Arcane Mechanic, Variant (5e Class)

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Arcane Mechanic[edit]

Wiping the grease from their hands, a young and lively gnome pulls up his safety goggles admiring a newly designed engine. This will help provide power for their larger projects. Another worker gets to work practicing a new spell to help get things done around the workshop. While they are Masters of the mechanical world, these seldom few will draw strength and knowledge from the arcane powers around them to improve their constructs and designs. Some work hard and make a goal out of unleashing the magic surrounding ordinary objects. Others see magic as a complex system using tools to study arcane power. No matter what, they are always crafting be it mechanical, like guns and robots, or magical, like arcane grenades.

Creating an Arcane Mechanic[edit]

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A mechanic is ambushed while repairing her mechsuit., Alberto Dal Lago, https://www.pinterest.com/pin/501799583455610292/

Think about how did your character came to be an adventurer. Was life too mundane working in a shop all day? Or perhaps they wanted to test their latest inventions in the world around them. Regardless of how they got started in the world of adventuring, it is time for them to show off that you can have both brains and brawn.

Quick Build

You can make an Arcane Mechanic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity depending on if you plan to use melee or ranged. Second, choose the Clan Crafter background.

Class Features

As a Arcane Mechanic you gain the following class features.

Hit Points

Hit Dice: 1d8 per Arcane Mechanic level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane Mechanic level after 1st

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple Weapons, Firearms
Tools: Smiths tools, Tinkers tools
Saving Throws: Intelligence, Constitution
Skills: Choose 2 from Arcana, History, Insight, Investigation, Perception, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Monkey Wrench or (b) Any simple weapon
  • (a) Flintlock pistol & 15 rounds or (b) Light crossbow & 20 bolts
  • (a) Breastplate or (b) Studded Leather
  • (a) Dungeoneers pack or (b) Scholars pack
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Arcane Mechanic

Level Proficiency
Bonus
Features Spells Known Infusions Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Percussive Maintenance - -
2nd +2 Notebook, Infuse Items, Spell casting, Construct Helpers 3 4 2
3rd +2 Archetype Feature 4 4 3
4th +2 Ability Score Improvement, Lifeline 5 4 3
5th +3 Extra Attack, Improved Construct Helpers 6 5 4 2
6th +3 Turret Builder 7 6 4 2
7th +3 Archetype Feature 8 6 4 3
8th +3 Ability Score Improvement 9 6 4 3
9th +4 Improved Lifeline 10 7 4 3 2
10th +4 Archetype Feature 11 8 4 3 2
11th +4 Advanced Turret 12 8 4 3 3
12th +4 Ability Score Improvement, Extra Attack 13 8 4 3 3
13th +5 Improved Construct Helpers 14 9 4 3 3 1
14th +5 Craft Mastery 15 10 4 3 3 1
15th +5 Archetype Feature 16 10 4 3 3 2
16th +5 Ability Score Improvement, Overload 17 10 4 3 3 2
17th +6 Demolish 18 11 4 3 3 3 1
18th +6 Archetype Feature 19 12 4 3 3 3 1
19th +6 Ability Score Improvement, Extra Attack 20 12 4 3 3 3 2
20th +6 Ultimum Mechanico 21 12 4 3 3 3 2

Fighting Style[edit]

At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Close Quarters Shooter - When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. You have a +1 bonus to attack rolls on ranged attacks and treat wielding two one handed firearms as if you had the Dual Wielding Feat.
  • Defense - While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Percussive Maintenance[edit]

At 1st level, you can fix gadgets by hitting it until it works. When striking a broken construct or gadget, it will work for a number of minutes equal to your Strength modifier plus your Intelligence Modifier. You can use this equal to the amount of levels you have in the Arcane Mechanic class. These uses reset at dawn.

Notebook[edit]

Starting at 2nd level, you have an on going report of things that work and things that don't. When succeeding on repairing or building a new device, you record it in your notebook to remake later on. To recall from the notebook you must succeed an Intelligence check DC 10. If you pass, given you have the materials and tools required, it will take you 1d4 hours to build.

