Artificer
Base Class: Artificer

Be it being an item passed down from your ancestors, or just being incredibly lucky,  you are in possession of what can only described as a tablet that resembles a Warforged. Fortunately, from countless hours of research and experiments, you managed to awaken this tablet, and what resulted was a towering mechanical marvel, with enough potential to clear hordes of creatures with just a stomp of a foot. Thankfully, you have the ability to change its size, and the machine can return to tablet form should you want it to. However, do beware of the envious eyes of the power you possess, so it may be a good idea to have it hidden...

Level 3: Tools of the Trade

You gain the following:

Weapon training. You gain proficiency in Martial weapons

Tool proficiency. You gain proficiency in Smith's Tools, and you can choose another set of Artisan Tools if you already have proficiency in Smith's Tools.

Weapon Crafting. When crafting a non-magical or magic weapon, you halved the crafting time. 

Level 3: Pilot Spells

When you reach an Artificer level specified in the Pilot Spells table, you thereafter always have the listed spells prepared.

Artificer Level Spells
3 Magic Missile, Shield
5 Misty Step, Shatter
9 Fireball, Lightning Bolt
13 Dimension Door, Fire Shield
17 Cone of Cold, Wall of Force

Level 3: Level 3: MechType

When you unlock the true function of your totem, a holographic screen appears when you wake up in the cockpit in the Mech. You are able to treat your Mech as your own body, meaning any armor and/or magic items currently attuned/equipped can also be applied onto the Mech itself.

Your Mech can change its size to medium or large. Any weapons and/or shields will also scale to the size of the Mech when activated, unless specified. You also gain temporary hit points equal to your current hit points (unless specified by a Mechtype option), and when your temporary hit points hit zero, your Mech will return into hibernation mode and can only be reactivated after a long rest. When you attack while in Mech form, you can add your Intelligence modifier, instead of your Strength or Dexterity modifier, to the attack and damage rolls.

You have the option to change to another Mechtype every Short or Long Rest, though you have to choose a final Mechtype when you reach level 9.

Driver

Known for their speed and mobility, Driver Mechs utilise a Driver which is able to continuously provide the Mech with power and energy. Driver technology has long since been forgotten, and together with its minimal input and incredibly large output whilst providing no waste products, these Mechs are generally one of the most sought after Mechs during its prime. However, due to the hindrance of the Driver, magic cannot be used while in Mech form.

Booster output Driver Mechs are able to obtain their high speed and mobility due to the abnormal amount of boosters present on it, allowing it to move like a hummingbird. You are able to move twice your movement speed during your dash action, and you now have the ability to take your dash action during your bonus action . You will also not provoke opportunity attacks during that turn if you do take the dash action as your action. 

Lightly loaded Driver Mechs are able to equip more weapons at the same time. These weapons can only have the Finesse and Light properties, and the limit you can equip is halved the sum of your artificer level and your intelligence modifier (rounded up). These weapons will now use your intelligence modifier to hit and damage rolls. When taking the attack option, Driver Mechs are able to use their bonus action to attack with their second weapon. Should the Driver Mech lose their weapon, be it voluntarily or not, they are able to switch to another equipped weapon without needing to use an action should there be any available. 

Malleable

Malleable Mechs are a unique type of Mechs, being more made up of metal bound together by magic. The only part of the Mech that has a structure is the cockpit, with the rest being able to be manipulated at will. Pilots are able to cast magic while in Mech form.

Bullet Rain You are able to project bits of material of your mech as projectiles, or what its commonly called "Bullets". Your bullets will have 1d6 + your intelligence modifier piercing damage, as well as an added bonus equal to your intelligence modifier when rolling to hit. You are able to launch multiple bullets equal to half of your artificer level (rounded down) in one turn. Each bullet will reduce your temporary hit points by 1. Your bullets have the size equivalent of a brick. 

Recoverable Material Should you be able to regain material, be it by retrieving the material lost through bullets or by consuming the material in your surroundings, you are able to gain 1 temporary hit points per bullet or 1d4+2 temporary hit points for other material. The added material has to be at least five times larger in size than the bullets, with any smaller only healing 1 temporary hit point should they be consumed. 

Neural

Pilots of Neural Mechs have the most intricate control over their Mechs, allowing them to use their Mechs as if having been born together with it. However, due to the intense strain of the Mech on the pilot's mind, the Mech can only perform basic manoeuvres and lacks the capability of casting magic while in Mech form. 

Barbaric methods A more famous, or well infamous, version of a Neural Mech was known to ditch weapons all together, preferring to use their fists to claw and punch their way through its enemies. Inspired, artificers working on the Mechs decided to make it a feature to every Neural Mech. You now are able to replace your unarmed strike with a claw attack, 1d10 + your intelligence modifier slashing damage, or a punch, 1d10 + your intelligence modifier bludgeoning damage, with your hit die increasing by 1d10 every time you have an ability score improvement. You are also able to take a bonus action to attack if you take the attack actin, though it is only applicable if you do both attacks while unarmed.

