Base Class: Artificer
The Engineer Artificer has learned how to magically construct buildings such as a sentry that can cast long range spells to deny an area from enemies, a healing dispenser to revitalize an allies health and resupply an archers bow, and a teleporter exit and entrance to move allies across short or vast distances with ease. A true team player!
Metal Working
You gain an inherent magical talent to find metal in just about everything. As a result you gain the following features:
You have a reserve of 200 metal.
You regain all expended metal at the end of a short rest
You gain 50 metal after directly killing an enemy
Metal Constructions
By using metal, you can construct different types of buildings to aid it battle and utility. As an action you can choose to construct, move, repair, or deconstruct a building.
- Construction: Upon placing a building, you use metal to construct. Each building takes 2 turn to become operational. while buildings are being constructed, they have 1 health and are inactive each building takes up a 5 ft of space. An engineer can use an action to reduce the construction time by 1 turn. For each additional level a building is, it takes 1 extra round to construct with a level 3 building taking 4 turns to complete on its own.
- Move: As an action, you can choose to pick up a maximum of 1 building. While buildings are being moved, the building is not constructed and your movement speed is reduced by 50%. While moving a building, no action can be taken other than placing the object. As an action you can place a building in an unoccupied space on flat ground. after being placed, The building must be constructed once again.
- Repair: If you are within 5 ft of a building, you can use a bonus action to repair a building by 1d8 health using 30 metal.
- Deconstruct: As an action, you can remotely destroy a building reducing it to 0 hit points. and you regain 100 metal.
As an engineer, you are able to build one of the 3 following types of buildings:
- Sentry: An engineer's sentry is as secondary as a wizards spell book. A sentry is an autonomous stationary weapon capable to unloading several attacks on whoever is unfortunate enough to step near it. It has a maximum health of 2 x artificer level. To construct, you must use 130 metal. On your turn, the sentry can make an attack against a target: Lock-on Fire. It has a range of 30ft. The target must make a successful DC 14 dexterity saving throw or take 1d6 piercing damage. The sentry has a maximum ammo of 10 attacks. If the player is within 5 feet, the player can use a bonus action to spend 50 metal to refill the ammo by 5
- Dispenser: Engineers can create both machines of destruction and of healing. Dispenser are medium size machines that can magically imbue medicine to heal allies. It has a maximum health of 2 x artificer level and costs 100 metal to construct. If a willing creature is within 5 ft, they can use an action to interact with the dispenser and regain 1d4 health. this action can be done once every minute. Engineers who interact with the dispenser also gain 30 metal while healing.
- Teleporter: While healing and damage is nice, movement and position are just as necessary to any attack. To assist, an engineer can build a pair of teleporters to magically move allies from any one point to another. Players can build both a entrance teleporter and an exit teleporter. Each have a number of hit points equal to the players artificer level and each cost 50 metal to build. In order to function, both teleporters need to be build and active. In order to use a teleporter, a player must stand on top of it and use a bonus action; then the creature will be instantly teleported to the exit teleporter. A teleporter can only be used once per 10 minutes. If a creature or object is on top of the exit teleporter, they take 5d10 force damage and is moved to the nearest unoccupied space. If one teleporter upgraded, the other is as well.
All buildings are stationary objects, meaning all attacks have advantage against them. Additionally, buildings are immune to psychic and poison damage.
Level 2 Constructions
As an your engineering skills develop, you have learned how to enhance your buildings to a new level, literately. As an action, you can choose to upgrade a level1 building to level 2. If you are within 5 ft, you can use 200 metal to upgrade a building. The building must have full health.
Level 2 buildings:
- Sentry: Now that your sentry is level two, its size is now medium and can make 2 attacks in a single turn. Additionally, the maximum health of the sentry is equal to 3 x artificer level. The sentries max ammo also increases by 5 and the DC increases by 1
- Dispenser: Dispensers now give 1d6 health every 48 seconds or 8 rounds. Its heath is now 3 x artificer level
- Teleporter: Your teleporter's efficiency has been doubled, it can now teleport a creature every 5 minutes.
Innovative Engineering
As you tinker with metal and magic, you have learned to modify your attacks to pack a real punch. Once per turn, before rolling to attack, you can choose to modify a single target attack by using a spell slot in one of the following ways:
- Justice Bolt: If one of your buildings were destroyed within the last round, if your attack lands, you treat it like a critical hit. On a miss, all buildings become inactive until the start of your next turn.
- Windowmaker Shot: You use metal to a up the power of an attack. On hit, you gain 80 metal and deal an extra 1d8 damage of the attacks damage type. if the attack misses, you loose 30 metal.
- Panic Attack: You gain disadvantage on the attack. If you hit, you can roll to attack again for 1d4 lighting damage. If you hit, you can choose to attack again until you miss . Each attack has disadvantage. If you miss an attack, all attacks made against you for the next minute have advantage.
- Pompson Surprise: On a successful hit, all attacks made against the target until the start of your next turn have advantage
- Rescuing Ranger: On a successful hit, you can heal a building within 60 ft of you by 1d6 + INT modifier and using 20 metal.
Additionally, you have also learned to turn metal into usable magic and magic into usable metal. You can choose to use a spell slots to resupply your metal by 100 or use 200 metal to refill a level 1 spell slot.
Level 3 Constructions
Now your engineering prowess has reached its peak. You can use an action to spend 200 metal to upgrade a level 2 building to a level 3 building.
- Sentry: The sentry has been upgraded to have an explosive projectile launcher attached to it. The total health of the sentry is now 4 x artificer level. When it attacks, it can now make 2 Lock-On Fire attacks.. The damage increases to 1d8 magical piercing damage. When it attacks, the sentry can also make a Rocket Fire Attack. The sentry fires of a 10 foot explosion. All creatures inside must make a DC 14 dexterity saving throw or take 4d10 fire damage or half as much on a successful save. The maximum ammo is 2 Rockets and refilling rocket ammo takes 35 ammo for 1 rocket.
- Dispenser: Dispensers now give 3d6 health every 30 seconds. Additionally, their health is equal to 5 x artificer level.
- Teleporter: Teleporters now work every 18 seconds and have a maximum health equal to 2 x artificer level.
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Posted Apr 4, 2025I like this