Infuse Items[edit]

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known[edit]

When you gain this feature, pick four infusions to learn, choosing from the "Artificer Infusions" section of the Artificer Class. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Arcane Mechanic table.

Whenever you gain a level in this class, you can replace one of the infusions you learned with a new one.

Infusing an Item[edit]

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse a number of objects equal to your proficiency modifier +your int mod +1, if you infuse more than this amount previously infused objects lose their infusion starting with the oldest infusion and continuing from there

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Spell Casting[edit]

You can keep a list of the spells you know in your handy-dandy notebook just like those fancy wizards do. At 2nd level, you have a notebook containing 3 1st-level spells of your choice. For every level up after level 2, you can learn a new spell off of the Artificer spell chart.

Construct Helpers[edit]

Starting at 2nd level, you have a few gizmos that whir around helping you and your allies. Choose 5 from the following:

  • Shield Friend - Adds +1 to the AC of whoever is closest to it.
  • Helping Hand - Assists you in completing a task. Whenever combat begins, you have advantage on the first attack you make.
  • Reloader - Reloads weapons for the closest ally. (DC 10 dexterity check)
  • Grappler - Wrestles the nearest enemy to the ground. (DC 15 strength check to break free)
  • Scout - Quickly moves ahead of the party to relay through signals and beeps what it sees, as an action you can see through the drones camera and hear through its microphone.
  • Searcher - Makes investigation checks to find hidden items and loot (Investigation is equal to yours)
  • Tazer - As a bonus action you can order it to poke electric prongs into an enemy within range. Melee Weapon Attack +(your Prof Bonus) to hit, Reach 5ft, one target, Hit 2+prof bonus (1d4+prof) lightning damage, DC 12 stun until the end of your next turn
  • Arcane Buddy - You can cast any spell through your drones location as if it was your own
  • Bomber - Can self destruct dealing 6d4 fire damage to all creatures within 5 feet of it, the drone is destroyed and cannot be recovered until you perform a long rest
  • Camper - This drone extends and spreads out, creating a small campsite in a flash, the campsite contains a small cooking stove, basic cooking tools, and a small shelter able to shield 2 medium creatures from rain sun and wind, though not extreme temperatures. If a 2 camper drones are used to make camp, the camp will get more complex, gaining a larger cooktop, and a bigger shelter that can fit 3, with 4 drones the camp will gain an insolated dome that spans over a ten foot radius circle, this dome can protect against cold heat wind and storms, it has an AC of 16 and 40 hitpoints and cannot be seen into from outside, the inside gains a better cooktop, a heating element and an extra shelter, as well as basic toiletries

One Helper can carry 2 roles at once (i.e. Helping Hand, Shield Friend)

Your drones have 30 feet of flying movement speed per turn, have an AC of 12+prof mod, and have a number of hit points equal to 3 + your prof bonus x your Mechanic level

During a short rest you can reassemble one to change their role. There can be multiple of the same style deployed at once.

Subclass Feature[edit]

At 3rd level, you chose an Archetype. Choose between Armorer, Tinkerer, or Gunner. They are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, and 18th levels.

Lifeline[edit]

At 4th level, your Constructs will come to your aid if you fall during combat. If all your devices are active and you fall to 0 hit points, they will converge on your position ending any effects they have on other creatures, and bring you back with 1 hp. This can only happen once per short rest

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. The number of attacks increases to 3 at 12th level and 4 at 19th level.

Improved Construct Helpers[edit]

Beginning at 5th level, you can now have 7 construct helpers active at once, additionally you can use an action to put any helper into Stealth mode, turning them invisible and silent, however if they perform any actions besides skill checks their invisibility breaks

Turret Builder[edit]

At 6th level, you can build a tall, destructive turret to aid you in a fight. You can set up the turret as an action. When manning the turret, you make a ranged weapon attack. On a hit, the turret deals 1d10 piercing damage. (Range 50/200) The turret must be reloaded after 3 shots.