Beastial instincts Due to your brain being directly connected to the Neural Mech, you are able to utilise its senses even while not activating their Mech. You gain a 30ft Truevision in Mech form, with that halved when not in Mech form. You are also more likely to dodge attacks while in Mech form. You can use a Reaction to have the enemy targeting you to roll their hit at disadvantage. You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Satellite

Satellite Mechs are a more recent invention when compared to other Mechtypes, with it only being produced after a named artificer was able to prove a particle in the air which allowed the pilot to transmit brain waves through the air. Pilots of Satellite Mechs tend to be more strong-willed and are able to maintain focus better than the average person, with their Mechs being able to amplify this trait of theirs. Pilots are able to cast spells while in Mech form.

Satellite Pods Satellite Mechs are known for their satellites, leading to its name among the common people. These satellites will have only 1 hit point and will return if it drops to 0 hp. They can be fixed during a short rest should they be damaged. Each satellite type has their own unique properties and traits. The number of satellite pods in possession of a Satellite Mech is limited to half of the Pilot's artificer level (rounded down). You are only able to use the number of satellites equal to your intelligence modifier in a single turn. The satellite types are:

  1. Magic Pod You are able to assign a spell from the artificer spell list to the magic pod. This spell does not have to be prepared in your current spell list. Your spell slots will be used when using the Magic Pod. You can only change the spell assigned every long rest.
  2. Projectile Pod You are able to load ammunition into the Projectile Pod, and if you roll above a 15 to hit, your projectile will count as a critical hit and you get to shoot again. You are limited to 4 shots per turn.
  3. Shield Pod You are only able to use this pod as a reaction to reduce your damage taken by 1d10 + your intelligence modifier. After this, the pod will be damaged and return to you.

Brainwave Transmission Even when the mech is not activated, you are still able to use it as an amplifier for your brainwaves. You gain a resistance to psychic damage and you have immunity to all enchantment spells. You are also able to remove any effects of enchantment spells on a target should you roll higher than the roll obtained by the caster.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

For Pilots with Satellite Mechs, you can forgo one of your attacks when you take the Attack action to command your Satellite Pods.

Level 9: Finalised Designs

After testing out and familiarising yourself with the different options that your Mech can choose, you suddenly gain a prompt to finalise your MechType. In exchange for not being able to change your MechType after confirming your choice, you do gain some improvements in the MechType you choose, as well as a new can of paint.

Driver

Driver Mechs now better utilise the Driver technology, giving Driver Mechs more options to use their Drivers in actions other than for movement whilst being more efficient in its use. You are now able to fly, with your flying speed equivalent to your movement speed but a decrease in 20ft should you take the dash action while flying. You are also able to use your bonus action as another attack action. 

Malleable

Pilots of Malleable Mechs now have the ability to regain lost material without needing to physically collect and absorb it. After each round, should Bullet Rain be used during your turn, you are able to gain temporary hit-points equivalent to half the number of bullets fired + 1d4. You are also now able to create any non-magical weapon on will and coat any existing weapons with material from your Malleable Mech, giving an additional 1d10 to any damage rolls done with the weapon. 

Neural

Neural Mechs now have more animalistic features, most notable of which is a tethered tail added to the back of your lower back, with a maximum length of 20ft but its length can be shortened and increased at will. This tail has a reach of 20ft and deals 3d4 + your intelligence modifier bludgeoning damage. Furthermore, Neural Mechs can activate the tail's Whiplash effect, which involves you spinning on the spot and hitting every creature twice in a 20 ft radius sphere, though you can only choose this attack as a main action and you forgo any further actions during your turn. Each creature in your area of effect has to roll a dexterity saving throw against your spell DC, and they take half damage if they succeed.

Satellite

Satellite Mechs are now able to expand their Pilot's mental capabilities. You now have access to Portable Workshop which allows you to use a charge to instantly fix a damaged pod as a bonus action, with the number of charges being limited to your intelligence modifier. In addition, each satellite pod now has an upgrade as well. 

Magic Pod You are now able to change the spell assigned to the magic pod every short rest.

Projectile Pod Your limit to shots has increased to 4 + your intelligence modifier

Shield Pod The damage reduced has increased to 2d10 + your intelligence modifier and it can now tank two hits before needing to be repaired.

Level 15: Level 15: External Connection

After obtaining External Connection, you and the Mech can now have two separate turns in a round. The Mech will not affect what you do in your action in any way (including concentration on spells) and will have the same stats and any non-magical weapons and equipment that you have on you. The Mech will have the same number of hit-points as you, and when it reaches 0, it will return into its tablet form, taking a long rest before it can be operationally ready again. 

 

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