The Machinist An archetype for the Unearthed Arcana Artificer A Machinist is an Artificer who possesses a sophisticated suit of mechanical armor which can be upgraded and modified in both mechanical and magical ways, making them extremely versatile and dangerous combatants. A Machinist takes years to perfect the basic design of their armor, making it adaptable and elegant in its execution. Master Builder When you choose this archetype at 1st level, you gain proficiency in Tinker's Tools, and learn the mending cantrip. MechArmor At 1st level, you have finished building a suit of armor that's very mechanical and magical in nature. This Mecharmor is considered a magical suit of armor when worn. When suppressed by an Anti-Magic Field or similar effect, you lose any abilities gained from upgrading the suit that are magical in nature. If you lose your Mecharmor or it becomes damaged beyond repair, you can create a new one over the course of 4 days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials. You do not have to pick the same upgrades for the new Mecharmor. You can don and doff this armor as an action, climbing inside of it and letting the backside close around you, or vice versa. You are proficient with your Mecharmor and can pilot it. While wearing it, you gain the following features: Your AC is 16

Your Strength Score increases by 2, to a maximum of 20

You can Push, Drag, Lift, and Carry as if you were one size catagory larger.

Your Dexterity Score decreases by 1, to a minimum of 3

You have disadvatage on Dexterity (Stealth) checks

Your Speed is reduced by 5 feet

You cannot cast spells or maintain concentration When you first choose this archetype, you gain three upgrades of your choice for which you meet the prerequisites. You cannot use one of the upgrades you choose at 1st level as a prerequisite for the other. You Gain additional upgrades to your Mecharmor at 3rd, 9th, 14th, and 17th level. Some Upgrades may require that a target makes a saving throw. When this occurs, the DC of the saving throw is your Spell Save DC, even if the effect is not from a magical upgrade.

UPGRADES: Power Weapon Prerequisites: None Your suit has a Power Weapon installed in one of your Mecharmor's arms, either a Sword, a Spike, or a Gauntlet, that cannot be disarmed. You can change which one it is as as an action. It is a one handed melee weapon, that does 1d8 of either slashing, piercing, or bludgeoning damage on a hit. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Power Weapon, though you may not use your Power Weapon and use something held in that hand on the same turn. At 3rd level, you can perform a Power Attack with the Power Weapon as an action. This attack does an extra 1d8 damage. This extra damage increases by 1d8 when you reach certain levels in this class: 6th level (2d8), 9th level (3d8), 12th level (4d8), 15th level (5d8), and 18th level (6d8). Repeating Crossbow (partially magical) Prerequisites: None Your Mecharmor has a special repeating hand crossbow built into one of its arms, which is a ranged weapon that deals 1d6 piercing damage, has range 30/120 feet, cannot be disarmed, and possesses the Light weapon property. You are proficient with this weapon while inside the Mecharmor. You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your Repeating Crossbow (including your Power Weapon). Your Mecharmor contains an extradimensional space which can store up to 100 bolts. This space is not accesable if the Mecharmor is in a Magic Suppression zone or under similar effect. At 3rd level, you can perform a Power Attack with the Repeating Crossbow as an action. This attack does an extra 1d6 piercing damage. This extra damage increases by 1d6 at certain Artificer levels: 6th level (2d6), 9th level (3d6), 12th level (4d6), 15th level (5d6), and 18th level (6d6). Transmutative Hardening (magical) Prerequisite: None As an action, you can Fortify your Mecharmor for 1 minute. During this duration, you move at half speed, and have resistance to Bludgeoning, Piercing, and Slashing damage. After using this, you cannot Fortify your armor again until you complete a long rest. Repulsion Rays (magical) Prerequisites: None As an action, you can fire a number of rays equal to your proficiency bonus. Make a ranged spell attack for each ray, choosing a target for each ray individually. These rays have a range of 60/240, and do 1d4 + your Intelligence Modifier force damage on a hit. A creature hit by a ray must make a Strength saving throw (at disadvantage if they were hit by more than one) or be pushed 10 feet in a direction of your choice, plus 5 feet for each additional ray that hit them. Spell Synergy (magical) Prerequisites: None You have installed an arcane focus into the Mecharmor, and modified the arms to allow for somatic performance more easily. You can cast spells as normal while wearing the Mecharmor, and can maintain concentration on spells. You can use the Mecharmor as your arcane focus. Flame Thrower Prerequisites: None You can fire a stream of flame at your foes as an action. Each creature in a 20-foot cone must make Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one. You must complete a short or long rest before using this upgrade again. The Flame Thrower's damage increases by 2d6 at certain Artificer levels: 3rd level (4d6), 9th level (6d6), 12th level (8d6), 15th level (10d6), and 18th level (12d6) Greased Mechanics Prerequisites: None You have oiled the gears and greased the mechanics of your Mecharmor, giving you the following benefits: Your Mecharmor no longer imposes disadvantage on Dexterity (Stealth) Checks

