Base Class: Artificer
The mechamancers practice machīna magick, originally perfected by the Kyrnalma who utilized energy from the minerals & metals they labored on to create mechanical assistants & aids. Modern mecha magick practitioners are similarly able to manipulate and alter the state of metal elements in the world, some choosing a path of battlefield control and others choosing a pursuit of knowledge and progress. From the transmutation of ore, the creation of metal barriers mid-battle, the raising of robotic golems, and the production of laser energy or magnetic fields, the mechamancer can match the arcane prowess of any other spellcaster...and they may very likely outwit them on top of that.
Tool Proficiency
3rd-level Mechamancer feature
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.
Mechamancer Spells
3rd-level Mechamancer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Mechamancer 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 |
Facio Machina
Starting when you choose this path at 3rd level, you are able to pull and twist at the metallic elements that surround you in order to create structures or objects from them in very little time at all. As a bonus action, roll a d4 to produce 1-4sqft of metal material to be manipulated as you see fit. This can be used as a barrier, as an improvised weapon, projectile, or something else as discussed with your DM. Outside of combat, this skill can be used to conjure larger or more complex constructs with enough time and focus. You perform an Intelligence check to gauge success.
At 5th level you are able to construct minor robotic assistants with your materials, but must endeavor to complete their construction over a span of turns dependent on their size.
At 9th level you are able to construct temporary projectile weapons and can also equip robotic constructs with projectile weapons in or out of battle. At least two bonus actions will be necessary to completely craft the intricacies of the firing mechanism.
You add 1d4 at 5th, 9th, 13th, and 17th level to determine amount of material produced in battle.
Minor Robotic Aide
5th-level Mechamancer feature
Your affinity with machinery and understanding of machīna magic has granted you the ability to give life to robotic assistants. They are friendly to you and your companions, and obey your commands. See its game statistics in the Minor Robotic Aide stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the robot shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The robotic assistant returns to life after 1 minute with all its hit points restored.
You can create an amount of robotic assistants equal to your proficiency bonus. With your mechamancy, a size small robot can be constructed in two bonus actions, while size medium robots require three bonus actions to be fully formed. All robot assistants turn to lifeless husks of metal if you die.
Small or Medium construct
Armor Class 11 or 13 (natural armor)
Hit Points 2 + your Intelligence modifier + 3 times your artificer level (the robot has a number of Hit Dice [d4s] equal to your artificer level) OR + 4 times your artificer level (the robot has a number of Hit Dice [d6s] equal to your artificer level
Speed 40 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +1 plus PB, Perception +0 plus PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The robotic construct can’t be surprised.
Heated Armor. A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Actions
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 4 + PB bludgeoning damage.
Multiattack. The construct makes a number of attacks equal to half your artificer level (rounded down).
Projectile Shot. Ranged Weapon Attack: your spell attack modifier to hit, range 50 ft., one target. Hit: 1d8 + 4 + PB force damage.
Reaction
Deflect Attack. The robot construct imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the robot.
Energy Conduction
5th-level Mechamancer feature
At 5th level, you are able to produce a beam of plasma energy from your palm, focusing the particles around you into a destructive blast in a straight line within a range of 30ft. You do force damage which is calculated as a number of D8 equal to your Intelligence modifier. You can also use this ability to instill projectile weapons with laser/plasma energy sources and can also equip robotic constructs' weapons with these energy conduits as well. This ability can be utilized a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Magnetic Manipulation
9th-level Mechamancer feature
At 9th level, you are able to alter magnetic fields as to attract or repulse metallic elements and to create force-fields. You can use an action to forcefully pull or push objects up to 1000lbs or creatures with blood who are size Large or smaller in any direction 25ft from you. Creatures who are hit by (or thrown by) this ability take 4d8 force damage or 4d8 piercing damage.
As a bonus action, this feature can also be used to create a 10ft-radius protective barrier which can endure damage equal to 4d10 plus your spell casting modifier. The barrier dissipates if it is destroyed or if you choose to end it early. Otherwise it stays intact until the end of combat.
This feature can be used a number of times equal to your Intelligence modifier, and you regain all expended uses upon finishing a long rest.
True Transmutation
15th-level Battle Smith feature
At 15th level, your mastery over the matter around you is unmatched. You can use your action to permanently transform a number of creatures whose combined hit points total 10d12 into lifeless metal golems. This feature can also be used to alter your own physicality, albeit temporarily, by making your limbs into solid metal which improves Unarmed Strike damage to either 2d6 bludgeoning damage or 2d6 slashing damage for 5 turns. And as a tertiary alternative, during a long rest, any piece of currency of lesser value can be converted to gold.
Once you use this feature in any singular form, it cannot be used again until you finish a long rest.
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