Artificer
Base Class: Artificer

Mech Mech

Level 3: Tools of the Trade

You gain the following benefits.

Armor Training. You gain training with Heavy armor.

Tool Proficiency. You gain proficiency with Smith’s Tools. If you already have this tool proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.

Armor Crafting. When you craft nonmagical or magic armor, the amount of time required to craft it is halved.

Archimech Construction

Arcamech Construction
Starting at 3rd level when you select this subclass, you gain the knowledge to construct and pilot a bipedal mechanized magic weapon known as an Arcamech. When constructing your first Arcamech, you may choose one among three distinct “build options” (Listed below). Each build option has unique weapons that enable the use of a special action. Each build option also has different starting ability scores.

The Arcamech’s maximum hit points are equal to 10 + twice its constitution modifier, multiplied by your Artificer level. It is unable to regain hit points except by receiving repairs. Whenever you take a long rest, you may choose to repair your Arcamech, causing it to regain all hit points to its maximum upon finishing the rest. Starting at 7th level, upon finishing a short rest, you may expend a number of hit dice to make quick repairs on your Arcamech, causing it to regain a number of hit points equal to twice the result of the dice rolled.

You may enter and exit the Arcamech’s entry hatch if you are within 5 feet of it by expending half of your movement as well as half of the Arcamech’s movement. Upon entering the Arcamech, you pilot it, lose concentration on any spell you were maintaining concentration on and may not begin concentrating on any spell until you are no longer piloting the Arcamech. Upon exiting the Arcamech, you are placed on top of it or into an unoccupied space on the ground within 5 feet of it.

 

While piloting the Arcamech, you can use your action, bonus action or reaction to command the Arcamech to use its own and it shares your proficiency bonus and proficiencies. If you cast a spell while piloting the Arcamech, the Arcamech will cast the spell instead, expending your available spell slots to cast it. Words you speak while piloting the Arcamech are made audible through the Arcamech’s mechanical voice.

While piloting the Arcamech, you are considered to be behind full cover, can see anything the Arcamech can and cannot be targeted by attacks, spells, or other effects. Whenever the Arcamech takes damage from an area of effect or critical hit while you are piloting it, you take half of the resulting damage. While piloting the Arcamech, if it would be targeted and or affected by a spell or effect that deals psychic damage or would cause it to gain the Charmed or Frightened condition, you are targeted and or affected by the effect instead. Otherwise, it is unaffected.

While not piloting the Arcamech, it will enter Standby Mode and cannot be commanded, however, it will defend itself on your turn using the attack action if it takes damage and will only move to avoid immediate danger. As a reaction during your turn, you may Call the Arcamech, causing it to move as close to your location as possible using its movement, avoiding obviously dangerous ground. If you are further than 300 feet from your Arcamech it ceases functioning and goes inert.

If the Arcamech is reduced to 0 hit points, it will cease functioning and become inert, becoming unable to move or perform actions. If you are piloting the Arcamech while it is inert, you cannot see outside of it and you or another creature must make a strength (athletics) check with a DC equal to its armor class in order to force open its entry hatch, allowing you to exit. When you are inside the Arcamech while it is inert, any damage taken by the Arcamech is instead dealt directly to you. If you fall unconscious or die while piloting the Arcamech and it has at least 1 hit point, the Arcamech becomes inert and automatically opens its entry hatch until you regain consciousness.

The Arcamech is a large sized humanoid construct which weighs 1200 pounds. At any time, you may spend 10 minutes to store the Arcamech into a 1 foot wide storage cube or an equal sized storable shape, reducing its size to small, and its weight to 85 pounds. It cannot be placed inside the extra dimensional space of a container such as a bag of holding, attempting to do so will cause the Arcamech to immediately revert to its full size. You can take it out of its stored form by using an action while touching it, causing it to form into its full size in an unoccupied space adjacent to you.

