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View Full Version : D&D 5e/Next The Automatist: Summoner Artificer Subclass



Damon_Tor
2020-03-09, 03:02 PM
Automatist
The Automatist is an artificer who has uncovered the secrets of creating constructs which act and move on their own accord.


Tools of the Trade
At third level when you select this specialty, you gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

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 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 5th 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 12th level. In addition, damage dealt by your constructs is considered magical for the purposes of overcoming resistances.


Integrated Infusions
Starting at 9th level, the maximum number of infusions you can infuse at once increases by 2, but those extra items can only be used by your Personal Automaton, and they become integrated into its body. These infusions can


Chain of Command
At 15th 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. You can issue commands to creatures summoned by your Automaton and, at your discretion, it can command creatures summoned by you.

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 if necessary. It begins casting that spell on its next turn if able.