Artificer
Base Class: Artificer

The great airships of the colonies won't get off the ground without maintenance, and that's where the Mechanic comes in. Controlling a small army of tiny robotic companions, the Airship Mechanic can get anything fixed in a few minutes. Each little helper can be augmented to the Mechanic's content, helping both in and out of combat. Over time, as they become more experienced, the mechanic learns to summon elemental beings and trap them. These trapped elementals power their mightiest machines, giving them an edge over conventional competition.

Battle Ready, Tool Proficiency, Expanded Spell List, Arcane Slate

By 3rd level, your combat experience and your mechanical brilliance have paid off in two ways:

  • You gain proficiency with martial weapons and firearms.
  • 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.

Tool Proficiency

When you choose this subclass at 3rd level, you gain proficiency in Smith's tools. If you already have this proficiency, you gain expertise with Smith's tools instead.  If you already have expertise in Smith's tools, you gain proficiency with one other type of artisan's tools of your choice. At 6th level, when you gain the Tool Expertise feature, you may add a +2 to your checks with Smiths tools in addition to your expertise.

Airship Mechanic Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Airship Mechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell

3rd

Floating Disk, Shield

5th

Heat Metal, Shatter

9th

Gaseous Form, Sending

13th

Conjure Minor Elementals, Fabricate

17th

Conjure Elemental, Wall of Force

 

Arcane Slate

At level 3, you gain an Arcane Slate. Your Arcane Slate has a screen on one side which can be used to control your Little Helpers, when you gain them at 5th level. You may also use it over the course of 10 minutes on a broken mechanical object to determine how to fix it. Additionally, over the course of a minute, it can be used to cast the Identify spell. You may only use this feature a number of times per day equal to your proficiency bonus. You can make a new Arcane Slate if you lose your old one over the course of a long rest using a gold-leafed slate worth at least 50 gp, which the process consumes.

Little Helpers

Your work on simple mechanical devices has made you realize that you need an extra hand or two. Starting at 5th level, you gain a number of tiny robotic companions equal to your proficiency bonus. During a short or long rest you may modify your little companions, granting them each a single special ability. The abilities are as follows:

  • Harrier: The Harrier is equipped with a simple pair of wings, granting it a flying speed of 30 feet. Additionally, the Harrier can, at the end your turn, take the help action. The Harrier does not provoke attacks of opportunity.
  • Scout: The Scout is equipped with a small device which magically sends what the scout sees to your Arcane Slate while within 150 feet of it. You can control the Scout as an action on your turn while it remains within that range by using simple controls on your Arcane Slate. While in this form, the Scout has a bonus to its Dexterity (Stealth) checks equal to your proficiency bonus + your Intelligence modifier, and a bonus to its Wisdom (Perception) checks equal to your intelligence modifier. 
  • Helping Hand: Your robotic companion is now equipped with a simple manipulator and longer legs, giving it a walking speed of 40 feet. As a bonus action on your turn, you can command it to deliver an object weighing no more than 20 pounds to any location of your choice within line of sight of the robotic companion. The Helping Hand will then attempt to complete the command, acting each round at the end of your turn. Additionally, you may command it to complete simple actions like pulling a lever, screwing something in, or holding something for you.
  • Watchman: Similar to the scout, the Watchman is equipped with a magical device which sends what it sees to your Arcane Slate while within 1 mile of it. The Watchman is not mobile, having a walking speed of 0 feet. The Watchman has a passive perception equal to 10 + your proficiency bonus + twice your intelligence modifier. If the Watchman detects something amiss, it will notify you through your Arcane Slate.
  • Searcher: Equipped with advanced scanning tools, the Searcher is designed to comb for anything out of the ordinary. As an action, you can set it free in a room, which it will diligently but slowly search, turning up almost anything that could be found. It takes a number of minutes equal to 6 / your proficiency bonus to scan each 5x5 foot cube in a room. The Searcher has a bonus to its Intelligence (Investigation) equal to twice your proficiency bonus + twice your intelligence modifier.
  • Repairer: The Repairer is equipped with everything needed to repair minor damage to mechanical devices, as well as simple wings which allow it to hover and grant it a flying speed of 15 feet. It has the ability to cast the mending cantrip, and will work under your instruction. 
  • Repulsor Field Generator: The Repulsor latches on to an ally and generates a low-powered repulsion field around them, making them harder to hit, while also emitting a low humming sound. As an action, you can command the spidery Repulsor to attatch to an ally, granting them a +1 bonus to AC and all saving throws, and disadvantage on dexterity (Stealth) checks. If the ally becomes incapacitated, the Repulsor bot drops to the floor and awaits further instruction. A creature can only benefit from a single Repulsor at a time.

