Red Artificer (5e Class)

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Red Artificer[edit]

Red Artificer[edit]

Known to be slightly... eccentric... engineers and inventors. They talk with what is commonly referred to as a "southern" or "back-woods" accent, and prefer to add camouflage and different "tactical" improvements to their swords and armor. They can specialize in the crafting of a custom "ride" or other machine, or in the creation of specific brews.

Creating a Red Artificer[edit]

Quick Build

You can make a Red Artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the hermit background.

Class Features

As a Red Artificer you gain the following class features.

Hit Points

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

Proficiencies

Armor: light, medium
Weapons: improvised weapons, any weapon that has been customized by the player
Tools: Tinkerer's tools, two other tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Religion, Sleight of Hand, Survival

Equipment

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

  • an improvised melee weapon of your choosing
  • a light crossbow and 20 bolts
  • studded leather armor
  • tinkerer’s tools and a dungeoneer’s pack
  • If you are using starting wealth, you have 5 GP in funds.

Table: The Red Artificer

Level Proficiency
Bonus
Features
1st +2 Keen Reckoning
2nd +2 Wondrous Invention, Rigged Tools
3rd +2 Red Artificer Specialization, Red Artificer Ingenuity
4th +2 Ability Score Improvement
5th +3 Wondrous Invention, Mechanical Beast
6th +3 Red Artificer Specialist Feature
7th +3 Reckon We Can Try it This Way, Gussied Up Gear
8th +3 Ability Score Improvement
9th +4 Red Artificer Specialist feature
10th +4 Wondrous Invention
11th +4 Big For Your Britches
12th +4 Ability Score Improvement
13th +5 Red Artificer Specialist Feature
14th +5 Big For Your Britches
15th +5 Wondrous Invention
16th +5 Ability Score Improvement
17th +6 Red Artificer Specialist Feature
18th +6 Big For Your Britches
19th +6 Ability Score Improvement
20th +6 Like a Hole in the Head, Wondrous Invention

Keen Reckoning[edit]

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. With 1 minute of study you can use the effects of the Detect Magic and/or Identify spells. You don’t need to provide a material component when using Identify with this class feature.

Wondrous Invention[edit]

At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.

Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to complete an item of your own unique design. Unlike normal magical item crafting, you develop the formula as you work on the item, and the cost of creation is covered by your normal living expenses. Upon completion you are considered to know the formula for crafting the chosen item. You are assumed to work on this item in your leisure time and to finish it when you level up.

You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current red artificer level or a lower level.

These magic items are detailed in the Dungeon Master’s Guide.

2nd Level: bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones

5th Level: alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets

10th Level: bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward’s handy haversack

15th Level: boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing

20th Level: eyes of the eagle, gem of brightness, gloves of missile snaring, gloves of swimming and climbing, ring of jumping, ring of mind shielding, wings of flying

Rigged Tools[edit]

At 2nd level, using some dirt, scrap metal, duct tape, and determination, you can make exactly the tool you need for the job you're doing. It'll just need a few modifications: you now have a set of artificer's tools labeled as "your character's" tools. Using 2 turns or about 10 seconds, you can reshape these tools into any set of artisan's tools. these tools are now treated as this set of tools until you change them again. These tools are non-magical, unless they are enchanted or otherwise empowered through gameplay, and will then carry the same enchantment in every form. Additionally, when using a tool set you're proficient with, your proficiency bonus is doubled for any ability checks.

Red Artificer Specialization[edit]

At 3rd level, you choose what type of Red Artificer you are: Moonshiner or Mechanic, both of which are detailed at the end of the class description. Your choice grants you features at this level and again at 6th, 9th, 14th, and 17th level.

Red Artificer Ingenuity[edit]

At 3rd level, your experience in creating your own wondrous inventions makes you more adept at crafting a magic item than a normal spellcaster, though your skills don't always work the same and may cause unexpected issues when making these items. See “Crafting a Magic Item” in the Dungeon Master’s Guide for the base rules. Additionally, when making any magic item from a blueprint or other method other than those you earn through the Wonderous Invention class feature, roll a d20, a 1 will cause the item to surge with wild magic upon use (roll on wild magic table), 2 will cause the item to fall apart after first use, 3-19 will create the item normally, and 20 will add one additional effect of the DM's choosing.

