Robot Artificer (5e Subclass)

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Robot Artificer[edit]

" You must be an Artificer and some sort of animatronic creature to use this subclass"

(Note: Features displayed may replace or be added to the levels this subclass provides however this is up to DM's discretion)

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Attachments

Starting at level 3, you can spend a long rest integrating an item into your mechanical body. You can have up to 5 items attached. This increases to 10 at level 10. The Steel Defender can have this many, and is half-rounded down.

Energy Charge

Starting at 4th level you gain 4 energy charges. (Total number of energy charges is equal to character level). Energy charges are replenished on a short or long rest.

When you take the Attack action on your turn, you can use one of your attacks to expend 2 charge, firing a laser that deals 4d8 radiant and fire damage. Each creature within a 10 foot sphere, centered on the target, must make a dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a success. The user takes 1d10 bludgeoning damage upon using this attack, and another 1d6 fire damage at the beginning of his next turn. This can only be used twice before taking a long rest. b


Artificer Level Spell
3rd chromatic orb, shield
5th healing word, scorching ray
9th conjure barrage, fireball
13th fire shield, revivify
17th mass cure wounds, destructive wave
Arsenal

When you gain Energy Charges you can use them for specific abilities. At 4th level, you can pick two abilities out of 20. At 6th level, you can pick 4 abilities. At 10th level, you can pick 6 abilities. At 14th level, you can pick 8 abilities. At 18th level, you can pick 10 abilities.

Arsenal[edit]

Rocket Fist

As a bonus action you can spend 1 Energy Charge to use mini rockets on your hand to propel your hand at an extremely fast speed making you able to make a superpowered attack. If you only use your fist you can make two attacks that do 2d4 bludgeoning damage. If you are using a weapon then you add 1d4 to the damage roll of the weapon. At 8th level, All the d4s turn into d6s. At 16th level, All the d6s turn into d8s.

Steel Defender Master

You gain a Steel Defender. You can Expand 1 Energy Charge to switch modes, the Steel Defender automatically reverts to normal after 2 minutes.

Speed Mode: +2 AC. Dash and disengage as a bonus action. +2 bonus to attack rolls.

Heavy Mode: +3 to damage rolls. Two attacks per turn. -20 movement.

Finger Bullets

As a bonus action, you can spend 1 Energy Charge to put any object that isn't bigger than 1 foot into your finger to shoot out with the range being 300/1200. If this hits it does 1d6 damage the type depends on the object you are shooting(There can also be additional damage depending on the object) you can also make the shot not do any damage.

Soldering Hands

As action, you can spend 2 Energy Charges to heat your hands so much that your fists or any other iron weapon will deal an extra 2d6 fire damage for 2 minutes. At 10th level, the damage bonus changes to 2d8 fire damage.

Robot Lenses

As a bonus action, you can spend 1 Energy Charge you can activate 1 out of three lenses that improve your vision for 5 minutes.

Night Vision: This lens helps you see in the dark giving you 160ft darkvision.

Magic Vision: This lens helps you trances of magic in the area (You cast detect magic)

Heat Vision: This lens helps you see the heat produced by creatures within a 100ft radius these lenses can see through walls(The creature has to admit heat in order for you to detect them).

War-forged Translate

As an action, you can spend 1 Energy Charge to instantly translate any language you see or hear (You cast comprehend languages).

Chest Furnace

As an action,

Laser Rainbow

As an bonus action, you can spend 2 Energy Charge to consume a potion and what ever damage type that potion deals is what your laser's damage type will be for the next laser shot and you add the damage the potion would of done into your laser attack(One who shoot it the laser goes back to its normal damage type).

Hologram

As an action, you can project an image within 30 feet of you (You can minor illusion)

Fire Wall

As a bonus action, you can spend 1 Energy Charge to improve your hardware and make any magic that requires you to do a Wisdom or Intelligence saving throw, you will gain an advantage. Once the saving throw is done the effect is off and you have to spend another Energy Charge to turn it back on.

Energy Release

As an action, you can spend 1 Energy to release stored energy out of the pom of your hands which propels the opponents way (You cast thunderwave)

Hand Taser

As an action, you focus all the electricity in your body into your hands making the next person to touch your hands be electrocuted (you cast shocking grasp)

Corrupt

As an action, you can spend 2 Energy Charges to extrude out of your fingers. If these fingers go into someone's skin you release energy to their nerve system making them have to make a Constitution saving throw if they succeed half 2d10 lightning damage if they fail the take 2d10 lightning damage and are paralyzed for there next attack. If this is activated for 2 minutes and you haven't used it, it will deactivate. The damage is double if the person you attack is mechanical in any way.

Mini Me

As a bonus action, you can spend 1 Energy Charge to make a miniature you that is 2 feet tall that you can command. He can attack but he can only punch you can listen and see through him and you can spend an extra Energy Charge to make him explode making anyone in 5 feet radius make a Dexterity saving throw if they fail they take 2d8 fire damage if you succeed they take half of that damage.

Steel Defend

As a bonus action, If you take the Steel Defender Master then you spend 2 Energy Charges to boost your Steel Defender in one out of two attributes these orders last for 2 minutes(you can stack modes from the Steel Defender Master).

Defend: Pick a creature that you want your Steel Defender to defend making all attacks against the target have a disadvantage but the Steel Defender can't attack. If the target is hit the Steel Defender will take 1d8 of the damage.

Attack: Pick a creature you purely attack when you do this any attacks made by the Steel Defender to the target have an advantage but any attacks against the Steel Defender have an advantage. If the Steel Defender lands an attack on the target it does 1d8 extra damage.

Repair

As a bonus action, you can spend 1 Energy Charge to produce a health potion that is 1 foot tall that you can give to someone (The potion has the same properties as cure wounds). You can choose to instead spend 2 Energy points to use your mechanical tool built into your heal 2d8 + half of your Medicine roll to a single target.

Armor 0

As an action, you can spend 3 Energy Charges to release any extra metal on your body to make yourself lighter when you get this you gain any additional attacks you also can Dash and disengage as a bonus action. You gain a +4 to your AC but you take double damage. This lasts for 3 minutes you can't change until it's at least been 2 minutes.

Armor +1

As an action, you can spend 3 Energy Charges to compact yourself to slow reducing your speed down to 10 feet and -2 to AC. Any attacks hit do an extra 2d8 damage and you gain 2d6 + Your AC temporary hit points. This lasts for 3 minutes you can't change until it's at least been 2 minutes.

Flashy Feet

As a bonus action, you can spend 1 Energy Charge to protrude rockets out of your feet to double your speed until your next turn.

Epilepsy Warning

As an action, you can spend 2

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