Unless otherwise stated, your companions have AC 12, 5 hit points, a walking speed of 15 feet, darkvision to a range of 60 feet, and the ability to understand the languages you speak. 

Improved Little Helpers

Your ability to modify your robotic companions has reached a new level. At 9th level, these options replace the previous options for your little helpers, which otherwise function in the same manner. 

  • Improved Harrier: The Harrier is now equipped with a pair of advanced wings, granting it a flying speed of 50 feet. Additionally, the Harrier can now make a distracting strike at the end of your turn, in addition to being able to use the help action. To use distracting strike, make a melee attack roll with a bonus equal to your proficiency bonus + your intelligence modifier. On a hit, this strike deals 1d12 + your intelligence modifier lightning damage, and the next attack to target that creature has advantage.
  • Revised Scout: The Revised Scout with a small device which magically sends what it sees to your Arcane Slate while within 300 feet of it, as well as spidery legs which allow it to climb along walls and ceilings with a speed of 30 feet. You can control the Scout as an action on your turn while it remains within that range by using simple controls on your Slate. While in this form, the Scout has a bonus to its Dexterity (Stealth) checks equal to your proficiency bonus + twice your Intelligence modifier, and a bonus to its Wisdom (Perception) checks equal to your proficiency bonus + your intelligence modifier. 
  • Helping Handyman: Your robotic companion is now equipped with an advanced manipulator and legs, giving it a walking speed of 80 feet. As a bonus action on your turn, you can command it to deliver an object weighing no more than 40 pounds to any location of your choice within line of sight of the robotic companion. The Helping Handyman will work towards completing that command, taking its actions at the end of your turn. Additionally, you may command it to complete simple actions like pulling a lever, screwing something in, or holding something for you. Furthermore, the Helping Hand always has the right tool for the job. As an action, you can retrieve any kind of tool from the Helping Hand. Tools which come from it have a +2 bonus to associated skill checks. The Helping Hand can only generate one tool at a time, and if a new one is made, the old one disappears over the course of 1d4 minutes.
  • Silent Watchman: Your Watchman is now equipped with an improved magical camera which sends what it sees to your Arcane Slate while within 10 miles of it. The Watchman is still immobile, but it now includes a localized invisibility generator. When it is still, the Watchman is invisible making it nigh undetectable. The improved Watchman has a passive perception equal to 10 + twice your proficiency bonus + twice your intelligence modifier. If the Silent Watchman detects something amiss, it will notify you through your Arcane Slate.
  • Efficient Searcher: Equipped with even more superior scanning tools, the improved Searcher is designed to comb for anything out of the ordinary, with improved efficiency and magical detection. As an action, you can set it free in a room, which it will diligently search, turning up anything that can be found. It takes a number of minutes equal to 3 / your proficiency bonus to scan each 5x5 foot cube in a room. The Efficient Searcher has advantage on Intelligence (Investigation) checks it encounters while searching. Additionally, as an action, you can cause the Searcher to quickly detect magical auras in the area, causing magical things within 10 feet of itself to glow.
  • Advanced Repairer: The Repairer is now equipped with everything needed to repair minor damage to mechanical devices, a welding torch which can be used to cut through thin metal plates or thicker walls of wood or stone, as well as advanced wings which allow it to hover and grant it a flying speed of 30 feet. It has the ability to cast the mending cantrip, and will work under your instruction. Additionally, once per short rest the Advanced Repairer can cast the spell Cure Wounds, using your intelligence modifier as its casting ability.
  • Repulsor V2: The Repulsor is now equipped with a stronger version of the same repulsion field, is quicker to command, and no longer hums. As a bonus action, you can command the spidery Repulsor to attatch to an ally, granting them a +2 bonus to AC and all saving throws. If the ally becomes incapacitated, the Repulsor bot drops to the floor and awaits further instruction. A creature can only benefit from a single Repulsor at a time.