Your Speed in the Mecharmor is no longer reduced by 5 feet

Your Dexterity in the Mecharmor is no longer reduced by 1 Efficient Mechanics Prerequisites: Greased Mechanics You have redesigned your Mecharmor to perform more fluidly, granting the following benefits: Your Speed in your Mecharmor (and the Mecharmor's when acting remotely) are increased by 10 feet

As a bonus action, you can feint an opponent, giving you the benefits of the Disengage action, and advantage on the next attack you make against them before the end of your current turn.

When your Mecharmor is acting remotely, its Dexterity score is now 11 (+0).

Remote Control Prerequisites: 3rd level Artificer You have installed limited remote controls into your Mecharmor. You can control it, even when you are not inside of it. When the Mecharmor is acting remotely, use the Statistics at the end of this document, taking into account any modifications you have installed into it or damage increases of its weapons. The Mecharmor is the same size catagory as you. On your turn when your Mecharmor is acting remotely, you can forgo your turn to instead have the Mecharmor take a turn at your initiative. As an action while your Mecharmor is acting remotely within 120 feet of you, you can give it simple commands, such as to walk, carry something, break an object, etc. This does not include attacking creatures or performing exceedingly complex mental tasks. It will carry out this command on your initiative (after your turn) until it is unable to continue or you command it to stop as a bonus action. If the Mecharmor is reduced to 0 hp while acting remotely, a safety mechanism activates, and it powers down and is incapacitated. It can be restored with the mending cantrip or similar magic, in which case it is reactivated with 1 hp. You can fully repair its remote controls as part of a long rest. When an upgrade refer's to you while you are in the Mecharmor, it generally also applies when the Mecharmor is acting remotely Spell Conduit (magical) Prerequisites: Spell Synergy, Remote Control While your Mecharmor is acting remotely, you can cast touch spells through it if it is within 100 feet of you. You can also cast spells that have an area of effect that originate from the caster as if the Mecharmor were the caster of the spell when it is within 30 feet of you. Blunderbuss Hand Cannon Prerequisites: 3rd level Artificer You have installed a hand cannon into one of the palms of the Mecharmor. As an action, you shoot a spread of shards in a 15 foot cone. Each creature in range must make a Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much on a successful one. You can hold or otherwise manipulate an object in the same hand as your Blunderbuss, but you cannot attack with the Blunderbuss and use an object in that hand on the same turn. the Blunderbuss cannot be installed on the same arm as the Power Weapon. The Blunderbuss' damage increases by 1d6 at certain Artificer levels: 6th level (4d6), 12th level (5d6), and 18th level (6d6) Camaflouge (magical) Prerequisites: None You have harnessed the power of illusion magic to alter the appearance of your Mecharmor. As an action, you can freely alter your Mecharmor to appear visually and auditorially like any other set of mundane armor or normal clothing, as if affected by the Disguise Self spell. The DC to determine the true nature is your Spell Save DC. Enchantmet Transfer Prerequisites: 3rd level Artificer You have learned to reverse engineer the enchanting process of a Magic Item, allowing you to apply its magic to your Mecharmor. You gain an Enchatment Book, similar to a Wizard's Spell Book. Whenever you encounter a magic item, you can take an amount of time and gold to study and write down the details of its magic in your Enchantment Book, as a wizard does with a spell. The time and gold used are dependent on the rarity of the magic item, as shown on the table below. Enchantment Study Table Magic Item Rarity time cost gp cost Common 1 hour 50 gp Uncommon 2 hours 100 gp Rare 5 hours 1000 gp Very Rare 9 hours 5000 gp Legendary 14 hours 40000 gp At the end of a long rest, you can choose the properties of 1 magic weapon or 1 magic piece or suit of armor which you have written in your Enchantment Book. The magical properties of this magic item are then applied to your Mecharmor. You must have an upgrade that could reasonably hold the enchantment to apply it (such as the Repeating Crossbow for a ranged weapon enchantment). If the magic item required attunement, so too does the Mecharmor's enchantment. This enchantment lasts until the end of your next long rest. Hardened Steel Prerequisites: 9th level Artificer You have increased the plating on the exterior of the Mecharmor, as well as increased the torque of the Mechanics, granting the following benefits: Your Base AC is now 18

