Artificer
Base Class: Artificer

You've become entranced with these new creations you have found, so you have spent several nights building it

Starting the Business

Through immense study or pure serendipity, you have discovered means to create and utilize Animatronic Suits, which take the forms for different creatures. You can create up to one suit during a long rest, so long as you have access to Tinker’s Tool and proficiency in Tinker’s Tools.

Improving the Tech

You have continued to study and search, discovering new ways to improve your Animatronic Suits. You can now have a single suit operate without a wearer. When you reach level 12, increase this number to two suits. When you reach level 20, there is no limit on the number of your suits which can operate without a wearer. Your Suits when operating in this way, use the stat block below.

Autonomous Animatronic Suit: 

Medium Construct 

 

Armour Class: 18

Hit Points: 5 + five times your Artificer level

Speed: 25 Feet 

 

Str: 14 (+2/+2)

Dex: 12 (+1/+1)

Con: 14 (+2/+2)

Int: 4 (-3/-3)

Wis: 10 (+0/+0)

Cha: 10  (+0/+0) 

 

Immunities: Poison; Charmed, Exhaustion, Poisoned
Senses: Darkvision 60 ft., Passive Perception 10

Languages: Understands the languages you know

 

Proficiency Bonus: Equal to your Proficiency Bonus

 

Actions: 

Unarmed Strike: The Animatronic Suit makes an unarmed strike which deals 1D6 Bludgeoning Damage. 

 

Multi-attack: The Animatronic Suit makes two Unarmed Strikes 

 

The Twisted Thoughts

You have found or created even darker and more designs. However these require an infusion of life force to function. When you operate a suit autonomously for the first time, you can choose one of these traits instead of those offered in your “Improving The Tech” Feature, doing so consumes the corpse of one size small creature, and fails if one is not provided.

Death Follows

You have gained the ability to locate nearby deceased creatures and extract their remaining life force in the form of a material which you have named remnant. Remnant can be extracted in one of two forms, stable and unstable. If you killed the creature, it will be unstable Remnant, otherwise it is stable Remnant. The Amount of either remnant you gain is based on the creature's size. If you make a an Animatronic suit with Unstable Remnant, it will become openly hostile towards you and your allies each night between the hours of midnight and six AM

  • Size Tiny: 1 Remnant
  • Size Small: 1D4 Remnant 
  • Size Medium: 1D6 Remnant 
  • Size Large: 1D8 Remnant
  • Size Huge: 1D10 Remnant
  • Size: Gargantuan: 1D12 Remnant 

 

Your Sins Come to Haunt you

You have created or discovered the penultimate designs for your Animatronic Suits.  When you operate a suit autonomously for the first time, you can choose one of these traits instead of those offered in your “Improving The Tech” Feature, doing so consumes 10 Remnant, and fails if it isn’t provided.

Springtrapped

Each night, after you have constructed 20 or more Animatronic Suits using either type of Remnant, you must roll 1D100. On a result of 1, all Animatronic Suits you have made become permanently hostile toward you until you manage to don one. The required roll for failure increases by 1 each time you succeed this roll. (I.E. After one success, you fail on a 1 or 2, and on a 1-3 after two successes.) When you don an Animatronic Suit after failing this roll, you become Springtrapped. When Springtrapped you gain the following effects; 

  • You no longer need to breathe, eat, or drink.
  • Your creature type becomes undead. 
  • You instantly die upon your Current Hit Points reaching -30. 
  • You have a Base AC of 16 + Your Dexterity and Intelligence Modifiers 
  • You can not remove the Animatronic Suit by any means, and no longer don any other armours. 

Previous Versions

Name Date Modified Views Adds Version Actions
3/15/2026 2:05:44 AM
28
16
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Coming Soon

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