If your Arcamech is lost or destroyed completely beyond feasible repair such as from being disintegrated, disassembled, or melted, you may reconstruct it as well as any weapons it was equipped with during a long rest by expending enchanted metals and materials with a value of at least 100 gold times your artificer level.

Level 3: Archimech Build options

Below are the available build options you may choose when you select this subclass.

After selecting a build option, whenever you gain an Ability Score Improvement, you may select one of the Arcamech’s ability scores to increase by 1 and one of its ability scores to increase by 2 up to a maximum of 24. Any feat you gain is also gained by your Arcamech, not including feats that grant spell slots or any form of spell casting.

 

After selecting a build option, you may construct a weapon from one of the build options you did not select initially. Doing so takes 8 hours and expends enchanted metals and materials with a value of at least 500 gold. After spending the materials to construct a weapon, you may equip it or replace your Arcamech’s currently equipped weapon with one you have in your possession during a short or long rest, gaining the use of it and its corresponding special action. Your Archamech can be equipped with one weapon in each hand and is proficient with all Arcamech weapons.


Vanguard Arcamech

(True Neutral Humanoid Construct)

Damage Resistences: None
Damage Vulnerabilities: None
Damage Immunities: Psychic, Poison,
Condition Immunities: Petrified

Maximum Hit Points: 48
Armor Class: 12
Speed: 40 feet (walking)
Size: Large

Strength: 18
Dexterity: 14
Constitution: 16
Intelligence: 10
Wisdom: 12
Charisma: 10

Immutable Form:
The Arcamech is immune to any spell or effect that would alter its form.

Weapons:

Metallic Arm
Mechanical Fist Weapon, 5 foot range, 1d8 bludgeoning damage.

Power Knuckle
A magically enhanced fist affixed onto the right arm of the Arcamech, it uses pure arcane energy to empower its strikes. It is also capable of separating from the main body by launching itself to impact and pull combatants into disadvantageous positions.

Magical Fist Weapon, 10 foot range, 1d8 magical bludgeoning damage. Heavy

Once per turn when you hit a creature with this weapon, you may choose to add an additional 1d8 force damage to the damage of the attack.

Propulsion Fist:
As an action by expending a spell slot of 1st level or higher, you may target a creature you can see within 30 feet of you, causing the Power Knuckle to blast off in a burst of speed, making a ranged weapon attack against the targeted creature. On a hit, the creature takes 1d8 bludgeoning damage plus 2d8 force damage. If the creature is of equal size or less, it must make a constitution save with a DC equal to 10 or half of the total damage dealt to the creature, whichever is higher. On a failed save, the creature is grappled momentarily as it is dragged with the fist’s return, moving it to be within 5 feet of you in the direction it was dragged from. It is then released from the grappled condition.

When expending a spell slot of 2nd level or higher to use this action, the force damage of the effect is increased by 1d8 for each slot level above 1st.

Skirmisher Arcamech

(True Neutral Humanoid Construct)

Damage Resistences: None
Damage Vulnerabilities: None
Damage Immunities: Psychic, Poison,
Condition Immunities: Petrified

Maximum Hit Points: 36
Armor Class: 14
Speed: 40 feet (walking)
Size: Large

Strength: 10
Dexterity: 18
Constitution: 12
Intelligence: 10
Wisdom: 16
Charisma: 14

Immutable Form:
The Arcamech is immune to any spell or effect that would alter its form.

Weapons:

Metallic Arm
Mechanical Fist Weapon, 5 foot range, 1d8 bludgeoning damage.

Sickle Shot
A wrist mounted device which fires off crescent shaped blades at a moderate range. It can also ensnare foes using specially designed metallic ribbons.

Magical Blade Launcher, 30/90 range, 1d12 magical slashing damage. Finesse.

