Artificer
Base Class: Artificer

Pilots are both highly gifted combatants and exceptionally brilliant engineers, combining these two talents to become an unstopplable force on the battlefield. There are as many Mechs as there are Pilots, showing their uniqueness in blending fighting with building. Some Pilots opt to be nible infiltrators that can enter and exit scenarios in the blink of an eye, while others opt to be mobile weapons platforms that blast away everything in sight.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Create Mech

Beginning at 3rd level, you can summon a mechanized battle suit known as Mech. This Mech resides in the Workshop until you summon or dismiss it with an action. While the Mech is within 5 feet of you, you can use a bonus action to enter or exit it. When first summoned, the Mech appears with hit points equal to your intelligence modifier plus 5 times your Artificer level. The Mech has the following characteristics:

  • The Mech’s size is large, and when piloting it, you use this size.
  • The Mech is immune to psychic damage, poison damage, and all conditions.
  • The Mech has an AC equal to 13 + your intelligence modifier.
  • The Mech has a walking speed of 30ft. While inside the Mech this is the only movement option you can use, unless movement modifications are taken.
  • The Mech has a Strength score equal to your Intelligence score, which can be used to make any attack rolls, checks, and saving throws which require it.
  • While piloting the Mech, the Mech takes damage of types which are not psychic, which you instead take directly.
  • The Mech has 4 appendages:
    • 2 limbs, which by default have an unarmed strike and a ranged strike
      • Unarmed strike: Roll a melee attack using your intelligence modifier. On a hit, deal 1d12 bludgeoning damage.
      • Ranged strike: Roll a ranged spell attack (80/320). On a hit, deal 1d10 piercing damage.
    • 2 shoulder mounts
  • The Mech has disadvantage on stealth checks.

If the Mech is reduced to 0 hit points, it is destroyed. When the Mech is destroyed, you can use your reaction to perform an emergency eject, landing 10 feet away from the Mech in a random direction, and are knocked prone. If you do not eject, you take 3d6 fire damage and 3d6 bludgeoning damage, are pushed 10 feet away from the Mech in a random direction, and are knocked prone.

The Workshop

Beginning at 3rd level, you gain access to a pocket dimension which you can use to work on your Mech, which is only accessible to you. You can access this space during a long rest. Time does not pass in this space and you have no need to eat, drink, or sleep while staying here. In addition, all the materials and tools needed for your work are supplied, but cannot be taken out of the Workshop. While there, you can work on your Mech by repairing it if destroyed, changing its modifications, or altering its appearance. 

Modifications

Beginning at 3rd level, you can modify your Mech by expending artificer infusions. The list of infusions can be found here. Each modification costs one artificer infusion. 

Name

Description

Chassis Modifications

Resistant Plating (6th level)

Choose Acid, Cold, Fire, Lightning, or Thunder damage. Your Mech is resistant to this choice. You can take this modification multiple times, choosing a new damage type each time.

Reinforced Armour

The Mech gains a +1 to AC. This increases to +2 at 10th level.

Superior Load-Bearing

Your Mech’s carrying capacity is doubled.

Impenetrable Defenses (14th level)

Your Mech gains resistance to non magical piercing, slashing, and bludgeoning damage.

Arm Modifications

Vice Grip

As an action, make a melee attack against a creature. On a hit, the creature takes 1d10 + Mech’s strength bludgeoning damage and is grappled. At the start of each of the creature’s turns, they take an additional 1d10 bludgeoning damage while grappled.

High Mass Strikes (6th level)

The Mech’s unarmed strike gains an additional 1d12 damage.

Chaingun Spray

As an action, you can expend a 1st level spell slot to fire a hail of projectiles in a 15 foot cone. Each creature in that area must make a Dexterity saving throw or take 3d8 bludgeoning damage, or half as much on a successful save. For each level above 1st, the damage increases by 1d8.

Scatter Missiles (6th level)

As an action, you can expend a 2nd level spell slot to launch 3 missiles. Choose 3 points you can see within 90ft. All creatures within 5ft of these points must make a dexterity saving throw. On a failure they take 2d6 fire damage, or half as much on a successful save. For each level above 2nd, you can launch an additional missile.

Force Cannon

As an action, you can expend a 1st level spell slot to send a concussive blast toward a creature you can see within 120ft. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage and must make a strength saving throw or be pushed back 15ft. For each level above 1st, the damage increases by 1d8.

Tesla Grasp (6th level)

As an action, you can expend a 1st level spell slot to make a melee spell attack against a creature. On a hit, the target takes 2d10 lightning damage, and must make a constitution saving throw. On a failure, the target is stunned until the start of your next turn.

Shoulder Mount Modifications

Cloaking Field (6th level)

As a bonus action, you can expend a 1st level spell slot to become invisible until the start of your next turn.

Weapons Storage

You can store one Arm Modification you have in place of a Shoulder Mount, and swap one weapon in your hand with it as a bonus action.

Protective Barrier (10th level)

As a bonus action, you can expend a 2nd level spell slot to create a translucent barrier of energy within 15 feet of you which is 15 feet long and 5 feet wide. Any creatures behind this barrier gain ¼ cover. This barrier lasts for 1 minute.

Grapple Cable

As a bonus action, make a ranged spell attack against a creature or object within 90ft. On a hit, you deal 1d6 piercing damage. In addition, you can use a subsequent bonus action to either draw yourself toward it or draw it toward you (DMs discretion based on size and strength)






Movement Modifications

Specialized Movement Capacity

You gain either a climbing or swimming speed of 30ft. You can take this modification again, choosing the other one.

Superior Combustion Engine 

Any movement speeds you have while in the Mech increase by 10ft

All-Terrain Treads (6th level)

You ignore difficult terrain when moving through it.

Booster Jets (14th level)

You gain a flying speed of 40ft

Enhanced-Response Thrusters (6th level)

You can dash as a bonus action

Tactical Modifications

Advanced Targeting Systems (6th level)

As a bonus action, you can give yourself advantage on one attack roll against one creature until the end of your turn.

Rapid Embark

You can summon and enter your mech as part of the same bonus action

Low-Light Visibility

You gain darkvision out to 60ft. If you already have darkvision, it extends another 60ft.

Self-Destruct (10th level)

When ejecting, you can choose to force every creature within 10 feet of the mech to make a Dexterity saving throw against your spell save DC. On a failure they take 3d6 bludgeoning and 3d6 fire damage.

Advanced Translation

You can understand and read all standard languages.



Extra Attack

At 5th level, you can attack twice instead of once whenever you make an unmodified unarmed strike or ranged attack.

Onboard Artificial Intelligence

At 9th level, your Mech has some degree of autonomy. While outside your Mech, it remains active and friendly to you, sharing your turn in initiative. While unmanned, it can only move and make one unmodified unarmed or ranged strike against a creature you can designate with a free action.

Overclock

At 15th level, you can push your Mech to the absolute extreme for a short burst of unrivaled power. At the start of this turn you can activate this feature as a free action. For the rest of your turn, your movement speed is doubled and you gain an additional action on your turn. Once you use this feature, you can't use it again until you finish a short or long rest.

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