Artificer
Base Class: Artificer

Artificers that follow the path of the Mechromancer are a talented group of men and women that have put their engineering abilities to the test, and came out with mastery over automated, remote-controlled automatons. These drones can be used from a number of different things both in and outside of combat.

Mechromancer Spells

You gain additional spells for taking the Mechromancer Subclass at the levels indicated below. These spells are always prepared and do not count against the number of spells you can prepare. 

3rd Level: Floating Disk, Magic Missile 

5th Level: Find Traps, Silence

9th Level: Call Lightning, Lightning Bolt

13th Level: Confusion, Dimension Door

17th Level: Arcane Hand, Telepathic Bond

Battle-Ready

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Personal Drone

At 3rd level when you take this subclass, you have learned to create and control drones. You have also learned to modify them to suit your needs. To make these drones, must do so over the course of a long rest, you must have the proper tools (Tinker's Tools or Smith's Tools), and the proper materials (i.e scrap metal, but this is honestly at your DM's discretion.) You can make a number of drones equal to your proficiency bonus, though you can only deploy one at a time.

To deploy a drone, it takes a bonus action, it also takes a bonus action to command the drones. When making the drones, you must choose what ability the drone is made with from the list below; this ability cannot be changed unless you take a short rest to reconfigure the drone. A drone can be deployed for up to an hour before falling into an inert state to recharge

Abilities:

Manipulator Arm: You attach an arm capable of carrying up to 20lbs, and wielding a weapon you are proficient with, so long as the weapon is of the light or finesse properties. It can also make an unarmed attacks, dealing 1d4 + your Intelligence modifier on a hit.

Stabilizer Shot: You push some of your magic into this drone when making it, granting it the ability to heal minor wounds. While within 5ft of an ally who is not undead, or a construct, the drone can use it's action to heal them for twice your Intelligence modifier. Once a creature has benefited from this ability, it can't benefit from it again until they take a long rest. (Additional Materials required for this drone: One 1st level Spell Slot)

Mending Drone: When you make this drone you must cast the Mending Cantrip three times. This drone acts exactly like the Stabilizer Shot, but only works on Constructs.

Projected Cover: As an action, the drone deploys a magical ward that acts as half-cover for up to 3 creatures behind it, the ward is 3ft high, 15ft wide and 1in thick. It has a AC of 10 + your Intelligence modifier, and HP equal to 3 times your Artificer level. If an attack misses one of the creatures behind the ward because of the ward, the ward instead takes the damage. The ward retains it's HP between deployments until you take a long rest to repair the ward.

Scouting Protocol: This drone has a fly speed of 80ft and a Darkvision out to 120ft but no hearing capability. As a bonus action you can perceive through the drone's senses while it is within 200ft of you. You can spend a 1st level spell slot to increase this range to 1 mile. While perceiving through it, you are blinded to your surroundings, though you aren't deafened. You can stop perceiving through its senses, no action required by you, but it will automatically begin returning to you and will return within 10 minutes, unless it has been destroyed on the way back.

 

Your drones have HP equal to your Artificer Level multiplied by 5 for a max of 100 at level 20 (As full Artificer), and their AC is 10 plus your Intelligence modifier.

Pack Programming

At 5th level you have learned to program your drones with subroutines that allow them to assist yourself or your allies just by being nearby. If you or an ally attacks an enemy that has one of your drones within 5ft of it, they do so at advantage.

Improved Integration

At 9th level, you have learned to push the limits of your drones programming. When you make a drone, it can be programmed with one additional ability (max of 2). You can also now deploy 2 drones at a once. Additionally you gain new abilities to equip to your drones from the following list.

Concussion Launcher: As an action, this drone creates a concussive cone of force out to 10ft. Any creature within the area of the cone must make a Strength saving throw against your Artificer Spell Save DC. On a failed save, creatures within the cone are thrown 15ft backwards, and takes 2d10 force damage. Should a creature impact a solid object such as a wall before moving the full 15ft, they become stunned until the end of your next turn. On a successful save, the creature takes half damage and is not thrown.

Grapple Winch: You've equipped this drone with a magnetic tow line. The tow line is 60ft long, made from heavy duty cable and is able to hold up to 500lbs. It can pull, lift, or drag anything attached to it, so long as weighs 500lbs or less.

Spark Lines: To actually use this ability, two of your drones must be equipped with it. When these two drones are within 25ft of each other, they can use their action to cause a 5ft wide current of electricity to flow between them. Any creature caught in this line must make a Dexterity saving throw against your Artificer Spell Save DC. On a failed save they take 2d12 + your Intelligence Modifier in damage, or half as much on a success.

Masterful Integration

At 15th level you have mastered programming your drones. You can now have three drones deployed at a time and each drone can have up to three abilities equipped at a time. In addition, you gain three final abilities for the drones.

Angel of Mercy: This drone is equipped with the ability to revive a downed ally. As an action the drone can cast Revivify once. (Add. Mats. for this ability; a spell scroll of Revivify, and a third level spell slot.)

Bulwark: This drone is equipped with a subroutine that allows the drone to intercede between allies and enemies. So long as you have taken a turn and commanded your drones once, the drone will use it's reaction to intercede between yourself, or another ally within five feet of itself. When an enemy scores a critical hit, the drone uses its reaction to interpose itself between the attacker and the target of the attack, taking the damage instead. Whether the damage exceeds the drone's HP or not, the drone is destroyed and must be rebuilt, but the original target of the attack takes no damage. (Add. Mats. for this ability: The drone needs 100gp worth of mithril and 100gp worth of adamantine for materials)

Grenade Shot: This drone is equipped with three explosive grenades. As an action the drone fires one grenade, this has a short range of 60ft and a long range of 120ft. The grenade explodes in 20ft sphere, each creature within the area must make a Dexterity saving throw against your Artificer Spell Save DC. On a failed save they take 8d6 fire damage and are knocked prone, on a successful save they take half damage and are not knocked prone. (Add. Mats. for this ability: 500 grams of black powder (gunpowder), and 100gp worth of metal for the casings of the grenades, and three third level spell slots (one for each grenade))

At this level your drones now add your proficiency bonus to their AC

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