Wire Trap:
As an action, by expending a spell slot of 1st level or higher  you fire off a wide array of bladed ribbons at a point you can see within 60 feet of yourself. The ribbons expand out into a 15 foot sphere, causing each creature within the area to make a dexterity saving throw against your spell save DC using dexterity instead of intelligence for the purpose of determining your spellcasting modifier. On a failed save, an affected creature takes 2d12 magical slashing damage and becomes restrained until the end of its next turn. On a successful save, the creature takes half of the damage and suffers no further effects.

When expending a spell slot of 2nd level or higher to use this action, the damage of the effect is increased by 1d12 for each slot level above 1st.


Watchman Arcamech

(True Neutral Humanoid Construct)

Damage Resistences: None
Damage Vulnerabilities: None
Damage Immunities: Psychic, Poison,
Condition Immunities: Petrified

Maximum Hit Points: 30
Armor Class: 13
Speed: 40 feet (walking)
Size: Large

Strength: 10
Dexterity: 16
Constitution: 10
Intelligence: 18
Wisdom: 14
Charisma: 12

Immutable Form:
The Arcamech is immune to any spell or effect that would alter its form.

Weapons:

Metallic Arm
Mechanical Fist Weapon, 5 foot range, 1d8 bludgeoning damage.

Surge Rifle
A runic firearm charged with intense magical energies. Precise and deadly, it is also capable of exposing the weak points of creatures using a powerful laser.

Magical Firearm, 120/600 range, 2d6 magical piercing damage. Finesse

 

This weapon enables attack rolls made using it to score a critical hit on a roll of 19 or 20. This weapon imposes disadvantage on attacks made against creatures within 30 feet or less. You can choose to use your intelligence score instead of your strength or dexterity score when determining your attack bonus when making attack rolls using this weapon.

Targeted Blast:
As an action by expending a spell slot of 1st level or higher, you fire out a condensed laser of arcane energy at a creature you can see within 120 feet of you, making a ranged weapon attack against it. On a hit, the creature takes 3d6 force damage and all attack rolls made against it score a critical hit on a roll of 18, 19 or 20 until the end of your next turn.

When expending a spell slot of 3rd level or higher to use this action, the damage of the effect increases by 2d6 and the number required to roll to score a critical hit is reduced by 1 for every two slot levels above 1st. (For example if a 3rd level spell slot is expended, an attack roll will score a critical hit on a roll of 17, 18, 19, and 20)


Additional Weapon Options
Upon reaching certain levels, you gain the ability to construct additional Arcamech weapons separate from the initial build options. Constructing an Arcamech weapon takes 8 hours and expends enchanted metals and materials equal to the value of the listed weapon.

7th level:

Hardlight Buckler (700 gold)
A small shield made of enchanted steel which can expand its area of protection into a wide hardlight array.

Magical shield weapon, 5 foot range, 1d10 magical bludgeoning damage, heavy

Being equipped with this weapon increases your armor class by 2.

Protection Array:
As a reaction by expending a spell slot of 1st level or higher, if you are damaged by an area of effect, you release the shield’s hardlight array, reducing the damage taken by you and any creature within the of the effect by 2d10.

When expending a spell slot of 2nd level or higher to use this reaction, the damage reduction of the effect is increased by 1d10 for each slot level above 1st.

12th level:

Hellfire Spitter (1000 gold)
A large runic device which expels high temperature flames in a wide area.

Magical flamethrower, 30 foot range, 2d6 fire damage.

Ranged weapon attacks made using this weapon fire small flaming projectiles and use your intelligence modifier instead of your dexterity modifier when determining the attack bonus and damage of the attack.

Incineration Plume:
As an action by expending a spell slot of 1st level or higher, you send a massive billow of scorching fire in a 45 foot cone in front of you. All creatures within the area of effect must make a dexterity saving throw against your spell save DC. On a failed save, an affected creature takes 2d6 fire damage and becomes ignited with harsh flames, taking an additional 2d6 fire damage at the start of each of its turns for 1 minute until it is extinguished or uses its action to put out the flames. On a successful save, the creature takes half of the damage and is not ignited.

