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View Full Version : D&D 5e/Next Artificer Specializations: Armorer and Automatist



Damon_Tor
2019-03-13, 06:01 PM
Armorer
The Armorer is a master at creating defensive items, and can create a specialized suit of armor known as mageplate. Connected to him with a deep arcane bond, his Mageplate makes an Armorer extremely durable, adept at fighting on the front lines of combat.


Tools of the Trade
At third level when you accept this specialty, you gain the following proficiencies.
Proficiencies. You gain proficiency in Smith's Tools and Leatherworker's Tools, assuming you don't already have them. You also gain those tools for free, a result of the hard work you've devoted to your new specialization.
In addition, you gain proficiency with Heavy Armor, and you gain a suit of Mageplate, enchanted Plate Armor you've been building as you've prepared for this speciality and completed as you reach third level.
Crafting. If you craft armor or a magic item in the armor category, it takes you a quarter of the normal time and costs you half as much of the usual gold.


Mageplate
Mageplate is a suit of plate armor that bears its own weight: it has no strength requirement and does not add to your encumbrance. While attuned to your mageplate, you can don or doff it as an action, and it cannot be removed from you without your consent. Only you can attune to your mageplate. Mageplate is a magic item but can always be infused as if it were not. This means it could receive multiple infusions if you wish.

Your Mageplate has hit points equal to your artificer level + your Intelligence modifier. While you are wearing your mageplate and attuned to it, whenever you take any damage except psychic damage the mageplate takes the damage instead. The mageplate is immune to poison damage. If this damage reduces the mageplate to 0 hit points, you take any remaining damage. If the mending spell is cast on the mageplate, it regains 2d6 hitpoints. While the mageplate has 0 hit points, it can no longer absorb damage, but its other properties remain functional. You can fully repair it during a short or long rest assuming you remain within 5 feet of it and have your smith's tools and leatherworker's tools.

You can create another suit of mageplate from a nonmagical suit of plate armor during a long rest as long as your smith's tools and leatherworker's tools are with you. If you do, any other mageplate you've created loses its magic properties and becomes an ordinary suit of plate armor. If you die the magic in your mageplate fades in 24 hours, and it becomes a mundane suit of plate armor.


Armorer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Armorer Spells


Artificer Level
Spell



3rd
Armor of Agathys, Heroism



5th
Mirror Image, Warding Bond



9th
Leomund's Tiny Hut, Protection from Energy



13th
Fire Shield, Death Ward



17th
Circle of Power, Antilife Shell




Integrated Arsenal
Starting at 6th level, at the end of a long rest you can integrate other items, magical or mundane, into your mageplate. The total weight of integrated items cannot exceed a number of pounds equal to your intelligence score. If an item requires attunement you must attune to it before you can integrate it into your mageplate, and if you lose attunement with that item it ceases to be integrated. Items integrated into your Mageplate do not count against your encumbrance. Integrated items cannot be removed from your mageplate without your consent.

You cannot integrate a weapon which requires two hands. Integrated weapons use your intelligence modifier in place of strength or dexterity and you are always considered proficient with an integrated weapon. Integrated weapons do not require a free hand to wield. An integrated weapon with the ammunition property reloads itself using integrated ammunition. Ignore the loading property of an integrated weapon. You can integrate ammunition and thrown weapons during a short rest. If an integrated thrown weapon returns to you when thrown (such as an item with the Returning Weapon infusion) it reintegrates itself with you armor upon return. You can make one attack with an integrated weapon as a bonus action.

Integrated shields are mounted on your arm and occupy that hand while being used, but can be donned or doffed as a bonus action. A doffed shield remains integrated, usually folding into a compact shape to quickly free the hand.

Other integrated items can be used without the need for a free hand. If an integrated item requires an action to use, you can use a bonus action instead. If the item would cast a spell this way (such as a wand or a scroll) it is subject to the normal rules concerning casting spells as a bonus action. If an integrated item would require you make a weapon attack (such as Alchemist's Fire or Holy Water), use your intelligence modifier in place of strength or dexterity.


Limited Autonomy
At 14th level your mageplate gains a limited intelligence, and will act to protect you if you become unable to defend yourself. While you are incapacitated, your mageplate can use your actions to dodge, dash or disengage on your behalf and will use your movement to get to the safest location possible while minimizing risk. If you have integrated items which can be used to protect you or revive you, such as healing potions or a healer's kit, it can use them on you using your bonus action, though your armor cannot use wands or scrolls autonomously.

