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## Artificer specialty: Machine Knight A heavily armed warrior on a clockwork steed, there exists a breed of artificers who utilize their mechanical contraptions to augment their own combat prowess. Typically clad in heavy mechanized plate. More worried about individual achievement than in creating works of art, the lawful yet pragmatic attitude of such characters has earned them the moniker of “machine knight”. ### Machine Knight Spells Starting at 3rd level, you always have certain spells prepared after you reach certain levels in this class, as shown in the Machine knight Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. If you cast any spells that would summon creatures such as “conjure minor elementals” or “find steed”, the creature’s type is “construct” instead of the type listed in the spell, otherwise the stats of the summoned creatures remain identical. | Artificer level | Spells | |:---:|:---:| | 3rd | Hunter’s mark, Shield | | 5th | Warding wind, Find steed | | 9th | Counter spell, Thunder step. | | 13th | Conjure minor elementals, Find greater steed, Death ward | | 17th | Circle of power, Steel wind strike | ### Machine knight's training When you reach 3rd level, your combat training and your experiments with magic have paid off in several ways: • You gain proficiency with martial weapons and heavy armour. • You gain proficiency in your choice of smith’s tools or leatherworker’s tools. If you already have these proficiencies, then you gain proficiency in one set of artisan’s tools of your choice. • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. ### Machine Armour Also, at 3rd level, you learn how to modify a set of armour to make it into a special suit of machine armour. At the end of a long rest you can touch one set of armour that you’re proficient with, you must have smith’s tools with you if it’s heavy or medium armour and leatherworker’s tools if it’s a suit of light armour in order to modify it this way. If you already had a set of machine armour, then it reverts to its previous state. While wearing your machine armour you gain the following benefits: • You gain temporary hit points equal to half of your artificer level (rounded down) + your intelligence modifier and you re-gain these hit points whenever you finish a short or long rest • Choose a type of damage other than bludgeoning, piercing or slashing, your machine armour provides you with resistance to that damage type. Whenever you finish a long rest you can change this type of damage. • Your armour has retractable integrated weapons which deal 1d4 bludgeoning, slashing or piercing damage (chose when you make the armour) and have the light property. You can use intelligence, instead of strength, for the attack and damage rolls with these weapons and must have a free hand to use them and two free hands to engage in two-weapon fighting. These integrated weapons count as a single, separate item from your armour for the purposes of spells and features such as infusions. ### Fighting style When you reach 3rd level in this class you adopt a style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. #### Defence While you are wearing armour, you gain a +1 bonus to AC. #### Duelling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. #### Arcane Warrior You learn two cantrips of your choice from the wizard spell list. They count as Artificer spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list. ### Extra Attack Starting at 5th level you can attack twice, rather than once, whenever you take the attack action on your turn. \pagebreakNum ### Machine Armour Adept At 9th level you learn to implement certain improvements to your machine armour. You gain the following benefits while wearing it: • The damage die of the integrated weapons increases to a d6. • You can choose to infuse either your armour or its integrated weapons without it counting towards the number of items you can have infused at a time. • You can spend 1 minute and a spell slot of 1st level or higher to re-gain the temporary hit points of your machine armour. • At the end of a long rest you can select 3 level’s worth of spells from the artificer spell list (you needn’t have them prepared), for example, you can select 1 3rd level spell or 3 1st level ones, you can cast each of them from the armour once without expending a spell slot. ### Machine Armour Master Finally, at 15th level you perfect your machine armour down to the last details. You gain the following benefits while wearing your machine armour: • The damage die of the integrated weapons becomes a d8 and you can change the damage type they deal as a bonus action. If the armour provides resistance or immunity to a type of damage you can select that as well. • You can now select 5 level’s worth of spells to cast from the armour, but they must be of 4th level or lower. When you reach 17th level in this class you can select 5th level spells as well. image credit: Puncher by hanho
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