Natural Talent

When determining cost and minimum level, of an item that you have formula for, you use the following table:

Crafting Table
Rarity Creation Cost Minimum Level
Common 100 gp 3rd
Uncommon 500 gp 3rd
Rare 5,000 gp 6th
Very Rare 50,000 gp 11th
Legendary 500,000 gp 17th
Burning the Midnight Oil

You are able to tinker with your latest work during brief moments of down-time. At the end of a long rest, you automatically make 100 gp of progress towards a magic item that you have a blueprint for.

Figger it Out

You can spend a short rest analyzing an enchanted item, of a rarity that you are capable of crafting, in order to understand the formula necessary for its creation. At the end of the short rest, make an Arcana check. The DC for a common item is 10, and the DC increases by 3 for each rarity level higher.

On a successful check, the formula for the item is imparted to you, including what components and spells are required for crafting based on the original recipe. If the check fails, you may make another attempt at understanding the item after a long rest.

Teamwork Makes the Dream Work

Crafting a magical item from a formula will often require the use of spellcasting which is outside the Red Artificer's capabilities. Because of your skill in manipulating magical energies, you are able to receive the help of a spellcaster to craft an item under your direction.

During your 8-hour work day, the aiding caster must spend at least 2 hours each day assisting you in the the item creation, during which time they cast the spells required.

Oh, I Get it Now

When crafting an item that the Red Artificer has previously created using your Red Artificer Ingenuity class feature, you make progress twice as fast as usual each day (I.E. you can make 50 GP of progress with only 25 GP) Additionally, if the character has successfully created the magic item once, then for subsequent creations of the same item the character will no longer need to roll a d20 for the potential flaw, though you can still choose to make the roll if you would like to risk it to earn the potential boon of rolling a 20.

Ability Score Improvement[edit]

When you reach 4th, 8th, 12th, 16th, and 18th 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.

Mechanical Pet[edit]

At 5th level, your research and mastery of your craft allow you to produce a Mechanical Pet, which levels with the character, taking ability score improvements as the character does.

The Mechanical Pet is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the Mechanical Pet is not magical itself. You are assumed to have been working on the beast for quite some time, finally finishing it during a short or long rest after you reach 5th level.

Select a Large or smaller beast with a challenge rating of 3 or less. The servant uses that beast’s game statistics, but it can look however the character likes, as long as its form is appropriate for its statistics.

Mech Pet Mods[edit]

Upon activating this ability at the character's 5th level, their pet has the following modifications:

1) It is a construct instead of a beast.

2) It cannot be charmed.

3) It is immune to poison, psychic damage and the poisoned condition.

4) It gains darkvision with a range of 60 feet if it doesn’t have it already.

5) It understands the languages you can speak when you create it, but it can’t speak.

6) If you are the target of a melee attack and the pet is within 5 feet of the attacker, you can use your reaction to command the pet to respond, using its reaction to make a melee attack against the attacker. The pet obeys your orders to the best of its ability.

7) In combat, its turn is after yours.

8) You can force an attack targeted at you to target your Mechanical Pet instead.

Repairs[edit]

Over the course of a long rest, you can repair a slain Mechanical Pet if you have access to its body, bringing it to life with 1 hit point at the end of that long rest. If the pet is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 GP of raw materials.

Levelling[edit]

As the character levels, they may decide to spend 1 week of work and 1000 GP of materials to recreate the Beast at a higher CR as follows: 10th level can be up to CR 5, 15th level can be up to CR 7, and 20th level can be up to CR 10.

Specializations[edit]

Additionally, The following modifications can be made to the pet depending of which specialization is selected:

A Moonshiner may spend 1000 GP to add a pressurized bladder/cannon which, as an action, can launch a jar of "Flavored" moonshine at a target creature/location up to 30 feet away from the Pet. These jars must be provided by the Red Artificer from their inventory, rather than their Moonshiner's Flavorizer, and will take 1 action to reload.

A Mechanic may spend 1000 GP to copy a single upgrade they have added to their Mechanical Servant to their Mechanical Pet.

Reckon We Can Try it This Way[edit]

At 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Gussied Up Gear[edit]

At 7th level, you gain the ability to channel a spellcaster's spell into an object for later use. When the spellcaster casts a spell you can multiply the casting time of by 1 minute per 1 action (I.E. 2 turns of cast time becomes 2 minutes, or 1 minute cast time becomes 10 minutes). If you do so while both the Red Artificer and the spellcaster hold a nonmagical item throughout the casting, the spellcaster expends a spell slot, but none of the spell’s effects occur; instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature, and the Red Artificer adds a button or switch that activates the spell effect when used. This button or switch can include a timer to delay the casting of the spell.

Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using the spellcaster's spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If they are unaware of the spell (I.E. using this as a trap) then the multiple targets can be set to all target the creature activating the spell. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell.

When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted.

You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

Big For Your Britches[edit]

At 11th, 14th, and 18th levels the Red Artificer finally grasps the subtilties of their craft, adding an automatic +1 to hit and damage for all of their customized weapons, and earning an additional proficiency in an artisan's tool set of their choice. This is compounding for each of these class features, totaling +3 for weapons and 3 total new tool set proficiencies at 18th level.

Like a Hole in the Head[edit]

At 20th level, your understanding of yourself and of how your mind is integral to your inventions has allowed you to realize an amazing ability. At any point, if the Red Artificer spends 30 platinum coins on materials, uses approximately 1 cubic inch of their flesh (and 1 cubic inch of a desired creature's flesh), they can create an empty vessel to ensure they survive any crazy experiments or adventures. Any number can be created at any time so long as the required cost is provided. The empty vessel(s) will take 120 days to mature and will then be placed into a comatose-like status until activated by the Red Artificer to inhabit them. This vessel will act as the SRD spell "Clone", except that the Red Artificer can change the vessel to look like anything provided the Red Artificer can obtain a 1 cubic inch of the desired creature's flesh. The "Clone" can be made to be a younger version of this same creature. If The Red Artificer is killed they may choose to inhabit any created vessel that they have made which has completed the 120 day maturation cycle. Upon this death, the original remains are considered inert and cannot be used to revive the character as the soul now inhabits a new vessel.

Additionally, depending upon the character's specialization, the following modifications may be added to the vessel:

A Moonshiner may spend 30 platinum coins to add a unique organ which creates a single "Flavor" of moonshine and is attached to a pressurized bladder/cannon which, as a bonus action, can launch a jar worth of "Flavored" moonshine at a target creature/location up to 30 feet away. The Red Artificer must select a single "Flavor" of moonshine that they can make and this will be the only type that this organ can create. This organ can hold 3 jars worth at a time, and refills after a long rest at no cost.

A Mechanic may spend 30 platinum coins to copy a single upgrade they have added to their Mechanical Servant to the empty vessel.

Red Artificer Specializations[edit]

Red Artificers pursue 2 major specializations, these being: Moonshiner and Mechanic, as presented here.

Moonshiner[edit]

A moonshiner is an expert at combining exotic ingredients with his moonshine to produce a variety of "flavors", causing healing effects, increasing flammability, letting the imbiber breathe out elements, and much more.

Moonshiner Extraordinaire[edit]

When you choose this specialization at 3rd level, you gain proficiency with alchemist’s tools.

Moonshiner's Flavorizor[edit]

At 3rd level, you craft a Moonshiner's Flavorizor: a tackle-box of ingredients, reagents, and moonshine that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Alchemical Formula options, described below. After you use one of those options, the bag reclaims the unused materials (but not necessarily the moonshine). The tackle-box, as well as the materials inside, count as improvised weapons, and the moonshine bottle inside is considered an endless decanter of moonshine expressly for the purpose of filling a potion mix or a drinking flask.

If you lose the Moonshiner's Flavorizor, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal, glass, and other raw materials, and this blueprint is unable to be used by any except another Moonshiner.

Moonshine Flavors[edit]

At 3rd level, you learn three Moonshine "Flavor" options: Ol' Reliable and two other options of your choice. You learn one additional "Flavor" of your choice at 6th, 9th, 12th, 15th, and 18th level. At 20th level you will have all "Flavors".

These moonshine mixes can be produced 2 ways, either by using your Flavorizer, which will follow the combat rules below and the moonshine will fade away after the stated times, or the Moonshiner can create these mixes themselves which will create a moonshine "Flavor" that will persist until used and can be sold or given away and can be used as any potion would be used, this will take 1 hour per type of "Flavor" and use up materials costing 100 GP per jar (I.E. spend 1 hour and 700 GP to make 7 jars of Ol' Reliable, or spend 2 hours and 200 GP to make one Ol' Reliable and one Snake Oil).

To use any of these options, your Moonshiner's Flavorizor must be within reach.

If a Moonshine Flavor option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Instantly-Usable Flavors[edit]

Below are flavors that don't require the character to wait for 1 minute in combat after using the corresponding formula in their Flavorizor, unless the larger-splash jars are used.

