Artificer
Base Class: Artificer

Using your Arcane abilities you manage to bring Mechanical creatures to function
using your own Arcane.

You can use a certain amount of chronomancy
enough to make gears rotate, and make mechanical
aspects to function. essentially giving any Mechanical
object gain life

Tool Proficiency

3rd-level Chronomancy feature

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.

New type

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.

Chronomech additional spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Chronomech Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Chronomech Spells

Artificer Level

Chronomech Spells

3rd

Guiding bolt, Shield

5th

Elemental weapons, Blink

9th

Aura of Vitality, Conjure Barrage

13th

Aura of Purity, Fire Shield

17th

Banishing Smite, Mass Cure Wounds

Chrono WarForge

3rd-level Chrono mech feature

Your tinkering has borne you a faithful companion, a Chrono Warforge. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Chrono Warforge stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has an Arm blade or Hammer arm; your choice has no effect on its game statistics.

In combat, the warforge shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the warforge can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Warforge returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new warforge if you have your smith’s tools with you. If you already have a warforge from this feature, the first one immediately perishes. The warforge also perishes if you die.

Chrono Warforge

Medium construct

Armor Class 16 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the warforge has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR

14 (+2)

DEX

14 (+2)

CON

12 (+1)

INT

4 (−3)

WIS

10 (+0)

CHA

6 (−2)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Vigilant. The warforge can’t be surprised.

Actions

Chrono Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + (Slashing; Arm blade or bludgeoning; Hammer arm).

Repair (3/Day). The magical mechanisms inside the warforge restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The warforge imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the warforge.

 

Chrono Warforge Extra attack

5th-level ChronoMech feature

Your Warforge can now multi-attack twice, when you use an Action to Command it
instead of Bonus action

Chrono ExoForge

9th-level ChronoMech feature

You've gained better understanding of Chronomancy.

  • You Spend Time and money 1000gp/36hrs into upgrading your Chrono warforge into a  Chrono ExoForge
    you have increased its size to Large, added a pilot's seat for you to use chronomancy with
    proper precision.
  • You Choose the way it look,  Given that you as the Pilot is still located in the middle with a
    partially open Chassis, change weather it is using an Retractable Arm-blade ,. Or a Piston Hammer Arm.
    You can Mount the Chrono Exoforge in battle using an Action.
  • While Mounted You gain Half/Cover. Resistance to Fire and Cold Damage. You and the ExoForge Share the Same
    Action economy
  • As a mounted Unit Any attacks (except Piercing) are all directed to ExoForge first. Piercing attacks
    damages both the ExoForge and the Pilot.
  • You can choose to place your spell focus anywhere inside the ExoForge.
  • When destroyed, the Pilot must do a DC DEX Save 20 to prevent taking in any Explosion damage (4d8 Bludgeoning). Any creatures
    within 10ft of the exoForge must do DC DEX Save of 17 to dodge the explosion.
  • ChronoMech can spend time with others to show How to Pilot the ExoForge

Chrono Exoforge

Large construct

Armor Class 16 + Intelligence Modifier

Hit Points 6 + your Intelligence modifier + five times your artificer level (the warforge has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR

16(+3)

DEX

14 (+2)

CON

14 (+2)

INT

4 (−3)

WIS

10 (+0)

CHA

6 (−2)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +4 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Vigilant. The Exoforge can’t be surprised.

Large Mech. The Exoforge Deal bonus 1d4 bludgeoning damage per size it is Larger
(1d4 to medium enemies) (2d4 to Small enemies) (3d4 to tiny enemies)

Actions

Mech Strike (armblade) . Melee Weapon Attack: your spell attack modifier to hit, reach 20 ft., one target you can see. Hit: 2d8 + Slashing

Mech Strike (Piston Armor Arm) . Melee Weapon Attack: your spell attack modifier to hit, reach 20 ft., one target you can see. Hit: 2d8 + Bludgeoning

Repair (3/Day). The magical mechanisms inside the warforge restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Coil up. The Exoforge coils up its body to hide the pilot. Impose disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against the Pilot

Exo Forge Upgrade

15th-level ChronoMech feature

Your able to control more parts with your Chronomancy

  • Your Exo Forge has a Basic Eldritch Cannon (see artillerist)
    you can use your bonus action (While Piloting) to use the Cannon
    and an extra option of attack when no one is Piloting the ExoForge
  • Your ExoForge gains a +2 bonus to Armor Class.

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