Base Class: Artificer
Automation is a key trade of many of the technically minded, but some believe that automation is hindering the abilities of what could be created. Mechanics are fundamentalist creators and proficient pilots who impose wrath using manned machines or mechs.
Level 3: Tools of the Trade
You gain the following benefits.
Tool Proficiency. 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.
Weapon Crafting. When you craft nonmagical or magic armor, the amount of time required to craft it is halved..
Level 3: Mechanic Spells
When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.
| Artificer Level | Prepared Spells |
|---|---|
| 3 | Expeditious Retreat, Shield of Faith |
| 5 | Levitate, Warding Bond |
| 9 | Counterspell, Haste |
| 13 | Aura of Life, Freedom of Movement |
| 17 | Greater Restoration, Passwall |
Level 3: Armor Oxygenation
You gain one of the following benefits of your choice.
Recycled Energy
While you are wearing light or no armor, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. You also gain advantage on stealth checks.
Unencumbered
You are now proficient with heavy armor. Heavy armor now gives -1 less AC but you may add your dex modifier to a max of 2 to your AC just like medium armor (or 3 if you have medium armor master). Heavy armor also no longer has a strength requirement for you.
Level 3: Mech Tinkering
Your research and dedication has lended you discrete knowledge on manned weaponry, allowing you to create a large, hearty, and weaponized mech (see the stat block below). You determine the Mech’s appearance and whether it has two legs or four; your choices don’t affect the mech’s game statistics. It counts as a creature for casting spells and it will sit idly with no one inside it. It vanishes if you die.
The Mech in Combat. In combat, the mech only acts if someone is controlling it. Once inside, You can use an action to make it use an action, and you can use a bonus action to make it use a bonus action.
Restoring or Replacing the mech. You create a new mech after you take a long rest and may replace it once per long rest. You may, as an action, create a new mech after the first mech has died. You can only have one mech active at once.
Choosing functionality. The mech is equipped with two utility or weaponizing arms that you may choose when you create a new mech. You may have two of the same type of arm.
|
Mech arm |
Description |
|
Force Balista |
Make a ranged spell attack originating from the arm at one creature or object within 120 feet of it. On a hit, the target takes 3d8 Force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. The Balista’s damage increases to 4d10 at lvl 9, and 5d12 at level 15. |
|
Flamethrower |
The arm blasts fire in a 15-foot Cone. Each creature in that area makes a Dexterity saving throw against your spell save DC, taking 3d8 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. The Flamethrower’s damage increases to 4d10 at lvl 9, and 5d12 at level 15. |
|
Seeker Missile Launcher |
The arm creates 3 missiles that actively seek out a target within 120 feet of it. A missile deals 1d4 + 1 force damage to its target. The missiles all strike simultaneously, and you can direct them to hit one creature or several. The amount of missiles increases to 5 at lvl 9 and 7 at lvl 15. |
|
Deployable Shield |
The mech gains an additional +2 to its AC. The bonus increases to +3 at lvl 9, and +4 at lvl 15. |
|
Self-Repair tool |
The mech starts repairing itself using its arm. The mech regains 3d6 hit points. The Repaired damage increases to 4d8 at lvl 9, and 5d10 at level 15. |
War Machine Mech
Large Construct, Neutral
AC 14 plus your Intelligence modifier
HP 7 plus seven times your Artificer level (the beast has a number of Hit Dice [d10s] equal to your Artificer level)
Speed 35 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 10 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Immunities Poison; Charmed, Exhaustion, Poisoned
Senses Passive Perception 10
Languages -
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Steel Bond. Add your Proficiency Bonus to any ability check or saving throw the defender makes.
Inanimate. The mech cannot be targeted by mind altering spells that require visual line of sight. If a spell that can affect it is cast upon it, it uses it's STR, DEX and CON and uses your WIS, INT, and CHA.
Unrecoverable. When the mech gets reduced to 0HP, the mech explodes dealing 4d6 fire damage on a failed DEX save to everything within a 10ft radius of the mech or half as much on a successful save.
Actions
Stomp. The Mech stomps the ground, quaking the area. The Mech makes a melee attack roll for 2d6 + 3 + your INT modifier Bludgeoning damage
Arm Use. The Mech uses one of the arms chosen for it. At lvl 9, it may use both of it's arms per action.
Reactions
Emergency Eject Trigger: the Mech takes any damage. Response: The Mech launches the pilot 15ft away from it. It then drops to 0HP and triggers Unrecoverable.
Level 5: Robotic Conduit
You can use your mech as a Spellcasting Focus for your Artificer spells. When you cast an Artificer spell through the mech, you do not need to perform the somatic components of the spell in order to cast them.
Also, When you cast an Artificer spell through the mech, roll 1d10, and your mech gains Temp hit points equal to the number rolled. The arm attacks do not count as spells.
Level 9: Mechanical Greatness
Your mech gains substantial upgrades, listed in both the stat sheet of the mechs and the description of the arms. Also, When you cast an Artificer spell through the mech, you now roll 2d10 instead of 1d10 and the mech gains temp HP equal to the roll.
In addition, you know the Scorching Ray spell as if it were a normal spell for you, but you may only cast it while inside the mech.
Level 15: Exo Expert
Your mech gains even more substantial upgrades, listed in the description of the arms. When you cast an Artificer spell through the mech, you now roll 3d10 instead of 2d10 and the mech gains temp HP equal to the roll.
In addition, you know the Lightning Bolt spell as if it were a normal spell for you, but you may only cast it while inside the mech.
Previous Versions
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7/19/2026 11:34:19 PM
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