Ol' Reliable. As an action, you can reach into your Moonshiner's Flavorizor, pull out a jar of volatile liquid flowing around different included "flavor enhancers", and hurl the jar at a creature, object, or surface within 30 feet of you (the jar and its contents disappear if you don’t hurl the jar by the end of the current turn). On impact, the jar detonates in a 5-foot radius, covering the area in acid, fire, or lightning (Moonshiner's choice). Any creature in that area must succeed on a Dexterity saving throw or take 1d6 of the corresponding damage (no lingering effects).

Alternately, you can cause the jar to detonate in a 15 foot radius rather than a 5 foot radius. After using the flavor in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

This flavor’s damage increases by 1d6 when you reach higher levels: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).

Snake Oil. As an action, you can reach into your Moonshiner's Flavorizor, pull out a jar of writhing, viscous oil, and hurl the jar at a creature, object, or surface within 30 feet of you (the jar and its contents disappear if you don’t hurl the jar by the end of the current turn). On impact, the jar detonates in a 5-foot radius, and each creature in the radius must make a Dexterity saving throw. A failed save causes the creature to be bound in place by oily snakes for 1d4 turns, and can attempt a strength save each subsequent turn to break out early.

Alternately, you can cause the jar to detonate in a 15 foot radius rather than a 5 foot radius. After using the flavor in this way, you can't use it again in this way for 1 minute (you can still use this formula in the normal manner).

This flavor’s binding time increases upon reaching higher levels: 7th level (1d6), 14th level (2d4), and 20th level (2d6).

Hole in the Floor. As an action, you can reach into your Moonshiner's Flavorizor, pull out a pair of jars filled with an orange and blue fluid, drop one jar at your feet, and hurl the other jar at a creature, object, or surface within 30 feet of you (the jars disappear if you don’t hurl them by the end of the current turn). The jars shatter and relocate anyone within the 5 foot area of the blue jar to the location of where the orange jar lands. Any creature within 10 feet of the orange jar must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point when the teleportation occurs.

It is also possible throw the jars at any target you want to relocate to an area within 30 feet of the one throwing the jars, though an unwilling target can make a dexterity saving throw to dodge the jar.

Flavorizor-Straining Flavors[edit]

Below are flavors that will require the character to wait for 1 minute in combat after using the corresponding formula in their Flavorizor. No larger-splash jars are offered in these flavors, as they are mostly attack-spell in nature (speak to your DM about making them splashing jars).

Flash Bang. As an action, you can reach into your Moonshiner's Flavorizor, pull out a jar filled with sparkling dry powder floating on moonshine, and hurl it at a point on the ground within 30 feet of you (the jar and its contents disappear if you don't hurl the jar by the end of the current turn). The jar explodes on impact, producing a bright flash and a deafening noise. Each creature within ten feet of the point of impact must succeed on a Constitution saving throw or become blinded and deafened until the end of your next turn. After using this formula, you can’t do so again for 1 minute.

The Good Stuff. As an action, you can reach into your Moonshiner's Flavorizor and pull out a jar of green-ish liquid. A creature can drink it as an action to regain 1d8 hit points. If not used, the jar and its contents disappear after 1 hour.

This flavor’s healing increases by 1d8 when you reach higher levels: 5th level (2d8), 8th level (3d8), 11th level (4d8), 14th level (5d8), 17th level (6d8), 20th level (7d8).

Stump Water As an action, you can reach into your Moonshiner's Flavorizor, pull out a jar of cloudy brown liquid, and hurl it at a point on the ground within 30 feet of you (the jar and its contents disappear if you don't hurl the jar by the end of the current turn). The jar shatters on impact, producing a cloud of poisonous fumes. Each creature within 15 feet of the point of impact must succeed on a Constitution saving throw or become poisoned for 1d4 rounds. After using this formula, you can’t do so again for 1 minute.

This flavor’s poisoning time increases upon reaching higher levels: 7th level (1d6), 14th level (2d4), and 20th level (2d6).

Blackout Drink. As an action, you can reach into your Moonshiner's Flavorizor, pull out a jar with a floating black mass suspended in liquid, and throw it at the eyes of an individual target within 30 feet of you (the jar and its contents disappear if you don't hurl the jar by the end of the current turn). The creature creature struck by this jar must make a Dexterity saving throw or be blinded by the contained sticky black mass. This black goop blocks regular vision and darkvision. The sticky black goop persists and is un-removable for 1 minute and then disappears. After using this formula, you can’t do so again for 1 minute.

