Base Class: Artificer
A Mekboy, , is a type of ork who builds all the weapons, vehicles, and other advanced technology used by the Orks. Mekboyz are especially important to Orks as they maintain the prodigious amount of bikes and vehicles used by Ork warbands.
Ork Meks go to war festooned in clanking, smoke-belching contraptions of their own design. These eccentric inventions confound friend and foe alike, as their purpose often remains a mystery until the big red button gets pushed. When triggered, a Mek's latest invention might fire blasts of directed energy that immolate swathes of the enemy, or project wobbling bubbles of gravatic force to protect nearby Ork Waaagh bois from harm. On the other hand, it might belch showers of sparks before engulfing its operator and everyone nearby in a roiling ball of flame. Yet occasional malfunctions are forgiven by the Orks, for even when a Mekboy's temperamental new wotsit does decide to explode, at least it gives the Boyz a good laugh.
Without Mekboyz, Orks would lack for light, power, transport, and even guns (they lack for sanitation regardless, but that's another story). Whenever an Ork needs something built, be it a shiny new Shoota or the Warboss' new ride, they go straight to the Meks. Furthermore, an Ork with Teefs to spare will take existing kit to the nearest Mek in the hope of having damage repaired, and maybe some kustomising done. It is a rare day that the customer gets what he asked for, but whatever the Mek turns out will normally be fairly flashy all the same.
The most important and skilled Mekboyz are known as "Big Meks," who lead groups of lesser Mekboyz armed with a wide variety of Greenskin kustom equipment and sometimes including even full warbands or whole WHAAAAGS armed with a large amount of less-than-conventional Ork weaponry. A Big Mek's mastery of technology is unsurpassed amongst the orkoid races and a Big Mek is often seen generating a "force field" around himself that protects his person and his creations. A Big Mek who becomes the leader of a Greenskin WAAAGH! will be known as a "Mek-Boss."
Tool Proficiency
3rd-level Artillerist feature
You gain proficiency with woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Artillerist Spells
3rd-level Artillerist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artillerist Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Eldritch Cannon
3rd-level Artillerist feature
You've learned how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can’t create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Eldritch Cannons
| Cannon | Activation |
|---|---|
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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. |
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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. |
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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). |
Arcane Firearm
5th-level Artillerist feature
You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
Explosive Cannon
9th-level Artillerist feature
Every eldritch cannon you create is more destructive:
- The cannon’s damage rolls all increase by 1d8.
- As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
Fortified Position
15th-level Artillerist feature
You’re a master at forming well-defended emplacements using Eldritch Cannon:
- You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
- You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.
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