Additionally, all of your robotic companions now have 12 hit points, but otherwise keep their previous stats.

Elemental Exploitation

By 15th level, your diligent work in learning artificery, combined with your interest in Airships, has allowed you to learn how to harness the elementals which power their engines. You also learn how to create items which use a miniaturized version of those large-scale engines. To create the crystals required for these items, you must fashion an Elemental Gem from an emerald worth at least 2000 gp in a process which takes 12 hours of work. While wielding this magical gem, you can target an elemental and force it to make a Wisdom saving throw against your spell save DC. On a failure, the elemental is absorbed by the gem, which gains a number of charges equal to the CR of the captured elemental, up to a maximum of twenty. On a success, the elemental is unaffected by the gem, and has immunity to this ability for 24 hours. An Elemental Gem can only be filled with one type of elemental at a time, and you can only have one of each kind at any time. Each type of crystal (Air, Earth, Fire, and Water) can be combined with an item and other materials, as specified below, to create a powerful artifact, but only one of these artifacts can be active at a time. Over time, the gems will need to be recharged as the items use the power.

  • Air Gem: Flysuit: Using the Air Gem, you can create a specialized flying suit of armor. You can combine the gem with any piece of armor, magical or mundane, and 2,000 gp worth of materials over the course of a long rest. In addition to any other magical effects this armor may have, it now gives the wearer the ability to fly at will with a speed of 60 feet. It consumes 1 CR of power per hour used.
  • Earth Gem: Earthbreaker Gauntlets: Initially designed for miners, the Earthbreaker Gauntlets also happen to make excellent weapons, using the earthen elemental power to strengthen their blows. Over the course of a long rest, you can create these gauntlets using a pair of leather gloves, and steel and precious metals worth 4,500 gp. The heavy, unwieldy pair of  gauntlets themselves can be used to make melee weapon attacks, dealing 2d12 bludgeoning damage on a hit. The weapons are considered light for the purposes of two weapon fighting. While activated, however, the user can make two melee weapon attacks with the gauntlets as an action, and the damage of the gauntlets becomes 3d12 + the wearer's strength force damage. These gauntlets drain energy at a rate of 1 CR of power per minute of use.
  • Fire Gem: Enhanced Combat Suit: Also initially designed for miners, an ingenious artificer took the enhanced strength and speed offered by the fire powered exoskeleton and transformed it into an elite combat suit. It can be created over the course of a week using a fire gem, a suit of full plate armor, and materials worth 12,000 gp. The armor which is created has an AC of 21, and grants the wearer fire resistance, as well as doubling their movement speed. While a creature is wearing the armor, the gem drains at a rate of 1 CR per hour. After doffing the armor, the recent wearer is struck with fatigue, and must make a DC 21 Constitution saving throw, gaining two levels of exhaustion on a failed save, and one level on a success. 
  • Water Gem: Ice Rifle: An entirely military creation, the Ice Rifle is a seemingly traditional rifle which shoots magical shards of ice at extreme velocities. Creating the Ice Rifle requires a Water Gem, a rifle, and materials worth 2,500 gp. The Ice Rifle grants a +3 bonus to attack and damage rolls, and deals 2d12 Cold damage on a hit. If you do not have Extra Attack, you can still make two attacks with this weapon when you take the attack action on your turn. The Ice Rifle has a range of 80/240. The rifle has enough power for a number of attacks equal to 5 * CR of the battery. 

Removing the Elemental Gem from any of the items is an action, as is replacing it.

 

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