Go Fast Juice. As a bonus action, you can reach into your Moonshiner's Flavorizor and pull out a jar of bubbling, white liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the jar disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.

This One's Just Tar. As an action, you can reach into your Moonshiner's Flavorizor, pull out a jar filled with sticky black tar, and hurl it at a point on the ground within 30 feet of you (the jar and its contents disappear if you don’t hurl the jar by the end of the current turn). The jar bursts on impact and covers the ground in a 5-foot radius with sticky tar and broken glass. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.

Plug up the Leaks[edit]

At 6th level, your experience with your Moonshiner's Flavorizor and with the brewing processes of your "Flavors" allows you to craft these flavored mixes more easily. When mixing a "Flavor", you make progress twice as fast as usual.

Extra Strong Mash[edit]

Starting at 6th level, you gain the ability to create superior concoctions using your Moonshiner's Flavorizor. When you use a moonshine "Flavor" that requires the target to make a saving throw against the effect, you may impose disadvantage on the saving throw.

You can do this a limited number of times equal to ypur Intelligence modifier (minimum of 1). You regain all of them after a long rest.

Secret Recipe[edit]

At 9th level, you select one of your Moonshiner's Flavors which requires you to roll damage or healing. You may add your Intelligence modifier to the roll.

You may choose 2 more "Flavors" for this feature at 14th level.

Chemical Burn Tolerance[edit]

By 13th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.

Purified 'Shine[edit]

At 17th level, when you use a Moonshiner's Flavor that you have selected for your Secret Recipe, you deal maximum damage or provide maximum healing instead of rolling.

Once you use this feature for a "Flavor", you must finish a short or long rest before you can use it again on the same formula.

Mechanic[edit]

Red Artificers whose expertise lies in engines, clockwork, mechanical tinkering are known as Mechanics.

If you take this red artificer specialization, you will be able to create and modify a Mechanical Servant which is a separate creature from the Mechanical Pet class feature of the base red artificer class.

Fixer-Upper[edit]

When you choose this specialization at 3rd level you learn the mending cantrip.

Mechanical Servant[edit]

At 3rd level, you complete a mechanical servant, formed from metal and clockwork. The servant is a construct that obeys your commands without hesitation and serves you loyally. Though magic fuels its creation, the servant is not magical itself. You are assumed to have recently finished this creation after working towards it since level 1.

When you build your mechanical servant, you determine its game statistics by selecting a chassis and a build, which you apply to the the mechanical servant statistics provided at the end of the Mechanic description. Your construct's chassis determines its general appearance, but it can look however you like, as long as its form is appropriate for those statistics.

The construct has its own proficiency bonus which matches your own. It increases in level whenever you do, and gains a new hit die, just as you do. Your servant may spend hit dice to heal during a short rest, however you must be present and able to make repairs. Long rests for the construct follow the same rules as players.

Additionally, whenever you gain an ability score increase, your servant gains an ability score increase of its own. The construct’s Intelligence and Charisma scores cannot be increased through this feature.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. Your mechanical servant can’t attack, but it can take other actions as normal.

If the servant is killed in combat you can repair a slain servant over the course of a long rest, if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can reproduce the construct exactly as it was, with 1 week of work (eight hours each day) and 1,000 GP of raw materials.

Combat-Ready Construct[edit]

At 6th level you are able to create weapon components for your construct. The character can choose 2 simple weapons for the Construct, and the mechanical servant is considered proficient with the chosen weapons. The construct gains the attack action, and follows the normal rules for wielding weapons and attacking.

These weapons may take a different form than a normal weapon. For example, curved blades may be attached to the wings of a flying construct, enabling it to deal slashing damage like a scimitar. Whatever its physical description, you can use the game statistics provided for the weapon in chapter 5 of the Player's Handbook.

Additionally, the construct gains proficiency in all saving throws.

Upgraded Construct[edit]

At 6th level you improve your construct by upgrading or adding components. You make three upgrades of your choice to your servant from the Mechanical Servant Upgrades list, detailed at the end of the Mechanic description.

You choose an additional two upgrades each at level 9 and level 11, and one additional upgrade each at level 13 and level 17.

Magic Imbued Strikes[edit]

Starting at 9th level your servant’s attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.

Mechanical Servant Statistics[edit]

Your mechanical servant uses these base statistics when created.

