Auto-Mechanic (5e Subclass)
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Auto-Mechanic[edit]
Revised Artificer Subclass
The Auto-Mechanic is an Artificers who works on improving themselves via mechanical upgrades boosted by magic, which results in various ways.
- Tools of the Trade
When you adopt this specialization at 3rd level, you're deeply familiar with employing its tools. 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. In addition, when you crafting a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
- Auto-Mechanic Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Auto-Mechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Auto-Mechanic Spells |
---|---|
3rd | Shield, Hunter's Mark |
5th | Alter Self, Magic Weapon |
9th | Conjure Barrage, Elemental Weapon |
13th | Fabricate, Polymorph |
17th | Animate Object, Creation |
- 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 heavy armor and martial weapons, ignoring the Strength requirement and disadvantage for Stealth (Dexterity) checks. When you attack with a simple, martial, magic weapon or hand cannon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. Additionally, you adopt a particular style of fighting as your specialty. Choose one of the following options (you can't use a Fighting Style feature from two class sources; whenever you reach a level that grants the Ability Score Improvement feature, you can replace a fighting style you know with another):
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. In addition, at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- 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. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Arcane Spark
At 3rd level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a simple, martial, magic weapon or hand cannon attack, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Body Improvement
At 5th level, you've gathered enough experience to form minor mechanical upgrades on yourself. You gain two of the following benefits of your choice. You gain third benefit at 10th level, and fourth at 15th level.
- Add +2 to all ranged attack and damage rolls
- Increase your speed by 10 feet
- Make unarmed attacks deal 1d10 bludgeoning damage
- Increase your AC by +2
- Gain resistance to a single damage type of your choice
- When hit with a melee attack, deal lightning damage equal to your Intelligence modifier to the attacker
- Gain temporary hit points equal to half your level whenever you finish a short or long rest
You can change them over the course of a long rest using your tinker' tools.
- Improved Spark
At 9th level, your Arcane Spark and become more powerful. The extra damage and the healing of your Arcane Spark both increase to 4d6.
- Superior Upgrades
At 15th level you've gained enough knowledge and material to upgrade Hand Cannon. You can pick two of the following abilities, and get to pick two more at 20th level:
- Your unarmed strikes deal 2d10 bludgeoning damage
- Add +4 to all your ranged attack and damage rolls
- As a bonus action, regain 50 hit points. You must finish a short or long rest to do so again
- Learn one cantrip of any class spell list
- Gain immunity to a single damage type of your choice
- As a bonus action, regain a spell slot of your choice. You must finish a long rest before you can do so again
You can change them over the course of a long rest using your tinker' tools.
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