Artificer Subclass: Arcane Mechanist

The Mechanist indulges in their inventive ways by crafting and strengthening servants to assist in their daily research, as well as on the battlefield.

Invention of Intrigue

At 1st level, your interest in the magic of other casters has led you to extend your spellcasting ability by way of a special focus of your crafting. This focus works as an extension of your self, absorbing and analyzing knowledge in tandem with you. It may look however you wish.

This invention allows you to charge it with a spell once per day that must be of a level for which you have spell slots on the Artificer table. This spell may belong to another class if you make an Investigation check while spending an hour in the company of a user or studying a text of the chosen class. The number of charges is equal to your Intelligence modifier (minus 1 if your Investigation check was below 10, minus 2 if below 5), and increases by an additional 1 at levels 3, 9, 14, and 17.

In addition, you may cast the mending cantrip as long as the Invention of Intrigue is in your possession.

If you lose your Invention of Intrigue, it can be created over the course of 1 days work (8 hours) by expending 100 gp worth of metal and raw materials.

Little Helpers

At 1st level, your research and tinkering with spare parts allows you to create two mechanical helpers. Your helpers are mechanical constructs that will obey your commands, but only outside of combat. They are not magical in nature, though magic led to their creation. You have worked on these a long while and are assumed to have finished them after a long rest. Select a small humanoid or beast with a challenge rating of 1/4th or less. The servants use the chosen humanoids or beasts statistics, but may look however you’d like, as long as they correspond statistically proportionate to their size. They have the following modifications:

They are constructs instead of humanoids or beasts

They can’t be charmed

They are immune to poison damage and the poisoned condition

They gain darkvision within a range of 60 ft if they don’t have it already

They understand the words you speak, but can only communicate with simple gestures

If encountered in battle, automatic retreat/shutdown sequence initiates

The helpers may assist in skill checks, be given commands and relay basic information. Assistance from your helpers grants an additional Minor Wonderous Invention as listed below at levels 2, 5, 10, 15, and 20.

Minor Wonderous Inventions: circlet of blasting, +1 magic ammunition, +1 magic weapon, necklace of adaptation, pearl of power, ring of warmth, wind fan

If the helpers are damaged, you may fix them over 1 days time (8 hours each) and at the cost of 50 gp worth of raw materials. If they are destroyed, you may create new ones over 3 days time (8 hours each) and at the cost of 200 gp worth of raw materials.

Examples of Potential Little Helpers The following races are some examples to base your helpers on and how they may assist your work: Goblins: Natural escape artists, this base would provide an easy out for your helpers should they be present at the time of battle.

Grung: Amphibious and acrobatic, these small creatures as a base would grant specific, yet potentially crucial environmental benefits.

Winged Kobolds: While not especially intelligent, these dextrous fliers are ideal for delivering and scouting, as well as assisting.

Xvart: Nimble thieves with a natural cunning, these beings would be great at assisting the Artificer in gathering supplies quickly.

Octopus: Able to fit into small spaces, while also capable of holding many tools, this creature would be the perfect assistant in a tight spot.

Baboon: Able to move quickly with agility, this creatures natural tool utilization know-how lends itself to being an ideal helper.

Giant Centipede: Though not an obvious choice, this design would be able to work by itself or in tandem with another to transport larger items, given its many legs and hard carapace.

Engineered Enhancement

At level 3, you’ve developed a magically infused physical enhancement. Choose 1 from the table below, and you may choose another at levels 7 and 13.