Fighter
Base Class: Fighter

An attempt to make the artificer a fighter archetype.  Will it work? I guess I'll TINKER with it and find out.  Hopefully I can IDENTIFY a solution.

The Magic of Crafting

You gain expertise in Tinker's Tools, proficiency in Thieve's tools, and proficiency in one choice of Artisan's Tools

You can cast Identify and Detect Magic as rituals and ignore material components for those spells.

Magitech Advantage

When you choose this archetype at 3rd level, you learn Magitech that are fueled by special units called Mana Cells.

Magitech. You learn three Magitech abilities of your choice, which are detailed under “Magitech” below. Many Magitech enhance an attack in some way. You can use only one magitech ability per attack.

You learn two additional Magitech of your choice at 7th, 10th, and 15th level. Each time you learn new Magitech abilities, you can also replace one magitech abilities you know with a different one.

Mana Cell Dice. You have four Mana Cells, which are d8s. A Mana Cell is expended when you use it. You regain all of your expended Mana Cells when you finish a short or long rest.

You gain another Mana Cell at 7th level and one more at 15th level.

Saving Throws. Some of your Magitech require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Magitech save DC = 8 + your proficiency bonus + your Intelligence modifier

 

Magitech Enhancements

The maneuvers are presented in alphabetical order.

Aquatic Mobility Gear

You can expend a Mana Cell to active your Aquatic Mobility Gear.  This lasts for your Mana Cell die + your intelligence modifier hours.  The gear gives you the following abilities:

  • You gain a swimming speed equal to your walking speed.
  • You gain water breathing.
  • You are adapted to deep sea environmental conditions.

Barrier Cannister

On your turn, you can use a bonus action and expend one Mana Cell die to deploy a temporary shield on one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Intelligence modifier.

Counterattack

When a creature misses you with an attack, you can use your reaction and expend one Mana Cell die to inflict the damage rolled on your Mana Cell die.

Deploy Drone

You deploy a small drone, a construct with analogous capabilities to an animal you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a construct (your choice) instead of a beast.

The drone lasts a number hours equal to what you roll on your Mana Cell Die.

Your drone acts independently of you, but it always obeys your commands. In Combat, it rolls its own initiative and acts on its own turn. A drone can't Attack, but it can take other actions as normal.

When the drone drops to 0 hit points, it is destroyed leaving behind the mechanical components used to build it.


While your drone is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your drone's visual sensors and hear what it hears until the start of your next turn, gaining the benefits of any Special senses that the drone has. During this time, you are deaf and blind with regard to your own senses.

Finally, you can cast Identify and Dispel Magic through the drone.  If you have any cantrips, you can cast them through the drone, using your spell casting stats, at the cost of two of your attacks.

Deploy Shields

When another creature damages you with an attack, you can use your reaction and expend one Mana Cell die to reduce the damage by the number you roll on your Mana Cell die + your Intelligence modifier.

Dynamic Shielding

When you move, you can expend one Mana Cell die, rolling the die and adding the number rolled to your AC until you stop moving.

Enhanced Sensor Suite

You can expend a number of Mana Cells to enhance your senses in a variety of ways. 

  • 1 cell to grant darkvision out to 60ft
  • 1 cell to grant tremor sense out to 20ft
  • 1 cell to grant advantage on perception checks using sound
  • 1 cell to grant advantage on survival checks to find sustenance
  • 3 cells to grant true sight out to 10ft
  • 2 cells to grant advantage on tracking a target
  • 2 cells to grant advantage on investigation checks

Explosive Escape

When you hit a creature with a weapon attack, you can expend one Mana Cell die to overcharge your jet pack.  You are able to immediately inflict fire damage equal to your Mana Cell die plus your intelligence modifier.  You can move 15ft away in any unobstructed direction without incurring opportunity attacks.

Flash Bang

When you hit a creature with the flash bang cannister, you can expend a number of Mana Cell die(up to your proficiency bonus) to distract a group of creatures, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Flash Freeze

As one of your attacks, you can absorb a massive amount of heat from a target causing it to take the Mana Cell die plus Intelligence modifier cold damage.  On a failed Constitution save, the target is restrained for 1d4 rounds. The target can repeat the save at the end of it's turn. 

Galvanic Discharge

When you hit a creature with a melee weapon attack, you can expend one Mana Cell die to attempt to damage all creatures within 5ft with the same attack. . If the attack roll would hit all the targets, they take the same weapon damage the initial target receives plus lightning damage equal to the Mana Cell die rolled.  You can expend extra Mana Cells up to your proficiency to increase the lightning damage.

Oil Slick

As an attack, you can choose an area and coat it in a fluid that is somehow both incredibly sticky and dangerously slick.  Expend and roll a mana cell die to coat everything in an area that equals your Mana Cell die x 5 square feet.  This area becomes difficult terrain.  If it is ignited, it burns for 1d4 rounds and deals 2d6 fire damage to everything in the fire at the end of its turn.  After the fire burns out, the area is not difficult terrain anymore.  This effect does not stack, but can be extended to additional area.

Omnidirectional Mobility Gear

You can expend Mana Cells for various levels of flight.

  • You can expend 1 Mana Cell for flight speed of 10ft for a number of minutes up the roll of the Mana Cell die.  You can not hover.
  • You can expend 2 Mana Cells for flight speed equal to half of your movement speed for a number of minutes equal to the roll of the Mana Cell die.  You can hover.
  • You can expend 3 Mana Cells for flight speed equal to your full movement speed for a number of minutes equal to the roll of the Mana Cell die.  You can hover.

Precision Targeting

When you make a weapon attack roll against a creature, you can expend one Mana Cell die to add it to the roll. You can use this enhancement before or after making the attack roll, but before any effects of the attack are applied.

Sonic Cannister

You can expend one Mana Cell die and use a bonus action on your turn to prepare a sonic cannister to be launched with your ranged attack. If that attack hits, deal twice the Mana Cell die as thunder damage to all creatures within five feet of your target.

Sunder armor

In place of one of your attacks, you can expend a Mana Cell die to attempt to douse a target in an alchemical concoction that dissolves, cracks, or otherwise temporarily sunders their armor or physical defenses. The target must make a dexterity saving throw. On a failed saving throw, roll the expended Mana Cell die and the target's armor class is reduced by that amount for one round.  On a successful save, the armor class is reduced until the end of the next turn.

Wicker Man Special

When you hit a creature with a weapon attack, you can expend one Mana Cell die to attempt to frighten the target by swarming them with swarm of bee drones. You add the Mana Cell die to the attack’s damage roll as your choice poison or piercing damage, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. You can use a bonus action on your subsequent turns (up to your proficiency bonus), you can keep the bees attacking.  This deals 1d4 plus your intelligence modifier as poison or piercing damage.

Universal Translation Matrix

At 7th level, you can expend Mana Cells to understand a specific language.  You can also freely converse with constructs, artificial entities, and other machine or machine like entities such as modrons. 

  • One cell to speak with animals
  • One cell to use comprehend languages
  • three cells to speak with dead
  • three cells to speak with plants

Improved Mana Cells

At 10th level, your Mana Cell dice turn into d10s. At 18th level, they turn into d12s.

Emergency Recharge

Starting at 15th level, when you roll initiative and have no mana cells remaining, you regain one mana cell die.

Improved Mana Cells

At 18th level, your superiority dice turn into d12s.

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