Mechanical Servant
  • Construct, unaligned
  • Armor Class 10 + proficiency bonus + Dexterity modifier
Str Dex Con Int Wis Cha
10 (+0) 10 (+0) 10 (+0) 3 (-4) 10 (+0) 1 (-5)
  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, charmed, poisoned
  • Senses passive perception 10 + Wisdom modifier, darkvision 60 ft.
  • Languages Understands creator’s languages, but cannot speak

Mechanical Servant Chassis[edit]

The basic physical form of your construct, including its size and speed. The specifics of its appearance can be tailored to your choosing.

Aerial Chassis[edit]

You construct a smaller, lighter chassis capable of flight. The servant gains the following additions to its statistics.

  • Size small
  • Skills athletics or acrobatics
  • Speed 10 ft., fly 40 ft.
  • Hit Die d6
  • Hit Points at 1st Level 6 + its Constitution modifier
  • Hit Points at Each Level After 1st 4 (or 1d6) + Constitution modifier

Biped Chassis[edit]

You construct a chassis built to stand upright on two legs. The servant gains the following additions to its statistics.

  • Size medium
  • Skills athletics or acrobatics
  • Speed 30 ft., climb 30 ft.
  • Hit Die d8
  • Hit Points at 1st Level 8 + its Constitution modifier
  • Hit Points at Each Level After 1st 5 (or 1d8) + Constitution modifier

Quadruped Chassis[edit]

You construct a chassis designed to move quickly using 4 legs. The servant gains the following additions to its statistics.

  • Size medium
  • Skills athletics or acrobatics
  • Speed 40 ft.
  • Hit Die d8
  • Hit Points at 1st Level 8 + its Constitution modifier
  • Hit Points at Each Level After 1st 5 (or 1d8) + Constitution modifier

Expanding Chassis Options[edit]

Depending on the nature of your campaign, the DM might choose to expand the options for your mechanical servant. Any form for a servant can do, but these general guidelines should be followed.

  • The initial chassis size should not exceed medium
  • Skills should not be added that are available via upgrades
  • Mechanical benefits, such as a fly speed, should be offset by negatives, such as small size, or lack of features, such as a single skill proficiency.
  • Special abilities or extreme values can be used sparingly, but again should be offset.

Mechanical Servant Builds[edit]

The manner in which you build your mechanical servant is just as important as its components and design. The build determines your construct's strengths and weaknesses.

Strong Build[edit]

  • The servant gains a Strength score of 16.
  • The servant gains either a Wisdom, Dexterity, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC = 8 + character's proficiency bonus + servant's Strength modifier

Flexible Build[edit]

  • The servant gains a Dexterity score of 16.
  • The servant gains either a Wisdom, Strength, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC = 8 + character's proficiency bonus + servant's Dexterity modifier

Intricate Build[edit]

  • The servant gains a Wisdom score of 16.
  • The servant gains either a Strength, Dexterity, or Constitution score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC = 8 + character's proficiency bonus + servant's Wisdom modifier

Sturdy Build[edit]

  • The servant gains a Constitution score of 16.
  • The servant gains either a Strength, Dexterity, or Wisdom score of 13.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC = 8 + character's proficiency bonus + servant's Constitution modifier

Speed Build[edit]

  • The servant gains a Dexterity score of 15.
  • The servant gains either a Wisdom, Strength, or Constitution score of 12.
  • The servant gains +10 movement speed to any movement type it is capable of using.
  • Some Construct features require the target to make a saving throw to resist. The construct’s saving throw DC is calculated as follows:
Construct save DC = 8 + character's proficiency bonus + servant's Dexterity modifier


Mechanical Servant Upgrades[edit]

If a construct upgrade has prerequisites, you must meet them to select it. You can perform the upgrade at the same time that you meet its prerequisites. You can select each upgrade only once, unless the upgrade's description says otherwise.

Additionally, whenever you gain a level, you can choose one of the construct's upgrades and switch it out with another upgrade. The new upgrade cannot have a level prerequisite greater than the level prerequisite of the original upgrade. You cannot replace an upgrade if it is a prerequisite for another of the construct's current upgrades.

Advanced Materials

By utilizing rare ore in upgrading the construct’s armor, the construct gains resistance against bludgeoning, piercing, and slashing damage.

Arcane Link

You develop an arcane link with your servant’s sensors. As an action, you can don or doff a special mechanism which allows you to see through your construct’s eyes and hear what it hears while it is within 100 feet of you. During this time, you gain the benefits of any special senses the construct has, and you are blind and deaf with regard to your own senses.

