Base Class: Artificer
A Mechamancer specializes on the creation of mechanical minions.
Concept
- The idea for this class came from a player of mine who could not decide between playing a Necromancer and a Battlesmith Artificer.
- The current balancing of all the class features is subject to change and will be iterated on during the campaign in consultation with said player.
- There are more Bot Features going to be added in the future - for now it's only a basic subset to start with.
- Instead of emphasizing on combat capabilities, this subclass focuses primarily on providing means to invent creative solutions.
- If the GM is not welcoming creative solutions, this subclass might not be useful in your campaign.
Feedback
The level 15 class feature Sentient Artifice was mostly received with worry of it being overpowered.
- Balancing-wise, it's not that different from a new player joining your campaign, which D&D is capable of handling on any level.
- For the players, it could make a difference though whether one player basically plays two characters (also roleplay-wise)
- If that's a problem in your campaign, consider making the created Warforged an NPC under the GM's control
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with jeweler’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Bot Creation
By 3rd level, your tinkering has borne you faithful companions, called bots. Each bot is friendly to you and your companions, and it obeys your commands. See the creature’s game statistics in the Basic Bot stat block. You determine the creature’s appearance and whether it has two legs or four and (if it has a flight speed) wings or propellers. Your choice has no effect on its game statistics. When creating a Basic Bot, you also choose one of your known Bot Features for it, which enhances its abilities permanently.
At the end of a long rest, you can create an amount of bots equal to 1 + a fourth of your Artificer level (rounded up) if you have your jeweler’s tools with you, starting with 2 bots on level 3. If you already have bots from this feature, the former ones immediately perish. A bot also gets automatically destroyed if it moves out of your Bot Control Range, which is specified on the bot's stat block.
Bot Features
Starting on 3rd level, you start to invent new features for your bots that enhance their abilities. You start with 2 bot features on level 3 and gain access to one additional feature with each level-up. These new features represent successful experiments of yours.
When creating a bot, choose one of your known bot features. The created bot will have that feature until it's destroyed.
B.O.M.B.
(5th level Artificer)
- Self-Destruction (Action): Each creature in a 15-foot-radius sphere centered on this bot's location must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. This bot is evaporated in the process, thus cannot be repaired.
- When this bot's health points drop to 0, Self-Destruction is automatically activated.
E.A.R.
- This bot can perceive audible signals within an audio range of 60 ft.
- Perception +4
- Passive Perception 14
- Report (Action): This bot telepathically communicates everything it's perceiving within the next 6 seconds to its owner.
E.Y.E.
- Darkvision 60 ft
- Perception +4
- Passive Perception 14
- Report (Action): This bot telepathically communicates everything it's perceiving within the next 6 seconds to its owner.
F.L.I.G.H.T.
- Flight Speed 40 ft
- Interaction (Action): The bot can manipulate an object within its melee range, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. It can't activate magic items or carry more than 10 pounds.
G.H.O.S.T.
(5th level Artificer)
- Invisibility (Action): This bot turns invisible for 6 seconds.
- Stealth: This bot adds your proficiency modifier to all Stealth skill checks.
H.E.A.L.
(5th level Artificer)
- Attach (Action): This bot attaches itself to a creature within melee range.
- Detach (Action): This bot detaches itself from a creature it's attached to.
- Heal (Bonus Action): A creature this bot is currently attached to regains 1d4 hit points.
M.E.L.E.E.
- Melee Weapon Attack (Action): +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage
- Attack of Opportunity (Reaction): +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage
R.A.N.G.E.D.
- Ranged Weapon Attack (Action): +4 to hit, reach 30 ft (60 ft)., one target. Hit: 5 (1d6 + 2) piercing damage
R.E.S.I.S.T.
(5th level Artificer)
- This bot is resistant to two damage types of your choice.
- This bot is resistant to one condition of your choice.
S.H.I.E.L.D.
(5th level Artificer)
- Attract Danger (Reaction): If a creature within 10 ft of this bot gets attacked by a ranged or spell attack, this bot can use its reaction to become the target of the attack.
- Block (Reaction): If a creature within melee range of this bot gets attacked by a melee attack, this bot can swap places with the attacked creature, becoming the target of the attack.
