Arteficer Archetype: Mechanist Mechanists can spend their entire lives, or even multiple generations working on a single masterpiece of engineering. Not satisfied with the simple mimicry of natural creatures, these mad engineers strive to create something truly beautiful and all their own. Some build machines of necessity, mechanical limbs to replace lost ones, or clockwork wheelchairs for mobility, while others build fearsome suits of armor, and others still build faster modes of transport for themselves and their allies. The possibilities are endless! Prototype When you choose this path at 1st level, you create a simple machine, a mere prototype for your glorious creation to come. Different forms of machine have different prototypes and benefits, as listed in the prototypes section below. As you gain levels and add modifications to your prototype, it grows in complexity and size, eventually forming a final creation. When you choose this path and gain this feature, you devote all of your creative impulses toward your masterpiece, and as such you no longer gain the Mechanical Servant feature at 6th level You may only have one machine at any given time, built out of one prototype. You may choose another prototype and begin building from scratch only if you lose or destroy your previous one, as its enchantments are powerful and linked to you. Building a new prototype requires one week of uninterrupted work and 200gp in materials, plus an additional day and 200gp for each modification to be added. This contraption is made specifically for you, and as such other creatures cannot operate it easily if at all. If another creature attempts to operate your machine, it must first make an intelligence saving throw against your spell save DC. If the creature fails, the machine does not perform any function for them. Modification At 3rd level, you learn to modify your creation to make it your own. You have a pool of Modification (or Mod) Points equal to half your Mechanist level rounded down. You can spend these points to apply modifications to your creation from the Modifications list below. Any modification that grants any kind of attack can only be used once on each turn. If these attacks are not otherwise explained, they act identically to standard melee and ranged attacks, requiring an attack roll versus the target's armor class. Modifications requiring saving throws of any kind use your Artificer spell save DC. You may service your machine as a light activity during a long rest, as you tighten each fastener, scrape debris from each module, and recalibrate precise instruments. Many modifications will require service to be used again, and they may all be refreshed as part of a single long rest. You can change what modifications you use in the field with during a short rest. Some light, uninterrupted work, and 100gp in materials for each modification added or removed allows you to gently replace, remodify, and recalibrate your machine's components. Alternatively, whenever you gain a Mod Point, you can choose to reconfigure any number of modifications to suit your new Mod Point total.

Advanced Machines At 9th level, You improve upon your base machine, gaining additional features based on your prototype. Prosthetic-Type Arms You begin to add more mechanical parts to your joints, strengthening them and the arm itself. When you gain the Ability Score Improvement feature, your maximum Strength score is treated as 22. additionally, you have advantage on any Athletics check made using your arms. Prosthetic-Type Legs By polishing every gear and improving upon the enchantments that control your legs, you improve their reaction time even further. When you gain the Ability Score Improvement feature, your maximum Dexterity score is treated as 22. additionally, you have advantage on any Acrobatics check made using your arms. Transport-Type Reducing weight and empowering the enchantments that move it, you create an even faster machine. When you are piloting your machine you can take the dash action as a bonus action. Additionally, you have proficiency on Dexterity saving throws made while in your machine. Armor-Type Tougher materials and several enchanted gears at the back mean that your machine is both easier to use and more protective. You gain an additional +2 bonus to your Armor Class when wearing your armor, and can now don and doff it as a bonus action. Masterful Materials By 14th level, you have added a number of modifications to your machine, bringing it ever closer to your final masterpiece. You begin to retrofit outdated parts with rare materials, granting your machine additional properties. You may only choose one material to use in your machine, you cannot change this material untless you choose to rebuild your machine as a result of it being destroyed or lost. Thermium A rare silver-blue metal that can only be found deep underground, Thermium's chemical makeup leaves it unstable. The metal is constantly giving off a strong heat due to its chaotic internal structure, and yet it is still as strong as any iron known to exist, and takes an extremely long time to break down. A machine made of this material allows its user to maintain a comfortable temperature even in extreme cold. Additionally, if a creature hits a machine made or guarded by thermium with a melee attack, the creature takes 2 points of fire damage, as the impact stirs its internal reaction. Adamantium The infamous Adamantium is a sharp silver metal, normally without even the slightest imperfection on its surface. This material cannot be found naturally, and can only be produced by a skilled smith in conjunction with an adept mage. A machine enhanced with adamantium cannot be