Your Strength while in the Mecharmor is now increased by 3 instead of 2, to a maximum of 22.

Your jump distance and height are doubled.

While acting remotely, the Mecharmor's Strength Score is now 17.

Transmutative Expansion (magical) Prerequisites: Transmutative Hardening, 9th level Artificer As an action, you can expand your Mecharmor using transmutation magic. This lasts for 1 minute. During this time, you gain the following features: The Mecharmor quadruples in size in all dimensions, and its weight is multiplied by 64. This increases its size catagory by two - from Medium to Huge, for instance. If you are inside your Mecharmor at this time, you do not increase in size, and neither does your cockpit. Any held items do not increase in size, but any upgrades to the Mecharmor do

You have advantage on Strength ability checks and saving throws

Your Power Weapon, Repeating Crossbow, and Blunderbuss do an additional 1d6 damage on a hit or failed save (half on a successful one)

You are Fortified as per the Tranmutative Hardening upgrade. Once you use this upgrade, you may not do so again until you complete a long rest. Propulsion (magical) Prerequisite: 9th level Artificer You have installed magical propulsion systems into your Mecharmor, gaining the following benefits: You gain a fly speed of 20 feet while wearing the Mecharmor. You may not take the Dash or Disengage actions while flying.

As a reaction, you can reduce any fall damage you take by 3 x your Artificer level (That is, if you don't start flying before you hit the ground). Aerodynamic Adjustmants Prerequisite: Propulsion You have sleekened the design of the Mecharmor, allowing for more intuitive and free movement in the air. You gain the following benefits: Your fly Speed increases to 40 feet

You can take the Dash and Disengage actions while flying

If you move at least 15 feet downward before making a melee attack against a creature, you may add double your proficiency bonus to the attack's damage. Improved Transfer Prerequistes: Enchantment Transfer, 14th level Artificer Your skills at applying enchantments to your Mecharmor have improved. You may now pick any number of Magic Items you have written in your Enchantment Book to apply to your Mecharmor that are not the same type of item. For example, you can't choose 2 melee magic weapons, but could choose a melee weapon, a ranged weapon, and a suit of armor. Remote Mecharmor Medium Construct, no alignment Armor Class 16 (Heavy Armor)

16 (Heavy Armor) Hit Points Same as you

Same as you Speed 20ft. STR DEX CON INT WIS CHA 15 (+2) 9 (-1) 14 (+2) 12 (+1) 10 (0) 6 (-2) Saving Throws add Proficiency modifier to Strength and Constitution

add Proficiency modifier to Strength and Constitution Condition Immunities Charmed, Frightened, Petrified, Poisoned

Charmed, Frightened, Petrified, Poisoned Senses Hearing 120 ft, blindsight 20ft

Hearing 120 ft, blindsight 20ft Languages Any its creator knows

Any its creator knows Challenge ~ Actions Power Weapon Melee Weapon Attack: +2+prof to hit, reach 5ft., one target. Hit 8 (1d8 + 2) of the appropriate damage type Any additionally installed upgrades and Power Attacks