This mechanism is uniquely calibrated to you. If another creature uses the mechanism, they receive no information.

Arcane Shielding

You install a device which can generate a bubble of arcane energy. As a bonus action the construct can activate the shield. While the shield is active the construct gains resistance to all damage for 1 minute.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Arcane Sensor

Utilizing an array of magical sensors of your own design, you enable your construct to detect threats with greater ease. The construct gains proficiency in the perception skill. Additionally, the construct has advantage on perception checks relying on hearing or sight.

Charge Attack

Prerequisite: Quadruped Chassis

By upgrading the construct’s joints to be more nimble at high speeds, your construct gains the ability to attack while dashing. When the construct uses its action to dash, it can use a bonus action to make a single melee attack or to shove a creature.

If the construct moves at least 10 feet in a straight line immediately before taking this bonus action, it gains either a +5 bonus to the attack’s damage roll (if it makes an attack and hits) or pushes the target up to 10 feet away from it (if it succeeds on the shove).

Cloaking Mechanism

Through a series of enhancements, magical and mechanical, you create an advanced stealth system. As an action, the construct can become invisible. The invisibility ends after 10 minutes, or if the construct attacks or casts a spell.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Clockwork Brain

You design a clockwork brain and install it into your mechanical servant. The construct gains an intelligence score of 6, allowing it to utilize items imbued with your magical infusion. It gains the ability to speak one language of your choice that you know.

Additionally, you can use your Infuse Magic feature directly on your construct once without counting against your max number of infused spells. Only the construct can activate the infusion.

Due to its increased intelligence, the construct loses its immunity to psychic damage.

Communication Antenna

By adding an antenna to your servant and creating a matching earpiece you are now able to issue orders (and even communicate if your servant is able to speak) from up to a mile away. This will extend the range of other upgrades such as Arcane Link.

Defensive Array

By upgrading the construct's protective plates and shielding, you allow it to defend itself more effectively. The construct gains proficiency with shields and always has a shield available.

Exoskeleton

Prerequisite: Construct’s Strength score must be 15 or higher

By replacing much of the construct’s chassis with heavy metal plates you significantly upgrade its armor at the cost of more noticeable movement. The construct’s AC becomes 18 + proficiency bonus. The construct has disadvantage on stealth skill checks.

Extra Attack

Faster moving appendages allow your companion to attack rapidly. Your companion can make two weapon attacks whenever it takes the attack action on its turn.

Flame Spout

The construct is upgraded with a flame weapon. As an action, the construct can send out a blast of fire. Each creature in a 5 ft wide 60 ft line starting from the construct extending in a direction of your choice must make a Dexterity saving throw against the construct save DC. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

This damage increases to 10d6 at 13th level and 12d6 at 17th level.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Grapple

Prerequisite: Bipedal Chassis

You upgrade the arms of your bipedal construct, outfitting them with hooks, clamps, or another appropriate addition. When the construct strikes a target with their basic attack, the target becomes grappled. The escape DC is the Save DC shown in the construct chassis stat block or 10 + the construct's strength (athletics) skill, whichever is higher.

Greater Runic Engravings

Prerequisite: Runic Engravings By inscribing more powerful arcane runes onto your mechanical servant, it is able to utilize more spellcasting abilities. The construct learns a cantrip of your choice. Its spellcasting ability is Wisdom. You can select this upgrade multiple times.

Hair Trigger Springs

By honing your construct’s reaction times, it becomes able to avoid damage with lightning reflexes. When forced to make a dexterity saving throw to avoid taking damage, the companion takes half damage on a failed save, and no damage on a success.

High Tension Springs

Utilizing springs made of a superior alloy, you increase the construct’s movement speed. Your mechanical servant's base land speed increases by 10 ft. If the construct has other movement types, their speed also increases by 10 ft.

Improved Repertoire

You make modifications to the construct that allow it to perform certain tasks more effectively. The construct gains proficiency in a skill of your choice. You can select this upgrade multiple times.

Larger Chassis

You upgrade the chassis of your construct to create a larger, more powerful frame. The size of your construct increases one category.