destroyed by any physical means, or any magical means less powerful than a 7th level spell. Additionally, the user of an adamantium machine negates all of the damage of any single effect or attack dealing less than half your level in damage. Dimeritium The Mage's Bane, Dimeritium posesses the curious property of cancelling magical energy. This deep brown-gold metal is found naturally, but only in extremely rare surface deposits, and most dimeritium is now produced through magical smithing. Extremely careful placement of dimeritium shards in a machine can enable it to simultaneously disable hostile spells, while allowing its user to cast uninhibited. A dimetirium machine allows its user advantage on any checks relating to seeing past illusion magic. Additionally, any spells or magical effects targeting only the machine or its current user fail and fizzle before reaching or affecting the machine if their spell attack roll is a 2 or less. Orichalcum Deep Blue, opalescent, and devastatingly beautiful, Orichalcum is a magical crystal normally found within other raw metals. The crystal itself is quite delicate, but otichalcum's value stems not from its strength, but rather from its ability to empower magic abilities. A machine enchanced with small shards of orichalcum has all of its small enchantments bolstered, almost managing to service itself while you use it. All modifications which can only be used a number of times before requiring a long rest can be used one additional time. In addition to this, Orichalcum can be made to glow brightly, causing your machine to emit light in all directions, as if under the effects of the Light cantrip Iron Cold, hard, and abundant! While not incredibly advanced, Iron makes up most swords, armor, shields, and it works remarkably well in a variety of applications. what it lacks in special properties, it makes up for by being easily workable, naturally ocurring, and inexpensive, allowing a machine made of it to be modified quickly and easily. A machine made up of iron is allowed an additional 2 Modification Points.

Superior Servicing At 17th level, you have completed your final creation, all that's left to do is add some minor modifications and adjustments. Meanwhile, you have enchanted your machine to service itself in dire situations. This technique requires a large amount of precise magical energy, however, and it can only be performed once before needing a long rest. As an action, you can choose to spend a spell slot of 3rd level or higher to service your machine magically. This is identical to the effects of a long rest for your machine. Prototype Options Prosthetic-Type Your grand creation is a part of your body, either replacing or encasing up to two of your limbs and enhancing your abilities with mechanomagical energies. Prosthetics can appear as anything from a false hand or hook to an entire arm of exposed clockwork or an exo-skeleton of brass and gold encompassing your legs. This Prototype can be of two forms: Arms or Legs. Arms One or both of your arms is replaced by false limbs made of fine metals, clockwork, and an assortment of magical devices. These limbs are engineered perfectly for you, look as you design them to, and respond as if they were flesh and bone. The magic and clockwork used to make the limb actually causes it to be stronger than normal. When you choose this prototype and have it attached to you, you have a +1 Bonus to any athletics checks made using your arms Legs One or both of your legs is replaced by false limbs made of fine metals, clockwork, and an assortment of magical devices. These limbs are engineered perfectly for you, look as you design them to, and respond as if they were flesh and bone. The designs and actuators in these legs grant them a quicker reaction time than a normal leg. When you choose this Prototype and have it atached to you, you have a +1 bonus to any acrobatics check made using your legs Transport-Type Your grand creation will be a mechanically complex wheelchair, or a self-propelled carriage, or even just a flat plate that hovers above the ground. When you choose this prototype, it begins its life moving only slightly faster than you normally do. When you pilot your transport-type machine, your walking speed is increased by 5ft. Armor-Type Your grand creation will be a piece of armor you wear. This could range from a simple breastplate and gauntlets to a full suit of armor. This prototype is treated as any other piece of armor that can be donned and doffed, and has a base AC of 11 + your Dexterity Modifier (Though this can be increased through modification). This armor is specially fitted to your size and proportions, making you proficient in using it regardless of whether you are proficient in using light, medium, or heavy armor. Machines Without Their Mechanists Prototypes and machines may encounter combat at times when they are not being piloted or worn. As such, they have statistics for use when they are inactive ot autonomous. Machines use the statistics for Animated Armor (MM19), with a number of exceptions. Armor Class: The Machine's Armor class is 10. If the Machine has the Armor Plating modification, its Armor Class is equal to your Armor Class while wearing the armor - your Dexterity modifier.

The Machine's Armor class is 10. If the Machine has the Armor Plating modification, its Armor Class is equal to your Armor Class while wearing the armor - your Dexterity modifier. Hit Points: The Machine's maximum hit points are equal to 1/2 your own.

The Machine's maximum hit points are equal to 1/2 your own. Speed: Your Machine has a speed of 0. If it has the Autonomous Operation modification, its speed is equal to your speed while operating it.

