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
Challenge — Proficiency 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
Challenge — Proficiency 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.
Previous Versions
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