Artificer
Base Class: Artificer

Thopterists are experts at manufacturing mechanical, semi-autonomous flying machines. Their appearance is up to the player, they might look like birds, or planes or da-vinci style helicopters, or any thing else that makes sense for the character and setting.

Tool Proficiency

3rd-level Thopterist 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.

Thopterist Spells

3rd-level Thoptrerist feature

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

Thopterist Spells

Artificer Level Spell

3rd

detect evil and good, detect magic

5th

misty step, silence

9th

call lightning, mass healing word

13th

arcane eye, fabricate

17th

animate objects, wall of force

Arcane Flock

3rd-level Thopterist feature

Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny thopter in an unoccupied space on a horizontal surface within 5 feet of you. A Small thopter occupies its space, and a Tiny one can be held in one hand.
You may use this ability a number times equal to your proficiency bonus and regain all uses after a long rest. Once per day you may regain 2 uses at the end of a short rest. Any thopters you have at the beginning of a long rest wind down and can no longer be used.

Thopters are construct creatures. They are immune to poison damage and psychic damage. If they are forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0) unless otherwise noted. 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 a thopter, you determine its appearance. You also decide which type it is, choosing from the options on the Thopters table.  Thopters go on your turn in initiative and you may use a bonus action on your turn to command one of them or an action to command any number of them.  If they are not commanded, at the end of your turn they continue to carry out their last command or take the dodge action.

Thopter

(Tiny, Small or Medium) Construct.

Actions in Combat: Dash, Dodge, Help(Medic, Rescuer only).

Speed Flying: 30 ft. Walking: 0 ft.

Abilities:

+5 Stealth(Spy and Tactical Flitter only).

Carrying Capacity 300 lbs(Rescuer only).

Senses: 

Darkvision 120 ft.(Spy and Tactical Flitter only).

Flyby: does not provoke opportunity attacks when it flies away from a creature. (Fighter and Rescuer only).

Multi-attack: The fighter makes two ballista attacks(Figther only).

Actions:

Ballista: Ranged Attack: 30(60). +5 to hit. 1d6+4 piercing damage.(Fighter and Bomber only).

Firebomb: Drop a small bomb on a point directly below you.  All creatures and non-magical objects within a 10 ft. radius of the point must make a DC 16 dexterity save. On a failed save it takes 2d20 Fire damage. On a success, it takes half as much.  Objects fail the save automatically. (Bomber only).

Lift: Extends a tether up to 30 ft. below itself and pick up an object or grapple a willing or incapacitated creature. Move it up to your height. Flying speed is reduced by half while carrying the creature or object.

Medicine Drop: Target creature directly below you regains 1d6+4 HP. (Medic Only)

Murder: Melee Attack. +10 to hit, 5d12 of your choice of piercing, poison or necrotic damage.  Target must make a DC 16 CON save and suffers the poisoned condition on a failure.  It may repeat the save at the end of each of its turns to end the poisoned condition.

Concussive Wreck: Melee Attack. +7 to hit.  Deals bludgeoning(or piercing if it is tiny) damage equal to its remaining hit points. On a hit the thopter is destroyed.

Reactions:

Intercept: When an ally you can see is targeted by a ranged attack, the thopter moves up to its movement speed to interpose itself between the attacker and the target.  The attack now targets the thopter instead.  On a miss the thopter regains 5 HP.

Thopters

Type Level Size HP AC Abilities
Spy 3 Tiny 2 15 +5 Stealth, Darkvision 120 ft. Using a special monocle, you can see what the thopter can see.
Fighter 3 Small 11 15 Flyby, Ballista, Multiattack
Medic 3 Small 20 13 Heal, Help
Interceptor 5 Small 20 14 Help, Intercept
Bomber 5 Small 20 14 Firebomb, Ballista
Rescuer 9 Small 30 12 Flyby, Carrying Capacity: 300 lbs. Lift
Tactical Flitter 15 Tiny 1 10 +5 Stealth, Darkvision 120 ft., Neutralize, Flyby When you create this thopter, give it the name or a detailed description of a creature and a suspected location. The flitter travels in that direction until it can see a matching target and then attempts to neutralize it when in melee range. On a failed neutralize, will flee to a safe location if possible.
Bomber

Thopter Bomber

Small Construct.