Your Machine has a speed of 0. If it has the Autonomous Operation modification, its speed is equal to your speed while operating it. Abilities: Your machine does not have the False Appearance, Multiattack, or Slam abilities. An additional note relating to hit points: When a machine falls to zero hit points or below, it is considered disabled. When a machine is disabled it cannot be used or worn, but will be repaired when serviced. If a machine takes damage that reduces its hit points to a negative value equal to its maximum, either in one attack or over multiple, it is destroyed and cannot be repaired. Refer to the Prototype feature for details on building another machine. Prosthetic machines are a part of their Mechanists, and as such do not have seperate statistics. Modifications Arcane Artillery (1) You build a weapon with several barrels which fires arcane missiles at your enemies. This weapon replicates the effects of the Magic Missile spell, but can be used in different ways. You have a reserve of 6 magic missiles. You can launch a single missile as a bonus action, or launch 3 at once as an action. All magic missiles are regenerated when you finish a long rest. Your reserve of missiles becomes 9 when you reach 6th level, and 12 when you reach 11th level. Armor Plating (1) (Requires: Armor Type) You add several plates of varying materials to your suit of armor, strengthening its defense. Each time you take this modification you increase your armor's weight and AC. In order to take the third level of this modification you must have already equipped the first. The First level costs 1 mod point. Your armor is considered medium armor, and your base armor class is 13 + your Dexterity modifier (Maximum of +2). You also have disadvantage on stealth saving throws. The third level costs an additional 2 mod points. Your armor is considered heavy armor, and your base armor class is 17. You also have disadvantage on stealth saving throws.

Arrow Acquisition Apparatus (3)(Requires: 11th level or higher, Prosthetic Arms type) Using conjuration magic and mechanical know-how, you have created a device for creating arrows and quickly delivering them to your bow. When you wield a longbow or shortbow with this modification, you can attack twice with that bow as part of your attack action, as the apparatus creates an arrow and delivers it into your bowstring effortlessly. The apparatus can create an infinite number of arrows, but each arrow disappears when the next is created. The arrows have no special properties, but can be detected by Detect Magic or similar magic. Additionally, if you have the Crossbow Modification, it is considered the same as a longbow or shortbow for the purposes of this modification. Autonomous Operation (4)(Requires: 11th level or higher, Armor or Transport Type) In a true feat of mechanomagical wit, you've given your creation the ability to act autonomously. When you are not operating your machine, you may choose to have it enter "Autonomous Mode". While in this state, your machine will respond to verbal any orders it can hear in your voice. If it is not given orders, your machine will do nothing unless it is attacked, in which case it will attempt to defend itself. In combat, your machine takes its own turns, has its own initiative,and can make skill checks and saving throws independently from you. Statistics fot your machine can be found in the Inactive and Autonomous Machines Note. You decide how your autonomous machine communicates, emotes, and reacts. Burrowing Drill (2) You add a drill-like mechanism to your machine, allowing you to burrow underground. You gain a Burrow speed equal to your walk speed. Cannon (2) (Requires: 6th level or higher) You create a devastating cannon to add to your machine. As an action, you can launch a cannonball with a range of 30 feet that can force all creatures within 10 feet of the impact point to make a Dexterity saving throw or take 2d8 fire damage. This modification uses your Artificer spell save DC. The cannonballs used in this mechanism must be specially made, and the cannon can only hold two at any given time. You can create two cannonballs each time you service your machine during a long rest. Crossbow (1) You've engineered a miniature crossbow, or other bolt-firing device into your machine, enabling you to attack at range. This is a ranged attack action that deals 1d6 piercing damage on a hit and has a range of 60 feet. Dagger Dispenser (2) (Requires: Prosthetic Type) You add a small mechanized compartment to your prosthetic. The compartment houses localized conjuration magic, which creates a simple dagger. The dagger has no special properties, but can be detected by a Detect Magic spell or similar magic. A maximum of three daggers of this type can exist at a time, disapparating the oldest whenever a fourth dagger is created. Daggers obtained through creation by this device are treated as drawing a weapon on your turn, and can be thrown or used as part of the same turn. Deflection Driver (2) A magical cylinder, similar to a cannon, which contains a forceful spell. As a bonus action, you can unleash a small burst of force upon a creature or object of your size or smaller within 5 feet of you. Your target must make a strength saving throw or be pushed up to 10 feet away from you. Echolocation (3) (Requires: 6th level or higher, Prosthetic Type) Your limbs become equipped with sophisticated listening instruments. The enchantments that link your mechanical limbs to your body transfer their signals to you in a strange form of sight. You gain Blindsight up to a distance of 30 feet. Elemental Expungers (1) You create a series of devices that emit a limited form of antimagic, dampening the effects of certain elements. Each element must be repelled individually, and each Expunger requires one modification point. Choose an damage typew from the list below, you have resistance to that type of damage: Acid, Cold, Fire, Force, Lightning, Poison, Psychic, Thunder If you invest a second modification point into any damage type, you can empower the Expunger to affect all creatures within 30 feet of your machine. Expandable Shield (2) (Requires: 11th level or higher, Prosthetic Arm Type) You build a mechanical sheild, which can fold and shrink into your arm using clockwork and transmutation enchantments. You can use this shield to fight with both hands while also defending yourself. When you use a one handed weapon, you can use this shield as if it were any other. When using a two handed weapon, you can use your reaction to expand your shield quickly to defend yourself, gaining a +2 shield bonus to your AC for that attack. You must choose to raise the shield before the attack is ruled as successful or not. You are always proficient with this shield.