S.P.E.L.L.
(9th level Artificer)
- You can use this bot as the point of origin when casting spells.
S.T.A.T.I.C.
(5th level Artificer)
- If this bot deals damage to a creature, that creature's movement speed gets reduced to 0 until your next turn.
Improved Bots
Upon reaching level 5, your strive to always improve your creations has led to the following improvements:
- You are now able to create Improved Bots, which can bear two different bot features, instead of just one.
- You can now use the Create Bot action during short rests. The amount of bots you can have active at the same time is still the same.
Superior Bots
On level 9, you managed to bring the quality of your bots to the next level:
- You can now create Superior Bots, which can bear up to three Bot Features at once.
- Your bots can now be targeted by your Magical Tinkering and Infuse Item class features.
Perfect Bots
On level 15, your bots have reached perfection.
- You can now create Perfect Bots, which can bear up to four different Bot Features at once.
- Your bots don't need to stay within your Bot Control Range anymore.
- As long as you are on the same plane of existence, you always know exactly where your bots are.
Sentient Artifice
Upon reaching level 15, you are now able to use your magic to imbue non-living objects with an artificial consciousness.
After finishing a long rest, you can invest materials worth 2000 GP to create a sentient, living Warforged companion. Create a new player character for your companion. You decide about its appearance and its character traits. The race has to be Warforged, but you decide about its class and class features (Multiclassing is not possible). Ability stats have to follow the standard array. The level of that Warforged character equals half your Artificer level, rounded up.
As long as this Warforged is alive, the amount of bots you can control is reduced by 4. If you already have a Warforged companion when using this ability, the previous one will die immediately.
Previous Versions
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Posted Apr 1, 2021I also think you have a good concept here. I like the idea of an option besides the necromancer to have minions. I do however think that this subclass would be rather complicated to use in a regular game. In my opinion, I think that the current version of this class would end up slowing down gameplay while this character tried to figure out what they were going to do.
If it were me, I would work on simplifying this. If the subclass had fewer choices to make on what kind, how many, or what abilities then I think it would play better. Then the player of this class would not have to spend a lot of time each round directing a lot of bots that do different things.
I think the Necromancer subclass wizard is a good example here. They really mostly use one kind of minion, zombies, and they don’t get a lot of options to improve or change their zombies; they just get more of them. This way, they don’t slow down gameplay or “hog the spotlight “; they just pick a target for their zombies to harass and they raise new ones after the battle - nice and simple.
All that being said, I think your work here is quite creative and, as long as the DM and all the players have an understanding, anything can work.
Keep up the good work!
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Posted Oct 10, 2020I like the concept you have here. There are a few things I would change. The first is giving the player an option to vary the size of their bots (diminutive, tiny, small, or medium). The number of bots created would be based on their size, ie; using the formula you have given the player could create twice as many (rounded down) tiny bots as they could basic (small) bots or four times as many (rounded down) dimunitive (like a swarm with 1hp each), alternatively they could make half as many (rounded down) medium sized bots or one fourth as many rounded down) large bots. Of course by doing this the damage of the bots attacks as well as their AC and movement speed and HP would have to be adjusted appropriately.
Second is B.O.M.B should be size based, ie; 1d4 for diminutive bots, 2d6 for tiny, 3d6 for small, 3d8 for medium, 3d12 for large. Additionally there should be a way for the player to remote detonate it.
Third is H.E.A.L. It seems a bit weak even given the number of potential bots. With only 2 bots you're healing potential is limited to a minimum of 2hp and a maximum of 8hp. Perhaps you could make the healing dice the same as the B.O.M.B. suggestion I have listed above.
Finally is Sentient Artifice. Having this doesn't make any sense to the rest of the Mechamancer subclass's theme. I would consider getting rid of it entirely and/or replacing it with another feature. It's not needed. Try something like this: Give the player the ability to recall any injured bots and repair them on the fly. As a bonus action the Mechamancer can recall any or all injured bots that are still capable of moving. He/she can then attempt to repair each bot by making a medicine check as though healing another party member. All other rules of healing remain unchanged.