When expending a spell slot of 2nd level or higher, the damage of the effect increases by 1d6 and the ignition damage increases by 1d6 for each slot levels above 1st.

15th level:

Devastation Saber (1600 gold)
A powerful blade made of pure magic energy.

Magical longsword, 10 foot range, 1d10/1d20 magical slashing damage, versatile, finesse.

Disintegration Slash:
As an action by expending a spell slot of 1st level or higher, your Arcamech reroutes all of its auxiliary power into its left arm, swinging out with a wide arc of plasma within a 30 foot cone in front of itself, making a melee weapon attack against each creature within the area of effect. On a hit, a creature takes 2d12 force damage and loses all damage resistances it may have until the end of your next turn.

When expending a spell slot of 2nd level or higher to use this action, the damage of the effect is increased by 1d12 for each slot level above 1st.

Level 5: Archimech Efficiency

Starting at 5th level, while piloting your Arcamech, it can attack twice instead of once whenever it takes the Attack action.

Level 9: magical machining

Starting at 9th level, choose three of the following options to gain the effect of permanently. Upon reaching 13th and 17th level, you may choose two additional options.

 

 

  • Improved Plating:

 

Your Arcamech’s Armor Class becomes equal to its dexterity score.

 

  • Output Multiplier:

 

Your Arcamech’s weapons gain an additional weapon dice when determining the damage of the first weapon attack made using them on a turn.

 

  • Lightweight Materials:

 

Your Arcamech’s movement speed is increased by 15 feet.

 

  • Hexproofing:

 

Your Arcamech has advantage on the first saving throw against a spell or magical effect that it makes on each turn.

 

  • Targeting Calibration:

 

You may add half your intelligence modifier rounded up to attack rolls made by your Arcamech while you are piloting it.

 

  • Control Optimization:

 

While piloting your Arcamech, you can use a bonus action to remove the restrained or paralyzed condition on it.

 

  • Eject button

 

While you are piloting your Arcamech, as a reaction you exit your Arcamech, being propelled to a point within 60 feet of you, moving without provoking attacks of opportunity. After use, you cannot use this effect again until you finish a short or long rest.

 

  • Reinforced Suspension
    Your Arcamech’s jump distance becomes tripled and it can grapple and lift objects as if it were one size larger than it would be normally.
  • Aquatic Traversal
    Your Arcamech gains a swimming speed equal to its movement speed and you can breathe normally underwater while piloting it. 
  • Deflection Shell
    The first instance of damage taken by your Arcamech on a turn is reduced by an amount equal to twice its intelligence modifier. 

 

 

Level 15: Masterwork engineering

Starting at 15th level, you gain the knowledge to construct your Arcamech into its Masterwork Model. During a long rest, you may choose to expend enchanted metals and materials with a total value of at least 3000 gold, choosing one of the following options to grant your Arcamech the effects of permanently. After selecting an option, you may not select another one.

Juggernaut Body:
Your Arcamech’s size becomes Huge. In addition, it gains resistance to slashing, piercing and bludgeoning damage and whenever it makes a weapon attack it may add twice its constitution modifier to the damage of the attack.

Autonomous Core:
During your turn, your Arcamech can be commanded telepathically while you are not piloting it without using your own actions and the distance it can be from you before it ceases functioning becomes 1000 feet.

Advanced Booster Gear:
As a bonus action, your Arcamech lunges forward with great speed, moving 45 feet in a straight line in any direction. Any creature of equal size or smaller in the path of the movement must make a constitution saving throw with a DC equal to your Arcamech’s armor class or be pushed along the path of the movement. If the movement causes the Arcamech to collide with a solid surface, any creature pushed by this effect takes bludgeoning damage equal to a number of D6s equal to half your Arcamech’s Armor class and the Archamech takes one quarter of the resulting damage. You can use this action a number of times equal to your proficiency bonus, regaining all uses upon finishing a short or long rest.

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