Flamethrower (3) (Requires: 11th level or higher) You craft a compact flame-producing device using evocation magic. This can be used in two ways: Gout of Flame. As an action, you create a forward blast of flame in a 15ft cone in front of you. creatures caught in this blast must make a Dexterity saving throw, taking 5d6 fire damage on a failed save, and half on a successful one. Scorched Earth As an action, you create a wall of fire on a solid surface within 60 feet. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or a ringed wall up to 15 feet in diameter, 10 feet high, and 1 foot thick. The wall is opaque and lasts for up to 1 minute. Each creature within the area of this wall when it appears must make a Dexterity saving throw or take 4d6 fire damage on a failed save, or half on a successful one. When any creature attempts to pass through the wall for the first time on its turn, or ends their turn inside it, they must repeat this save. Due to the compactness of this modification, it can only be used a limited number of times before requiring service. You can use The Gout of Flame mode twice, or use the Scorched Earth mode once before you must finish a long rest. If you use Gout of Flame you cannot then use Scorched Earth until you finish a long rest. Gleaming Guide (1) (Requires: 6th level or higher) You enchant a glowing gem with an empowering spell. On your turn as a bonus action, you can command this gem to float to a willing creature that you can see within 30 feet of you, where it will float near their head until moved. When the gem arrives, it releases a warm, soothing aura that enhances the creature's abilities. While affected by this aura, the creature can add 1d4 to any ability check or saving throw once each round. The gem will return to your machine if you or the target falls to 0 hit points, 1 minute passes, or if you choose to recall it with a bonus action. Once the gem returns to your machine, you cannot deploy it again until you finish a long rest. Habitation Systems (2) (Requires: Transport Type) You add several components to your machine, allowing it to transform into a comfortable home in times of rest. When you take a short rest while operating your machine, you recover an additional 1d4 hit points with each hit die you spend. Similarly, when you take a long rest with your machine, you regain all spent hit dice, instead of half your total. Other creatures can benefit from these effects when they rest if you have extra passenger positions available from the Supplementary Seating modification. Make it Bigger! (4) (Requires:11th level or higher, Armor or Transport Type) You double the size of your creation, making it much larger than yourself. Your machine's size is now considered to be Large. All attack methods grow just as large as your machine, and as such deal one additional damage die. You also have advantage on Strength-based checks and saving throws. Being so large makes your machine a larger target. You take a -2 penalty to your Armor Class when you are piloting a large machine. Additionally, you have disadvantage on Dexterity-based checks saving throws. If your machine is a Transport Type, it also gains the Supplementary Seating modification for no additional mod points. Mechanical Knuckle/Heel (2) (Requires: Prosthetic or Armor Type) You augment one of your fists or feet with powerful pistons and a heavy plate, making it a powerful force. This is a melee attack action that deals 1d10 bludgeoning damage on a hit. At 11th level or higher, you can take this modification again to improve your Mechanical Knuckles into a Rocket Fist/Foot. As an action on your turn, you can launch your fist or foot forward with a blast of energy, Impacting a creature within 60 feet for 3d10 bludgeoning damage. When you use this attack, you must retrieve the limb in order to use it again, or another can be created when you service your machine during a long rest. While you are in posession of the limb, you may use your standard Mechanical Knuckle/Heel attack at any time. Ramming Gear (1) (Requires: Transport Type) You add a plate or spikes to the front of your machine, and enable it to quickly accelerate in rapid bursts, allowing for ramming. As an action, you can move in any direction up to half your speed before striking a creature. You can attempt to hit one creature with a melee attack roll when you move within 5 feet of them, dealing 1d10 bludgeoning damage on a hit. Retractable Wings (4) (Requires: 11th level or higher) You carefully rig a pair of foldable cloth wings into your machine, to be deployed at the press of a button. The wings are also enhanted to ensure they fly smoothly. When your wings are deployed, you gain a fly speed equal to your walk speed. Rope Spool (1) You have added a spool of simple hempen rope into your machine. You can throw the rope up to 40 feet in any direction as an action on your turn before winding it in with a mechanism not unlike that of a fishing rod. When using this mechanism to climb, you have a climbing speed of 10ft. Objects can easily be tied to the end of the rope and swung. If you invest an additional Mod Point into this modification, you can improve it into a Grappling Hook. This adds an ornate hook to the end of your rope, A mechanism that lanches the rope much further than a simple throw, and a magical spool that winds on its own and with great force. As an action on your turn, you can launch the grappling hook up to 100 feet in any direction before activating its spool and pulling it back to you. This can be used to climb with a climb speed of 20ft. If the grappling hook hits a creature (With a successful ranged attack roll), it is dealt no damage but the creature can be pulled up to 20 feet toward you. When it is hit successfully you can also force the creature to make a strength saving throw or be considered grappled.