Improved Lifeline[edit]

At 9th level, if all your devices are active and next to a downed ally, you can choose to have them raise them with 1 hp, the amount of times your drones can raise someone is now equal to your intelligence mod per short rest

Advanced Turret[edit]

Starting at 11th level, your turret can specialize in a variety of attack styles. Choose an option from the list bellow:

  • Sniper rounds - 1d12 piercing (100/400)
  • Mini cannon balls - 2d8 bludgeoning (15/60)
  • Saw blades - 2d6 slashing (60/240)
  • Flamethrower - 2d10 fire (30/120) - On a hit, they make a Con save (DC is your spell save DC). If they fail they take 1d6 fire damage for an amount of rounds equal to your intelligence modifier (minimum of 1).
  • Pressurized water - 3d4 Force (30/120) - On a hit, they make a Str save (DC is your spell save DC). If they fail, they are knocked prone and pushed 10 feet back.

At the end of a long rest, you can change the turret type.

Improved Construct Helpers[edit]

Starting at 13th level, you can now make and activate up to 9 helpers at one time. Additionally, When you make your helpers, All may have 2 roles and you can create one with 3 roles i.e. A Shield Friend, Reloader, Grappler.

Craft Mastery[edit]

At 14th level, you have honed your skills perfectly. It takes you only 30 minutes to build a new device or construct as long as you have your notebook on your person while building.

Overload[edit]

Starting at 16th level, you can use the arcane power within electronics to overload an electrical device to make it explode. This type of explosion will deal 1d12 lightning damage to anyone within a 10 foot radius of the device.

Demolish[edit]

At 17th level, you know the weak spot in any construct. When attacking buildings, vehicles, or devices you have a +10 to the attack and damage rolls.

Ultimum Mechanico[edit]

At level 20, you realize how much better it is to be machine over mortal. Some of your body parts are replaced with mechanics:

  • Arms - Increased attack range (10 feet) and damage (doubles melee damage).
  • Legs - Doubles your speed and grants advantage on stealth checks.
  • Eyes - Advantage on perception and insight checks; along with truesight out to 30 feet.

Armorer[edit]

You choose to maximize your defense to save the skins of your allies and yourself. Hitting you will be a challenge.

New Proficiencies

Starting at 3rd Level, you gain proficiency in Heavy Armor and you can also cast the spell Shield at will a number of times equal to your Intelligence mod (minimum of 1) per long rest.

Patching up Vulnerabilities

Starting at 7th level, you’ve take a liking to a particular set of armor and figure out its weaknesses; more importantly, how to correct them. Select a piece of armor to perform modifications to. At the end of a long rest, the armor grants +1 to AC and resistance to either Bludgeoning, Piercing, or Slashing. This can only apply to one armor set at the same time. If you wish to switch, you must repeat the process again. At 15th level, you can choose an additional resistance or choose to become immune to the previous type.

Turret Shield

At 10th Level, your turrets summon a magical shield as a bonus action; the shield is 10 feet wide, 2.5 feet tall and acts as half-cover. The shield is transparent on the side you deployed from, but opaque on the other side. The shield lasts 10 minutes and can be used a number of times equal to your Intelligence modifier (minimum 1 time) per long rest.


Endure Agony

At 10th level, you hone your mind in not just your creations, but the willpower of your body as well. Your hit die increases to a d10.

Suit of Machines

At the 15th Level, your Magnum Opus is ready to unleash. You have access to the now battleready Suit of Machines. The Suit of Machines acts as Heavy Armor with an AC of 18 and has Disadvantage on Stealth checks. The suit also integrates the turret you've built granting it ranged attacks from the turret along with a few new attack modes.

Turret Modes

  • Machine Gun Burst - 3d6 Piercing (25/100)
  • Shotgun Blast - 2d10 Piercing (15ft cone)
  • Tear Gas Launcher - Creatures in range must make a Constitution Save (DC 15) or be blinded until the target’s next turn (45/180; 20-foot radius)

Melee Attacks

  • Piston Punch - 4d8 Bludgeoning
  • Booming Bonk - 3d6 Thunder The target must succeed a Strength save (DC 15) or be knocked back 10 feet.