Max HP: 5 AC:13

Actions in Combat: Dash, Dodge

Speed Flying: 30 ft. Walking: 0 ft.

Actions:

Ballista: Ranged Attack: 30(60). +5 to hit. 1d6+4 piercing damage.(Fighter and Bomber only).

Firebomb(Recharge 5-6): Drop a small bomb on a point directly below you.  All creatures and non-magical objects within a 10 ft. radius of the point must make a DC 16 dexterity save. On a failed save it takes 2d20 Fire damage. On a success, it takes half as much.  Objects fail the save automatically. (Bomber only). 

Fighter

Thopter Fighter

Max HP: 11 AC: 14

Small Construct.

Actions in Combat: Dash, Dodge.

Speed Flying: 30 ft. Walking: 0 ft.

 

 

Flyby: does not provoke opportunity attacks when it flies away from a creature.

Multi-attack: The fighter makes two ballista attacks.

Actions:

Ballista: Ranged Attack: 30(60). +5 to hit. 1d6+4 piercing damage.(Fighter and Bomber only).

 

Interceptor

Thopter Interceptor

Small Construct.

Max HP 20. AC:14. 

Actions in Combat: Dash, Dodge, Help

Speed Flying: 30 ft. Walking: 0 ft.

 

Actions:

 

Concussive Wreck: Melee Attack. +7 to hit.  Deals bludgeoning(or piercing if it is tiny) damage equal to its remaining hit points. On a hit the thopter is destroyed.

Reactions:

Intercept: When an ally you can see is targeted by a ranged attack, the thopter moves up to its movement speed to interpose itself between the attacker and the target.  The attack now targets the thopter instead.  On a miss the thopter regains 6 HP.

Medic

Thopter Medic

Small Construct.

Max HP: 5 AC:13

Actions in Combat: Dash, Dodge, Help

Speed Flying: 30 ft. Walking: 0 ft. 

Actions: 

Medicine Drop: Target creature directly below you regains 1d6+4 HP. (Medic Only)

 

Rescuer

Thopter

Medium Construct

Max HP:30 AC: 12

Movement:

Flying 30 ft. Walking: 0

Abilities:

Carrying Capacity: 300 lbs.

Actions: Dash, Dodge, Help

 

Lift: Extends a tether up to 30 ft. below itself and pick up an object or grapple a willing or incapacitated creature. Move it up to your height. Flying speed is reduced by half while carrying the creature or object.  The creature or object has 3/4 cover while you are holding it.

 

Concussive Wreck: Melee Attack. +7 to hit.  Deals bludgeoning(or piercing if it is tiny) damage equal to its remaining hit points. On a hit the thopter is destroyed.

Spy

Create a Spy Thopter:

Thopter Spy

Tiny Construct.

Actions in Combat: Dash, Dodge.

Speed Flying: 30 ft. Walking: 0 ft.

Abilities:

+5 Stealth

Senses: 

Darkvision 120 ft.(Spy only).

You can see what the thopter sees using a special monocle.

 

Tactical Flitter

Tactical Flitter

Tiny Construct.

Actions in Combat: Dash, Dodge, Hide

Speed Flying: 30 ft. Walking: 0 ft.

Abilities:

+5 Stealth

Darkvision 120 ft.

 

 

Neutralize: Melee Attack. +10 to hit, 5d12 of your choice of piercing, poison or necrotic damage.  Target must make a DC 16 CON save and suffers the poisoned condition on a failure.  It may repeat the save at the end of each of its turns to end the poisoned condition.  Tactical Flitter is immediately destroyed on a hit.

 

Remote Casting

5th-level Thopterist feature

You may cast spells as though you were at the same position as one of your thopters, but the target must be the thopter itself or a point or creature directly below it.

Swift Mechanic

9th-level Thopterist feature

As a reaction when one of your thopters is reduced to 0 hit points by another creature's(not including yours) action, you may create a new thopter of the same type . It starts with two thirds(rounded down) of the normal amount of hit points.

Protective Fields

15th-level Artillerist feature

You learn to build protective fields into each of your thopters.

  • You and your non-thopter allies have half cover while within 15 feet of a thopter you create.
  • You may regain up to 4 usages of Create Thopter when you Restock.

Previous Versions

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