstone/Magic Item. When used on a gemstone, magical artifact, or other such precious item, the swarm increases its value by 50%. That is, an item worth 200gp has a new worth of 300gp. This can only be done once per item.
Spell Scroll/Enchanted Item. When used on a spell scroll or item that grants the capability of casting a spell, the spell's level is increased by one, up to a maximum of nine. This can only be done once per item.
Once this action is used, it cannot be used again until you complete a long rest.
Traction
As a bonus action, you can retract your swarm into one target's armor, integrating it to confer the benefits. Any creature of your choosing gains a number of temporary hit points equal to the number of hit points of your swarm, a +2 bonus to AC, and a climbing speed of 30 ft. that allows it to remain stuck to walls and ceilings indefinitely. If this pool of temporary hit points is reduced to 0, the swarm acts as if destroyed, and the target loses the conferred benefits.
Overmind
Starting at 15th level, you can use your bonus action to direct your swarm to take two actions instead of one. You also gain 10 sq. ft. of swarm space. Additionally, while your swarm is retracted into your own armor, either from using Traction or from a bonus action, you can use it to form a chain of drones that can either Grapple a creature or object from up to 30 ft. away or adhere to a wall or ceiling up to 30 ft. away and pull yourself to it, instantly activating Traction if available.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/9/2025 3:51:58 AM
|
38
|
4
|
--
|
Coming Soon
|
|
|
10/24/2025 5:06:53 AM
|
42
|
1
|
--
|
Coming Soon
|
Comments