Ranged attack type can be swapped as a Bonus Action.

Defense of the Plenty

At the 18th level, you’ve honed the very idea of defense to absolute perfection. Shields are your passion and defense is what you strive for.

  • The armor you've used for "Patching Up Vulnerabilities" now gains an extra +1 to AC
  • The Shield spell can be cast up to twice the amount of your Intelligence mod and you learn an amount of Abjuration spells equal to your Intelligence mod up to 5th level

Tinkerer[edit]

You choose to hone your bots, growing overly fond of them.

Technobot

Starting at 3rd level, You can summon a mechanical bot as a bonus action. The bot takes on the form of a robotic beast in the form of a Brown Bear Armor Class 11 (Natural Armor) Hit Points 34 (4d10+12) Speed 40 ft., climb 30 ft. STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 2 (-4) WIS 13 (+1) CHA 7 (-2) Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.

Wolf Armor Class 13 (Natural Armor) Hit Points 11 (2d8+2) Speed 40 ft. STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (-4) WIS 12 (+1) CHA 6 (-2) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Or Owl Armor Class 11 Hit Points 1 (1d4-1) Speed 5 ft., fly 60 ft. STR 3 (-4) DEX 13 (+1) CON 8 (-1) INT 2 (-4) WIS 12 (+1) CHA 7 (-2) Senses Darkvision 120 Ft., passive Perception 13 Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage. The technobot can use the dodge, assist, or attack action during its turn. You can have only 1 bot active at a time and can swap per long rest.

Bombs Away

Starting at 7th level, You gain access to mechanical bombs these bombs hit with deadly force and explode upon impact. As a action make a ranged attack against a creature within range of you. The bombs then explode dealing 1d8 fire damage to the target. The target must succeed on a dexterity saving throw or take 1d6 fire damage.

Explosive Mines

Starting at 10th level, You learned to make the most out of your traps. As a action you deploy a trap beneath a creature within range of you. During that creatures turn the trap sets off. The creature must make a dexterity saving throw or take 1d10 explosive damage or 1d8 explosive damage on a successful save.

Rocket Boots

Starting at 15th level, You gain the ability to glide through the air by mechanical means. As a reaction whenever you are hit by a melee attack you can use that reaction to disengage from the target. You gain reuse of this per long rest.

Legend of the Mechanic Realm

At 18th level, all devices, craftsmen, and smiths look up to you. People are willing to give you parts required to build constructs as long as the request is within reason. You also will gain a following of people willing to sacrifice time to assist you on large projects or hard work assignments.

Gunner[edit]

You choose to become the quickest hand around.

Quickdraw

Starting at 3rd level, you have advantage on initiative rolls. You ignore the loading property on weapons you are proficient with.

Over Powdered

Starting at 7th level, you can add extra gunpowder for some extra oomph. When using firearms you can add your proficiency bonus to the damage rolls.

Double Barrel

At 10th level, When you make an attack with a firearm your are proficient in you may take another attack as part of the same action. (Extra attack 2), This feature stacks with your normal Extra Attacks, adding one attack to the attacks you already have.

Bullets Rain

Starting at 15th level, You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Bullet With Their Name On It

Starting at 18th level, you can designate a bullet for a creature within range. You can use your action to prepare yourself to attack; on your next turn the first attack made on the turn will always hit the target you prepared yourself to strike, whether they are still in range or not, this attack is always a Crit.

Arcane Mechanic Spell List[edit]

You can learn all of the spells from the basic Artificer spell list and additional spells as you level up that are listed below.

1st Level Spells

Detect Magic, Identify, Floating Disk

2nd Level Spells

Arcane Lock, Pyrotechnics, Healing Sprit

3rd Level Spells

Protection from Energy, Haste, Elemental Weapon

4th Level Spells

Arcane Eye, Fabricate, Storm Sphere

5th Level Spells

Creation, Animate Objects, Arcane hand


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