Base Class: Artificer
An Artificer that specializes as a Mechanic builds powerful mechs to fight in, which take on unique specializations based on the creators' personality. A Mechanic creates a mechanical mount and gains more and more power as the Mechanic becomes smarter. From Missiles to Rams, the Mechanical Mount can be a nexus of it's creators power and intelligence.
Level 3: Mechanic Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
3rd: Magic Missile, Shield
5th: Gust of Wind, Scorching Ray
9th: Haste, Fear
13th: Fire Shield, Delayed Fireball
17th: Creation, Dispel Evil And Good
Level 3: Mechanical Mount
At Level 3, you create a powerful robot for you to drive. It follows the *Mechanical Mount* stat block and uses your Proficency Bonus (PB) to inform many of its abilities. The robot is a Construct but you determine what it's appearance is. While not in use, it folds down into a handheld device of your choosing. It may enter or exit this form at will, but only when you are not driving it.
As a bonus action, you may step onto the mount and start driving it. It also takes a bonus action to dismount.
While driving the mount, your speed is replaced with that of the mount. You may either use an action of your mount OR one of your own actions, and the same goes for bonus actions and reactions. If anyone attacks you, they must choose to either attack you OR the mount. If they attack specifically you, you gain a bonus to AC equal to 1/4 of the Mechanical Mount's AC.
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Mechanical Mount
Armor Class: 12 + your Intelligence modifier
Hit Points: 4 + your Intelligence modifier + 5 times your Artificer level
Speed: 30 ft.
Str: 18 (+4) Dex: 7 (-2) Con: 16 (+3) Int: 10 (+0) Wis: 10 (+0) Cha: 10 (+0)
Saving Throws: Str: (+4 + PB) Dex: (-2 + PB)
Skills: Athletics: (+4 + PB)
Proficiency Bonus: Equal to your own
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poisoned, Blinded, Deafened
ACTIONS:
Slam. Melee Weapon Attack +4 and PB to hit, one target. Hit: 1d6 + 4 Bludgeoning damage, target must make a Strength Save (DC = Spell Save). On a fail, the target is either knocked Prone or pushed 15 ft (your choice).
Prong. Melee Weapon Attack +4 and PB to hit, one target. Hit: 1d10 + 4 + Your Int. Modifier Piercing damage
Ram. Melee Weapon Attack +4 and PB to hit, one target. Hit: 1d6 + 4 Bludgeoning damage. If the Mechanical Mount moved at least 20 ft. in a straight line before hitting the target, this attack deals a number of d4’s of additional damage equal to your PB
BONUS ACTIONS:
Dash. The Mechanical Mount takes the Dash Action as a Bonus Action
Level 3: Technical Infusions
Also at Level 3, you gain the ability to infuse your Mechanical Mount with your Artificer Infusions.
If an infusion requires the item to be a suit of armor, you may instead infuse it to your mechanical mount, which affects both the mount and the driver. Additionally, if an infusion requires the item to be a weapon, you may also infuse it to your mechanical mount and it affects the attacks made by the mount. You may add as many Artificer Infusions to your Mechanical Mount as you want, but no matter what, it only counts against your infused item number once (no repeating of the same infusion).
Level 5: Spell Multitasker
At Level 5, you gain the ability to multitask by casting spells while driving the Mechanical Mount.
If you use your action to make an attack using your Mechanical Mount, you may then use your Bonus Action to cast any spell with the casting time of either an Action or a Bonus Action.
Level 9: Empowered Mount
The abilities of your Mechanical Mount become more powerful, and it gains the following benefits.
- When your mount takes the attack action, it attacks twice.
- Your mount gains +10 ft. of movement
Level 15: Master Mechanic
You form an even deeper connection with your Mechanical Mount, allotting you the following benefits while driving the Mechanical Mount.
- The Mechanical Mount’s AC increases by 2
- Once per turn when you hit a creature with one of your Mechanical Mount’s attack, you may deal an additional 2d4 + 1 Force damage
- You may move into other creatures' spaces provided they are Large or smaller. When you do this, they must make a Dexterity saving throw (DC = Spell Save DC) or take 2d6 Force damage and be pushed with the forklift until it stops or reverses direction. On a success, they take half damage and are not moved.
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