Additionally, the construct’s hit die increases by one size as follows: Small - d6 Medium - d8 Large - d10 Huge - d12

Hit points are recalculated when this upgrade is taken, according to the following table:

Hit Die 1st Level Hit Points Each Level After 1st
d6 6 + Constitution modifier 4 (or 1d6) + Constitution modifier
d8 8 + Constitution modifier 5 (or 1d8) + Constitution modifier
d10 10 + Constitution modifier 6 (or 1d10) + Constitution modifier
d12 12 + Constitution modifier 7 (or 1d12) + Constitution modifier

Locomotive Adaptation

You attach fins, webbing, grappling hooks, burrowing claws, inflatable balloons, or other appropriate locomotive aids. The construct gains a swim speed equal to its highest speed, a climb speed equal to its highest speed, a burrowing speed equal to half its highest speed, or a flight speed equal to half its highest speed. You can select this upgrade multiple times.

Longer Reach

You increase the reach of your servant’s melee attack, by adding tentacles, lengthening arms, or another appropriate modification. The construct's range for melee weapon attacks increases by 5 feet.

Magically Warded

You provide strong anti-magic enchantments for your mechanical servant. The construct has advantage on saving throws against spells.

Nimble Flight Control

Prerequisite: Aerial Chassis or Locomotive Adaptation

By upgrading the maneuverability of your flying construct, the construct is able to nimbly move in and out of combat. The construct does not provoke opportunity attacks while flying.

Overdrive

You develop a system which allows your construct to generate a surge of energy for a short flurry of activity. As an action, the construct may double its speed until the end of its turn. The construct may then make a single melee weapon attack against each creature it can reach during its turn. It has advantage on attack rolls, and opportunity attacks have disadvantage against it.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Overload

The construct is upgraded with an energy discharge weapon. As an action, the construct can release a blast of electrical energy from its body. Each creature within 20 ft of the companion must make a Dexterity saving throw against the construct save DC. A target takes 5d10 lightning damage on a failed save, or half as much damage on a successful one.

This damage increases to 6d10 at 11th level and 7d10 at 17th level.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Powerful Build

You strengthen the lifting and pulling capabilities of your construct. The construct gains proficiency in the athletics skill. Additionally, the construct counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Precision Instruments

You graft fine tools onto your construct allowing it to adeptly perform specific tasks. The construct gains three tool proficiencies of your choice, and it always has those tools available. You can select this upgrade multiple times.

Relentless

A variety of backup systems are installed into your construct. If the construct takes damage that would reduce it to 0 hit points, it instead is reduced to 1.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Reserve Power

You install a node for conducting magical energy, enchanted to spontaneously repair your construct. The character can order the construct to utilize this energy to restore 2d8 hit points to your mechanical servant.

This healing increases to 4d8 at 11th level and 6d10 at 17th level.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Riding Harness

You design and craft a special saddle or harness to aid in using the construct as a mount. When an attack targets a creature that is using the construct as a mount, your mechanical servant can force the attack to target itself instead.

Runic Engravings

Prerequisite: Construct’s Wisdom score must be 13 or higher

By inscribing arcane runes onto your mechanical servant, it is able to utilize some spellcasting abilities. The construct learns a cantrip that requires a ranged spell attack only. Its spellcasting ability is Wisdom. You can select this upgrade multiple times.

Smoke Screen

You attach a mechanism capable of creating a 20-foot-radius sphere of thick grey smoke centered on a point within 120 feet. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Once your construct uses this feature, it must finish a short or long rest before it can use it again.

Spark of Intellect

Prerequisite: Clockwork Brain Upgrade

Through an inexplicable breakthrough in the design of the clockwork brain, your mechanical servant gains an Intelligence score of 13. In addition, the companion gains the ability to speak in all the languages that you know.

Choose two level 1 spells and a single level 2 spell from the artificer spell list. The companion can spontaneously cast each of those spells once per short rest, without providing material components. Intelligence or Wisdom is its spellcasting ability.

Upgraded Build

You improve upon the foundation of your mechanical servant's build. Choose one ability score from Strength, Dexterity, Constitution, or Wisdom. The construct's score for the chosen ability becomes 16, if the score was already 16 or higher, you add 2 to the score, up to a maximum of 20. You can select this upgrade multiple times.

Upgraded Sensor Array

Prerequisite: Arcane Sensors upgrade

You work to advance the sensor modules on your construct. The construct gains blindsight out to a range of 30 feet and cannot be surprised.

In addition, the construct can make a perception check to search for hidden enemies as a bonus action instead of an action.

Weapon Mastery

By focusing on improving your servant’s weapon systems, you enable the construct to use more powerful weapons. Choose 2 martial weapons. Your construct becomes proficient with those weapons, and you are able to integrate the chosen weapons into the construct's design.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Red Artificer class, you must meet these prerequisites: Intelligence 13



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