The Paralyzed, Stunned and Unconscious conditions do not impose most of their normal penalties on you while wearing your mageplate: they do not cause you to stop moving, drop held items or fall prone. They do not grant attacking creatures advantage, cause you to fail strength or dexterity saving throws, or turn hits against you into critical hits.

As long as you remain incapacitated, your mageplate will continue to take actions on your behalf to protect you, moving toward a place it believes you can recover safely; perhaps your home or an allied factions' base of operations. You can teach your armor to take you someplace in particular if incapacitated, such as a friendly temple. This autonomous behavior continues even if you die, but ends when the magic fades from the mageplate after 24 hours.

Damon_Tor
2019-03-16, 09:56 PM
Automatist
The Automatist has uncovered the secrets of creating constructs which act and move on their own accord.


Tools of the Trade
At third level when you accept this specialty, you gain the following proficiencies.
Proficiencies. You gain proficiency in Smith's Tools and Woodworker's Tools, assuming you don't already have them. You also gain those tools for free, a result of the hard work you've devoted to your new specialization.
Crafting. Using your smith's tools and woodworker's tools, you can create a mechanical replica of a pony, a draft horse, a riding horse, or a warhorse, using the normal rules for crafting (See the "mounts" list for prices). The resulting creatures are constructs instead of their normal types; they do not need to eat or sleep and do not require stabling. They do not require animal handling checks to control. They take no actions without a rider (or, while pulling a vehicle, a driver) and cannot function as independent mounts. These mounts sell for double the typical price of a comparable living creature.


Automatist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Automatist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. In addition, there are several changes to the way these spells function for you:

Creatures created by these spells are constructs instead of their normal types and are immune to poison damage and to the poisoned condition.
A creature created by these spells recovers 2d6 hitpoints when the "mending" cantrip is cast on it.
If the dungeon master would choose the form or forms of any creatures created by this spell, you choose instead.
If these spells normally target beasts (Animal Friendship, Animal Messenger, Awaken) they target constructs instead.
If a spell on this list requires concentration (Conjure Animals, Conjure Minor Elementals, Conjure Elementals), it has a casting time of 1 hour, but you can concentrate on it for up to 8 hours instead of its normal duration.


Automatist Spells


Artificer Level
Spell



3rd
Find Familiar, Animal Friendship



5th
Find Steed, Animal Messenger



9th
Conjure Animals, Tiny Servant



13th
Find Greater Steed, Conjure Minor Elementals



17th
Conjure Elementals, Awaken




Personal Automaton
At third level, you've completed work on a personal automaton, a construct of roughly humanoid proportions who assists you in your work and in combat.

Whenever you finish a long rest and your smith's tools or woodworker's tools are with you, you can form this automaton in an unoccupied space within 5 feet of you. If you already have an automaton from this feature, the first one immediately dies.

The automaton is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Personal Automaton stat block. You determine the automaton's appearance, though it is always roughly humanoid in limb configuration and is obviously a construct. It has two hands and can use weapons and armor. It shares your proficiencies and uses your proficiency bonus.

In combat, the automaton shares your initiative count, but it takes its turn immediately after yours. 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 an action.

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 automaton returns to life with all its hit points restored.


Personal Automaton
Medium Construct, neutral
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Armor Class 10
Hitpoints equal to five times your level in this class + your Intelligence modifier + its constitution modifier
Speed 30 ft.
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STR

DEX

CON

INT

WIS

CHA



14 (+2)

10 (+0)

12 (+1)

6 (-2)

8 (-1)

2 (-4)

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Damage Immunities Poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Understands any language you know but cannot speak.
Ongoing Improvements At 9th and 15th levels, your Personal Automaton gains a +2 bonus to all attributes.


Infused Automata
Starting at 6th level, constructs you create with your spells or class features gain a +1 bonus to AC, and a +1 bonus to attack rolls and damage rolls. These bonuses increase to +2 at 13th level. In addition, damage dealt by your constructs is considered magical for the purposes of overcoming resistances.


Chain of Command
At 14th level your Personal Automaton has developed enough autonomy to act without explicit instruction, and can be an effective marshal for your other automata.

You no longer need to use a bonus action to command it on each turn; you can instead give it general commands and objectives (no action required) and it will obey to the best of its ability. It can speak any language you know: you decide what its voice sounds like.

In addition, while your automaton is within 30 feet of you, you can use a bonus action on your turn to order your automaton cast an artificer spell you have prepared, transferring one of your spell slots to the automaton when you give the order. It begins casting that spell on its next turn if able.