Second Gear (1) (Requires: Transport Type) You have included a series of gears into your machine that allow it to move at enormous speeds. Your speed increases by 10 feet while you pilot your machine. At 6th level you can spend another modification point in order to advance this modification to Third Gear and gain an additional 10 feet of movement. Siege Engine (4) (Requires: 11th level or higher, Armor Type) You add a multitude of stabilizers to your armor, allowing it to grip the ground and anchor itself in place. Powering this transformation is the siege engine, an arcane core that empowers the armor's abilities. You gain the ability to enter Siege Mode as a bonus action on your turn. When in Siege mode, your speed is reduced to 0 and you cannot be forcibly moved except by overwhelming forces. Due to your lack of mobility, all attacks against you have advantage. While in Siege Mode, your ranged Primary and Secondary attack modifications have their ranges doubled, gain a +2 bonus to their ranged attack rolls, and deal an additional 1d6 of damage. In addition, to this, you are considered to be a source of 3/4 cover for any creatures standing within 5 feet of you. Finally, magical ranged attacks also deal double damage to structures. Siege mode can remain active for up to 1 minute, and can be ended as a bonus action. If you fall to 0 hit points, or doff your armor, Siege mode ends. After you use this ability you must finish a long rest to recharge the siege engine before you can do so again. Simple Operation (1) (Requires: 6th level or higher) By rethinking some designs and adding instructive notes to each knob and button, Other creatures can make use of your machine easily. Any creature with an Intelligence score of 6 or more can choose to automatically succeed on the Intellignece saving throw necessary to use your machine. Slippery Skates (3) (Requires: Prosthetic Leg Type) Your legs have magical blades built into the soles of their feet, allowing you to slide across the ground as if it were ice. Your movement speed increases by 10 feet as you harness this sliding to speed across solid ground, and you also ignore any difficult terrain created by ice. Additionally, these blades can be used to empower standard kicks, making them a menacing weapon. This melee attack action deals 1d6 slashing damage and 1d6 cold damage on a hit. Spike (1) (Requires: Prosthetic or Armor Type) You add a spring-driven spike to your machine, allowing for a quick and unpredictable attack. As a bonus action, you can make an attack with your spike, dealing 1d4 piercing damage on a hit. Springtrap Mechanism (3) (Requires: Prosthetic Arm Type) Within one of your prosthetic arms is a spring-driven clamp, which can be used to reliably immobilize your opponents. When you attempt to grapple a creature with a strength roll of less than 16, you can choose to take a roll of 16 instead. Steam Outputs (2) (Requires: Prosthetic Leg Type) Your prosthetic legs have high-pressure steam vents built into them, allowing for a burst of force to propel you high into the air. Your long-jump distance is now equal to 30 feet, and your high-jump distance is now equal to 10 feet. Supplementary Seating (1) (Requires: Transport Type) Youy add extra space to your machine, allowing others to ride along as passengers. When you equip this modification, you can add to your machine up to 3 positions for passengers in your machine. If this modification is gained as a part of the Make it Bigger! modification, you can add up to 6 positions. The positions added in this modification can only accomodate creatures of the machine's size or smaller. Swim Gear (2) You add fins and an enchanted apparatus for water-breathing to your machine. You gain a swim speed equal to your walk speed.