Artificer Specialist: Mechanist

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Artificer Specialist: Mechanist


The mechanist focuses on creating a set of armor that they enhance as they expand their skill level.

Artificer Level Feature
3rd Mechanist Spells, Arcane Armor, Bonus Proficiencies
5th Extra Attack
9th Upgrade
15th Enhance

Mechanist Spells

When you adopt this specialization at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Mechanist Spells
Artificer Level Spell
3rd Armor of Agathys, Shield
5th Cloud of Daggers, Warding Wind(XGE)
9th Conjure Barrage, Slow
13th Fire Shield, Stoneskin
17th Antilife Shell, Wall of Stone

Arcane Armor

Also at 3rd level, you craft a suit of armor that only you can use. You gain proficiency in Arcane Armor as well as gain a set of the armor. Only you can use the armor, and, while wearing it, your unarmed strikes deal 1d6 bludgeoning damage, you are considered proficient with this attack.

When you create the armor, you must choose a chassis. You can choose either Elementalist, Scout, or Unit and gain the corresponding feature.

Elementalist. While wearing the armor, your AC is equal to 15 + your Dexterity modifier (to a maximum of 2), you learn the Fire Bolt, Acid Splash and Shocking Grasp cantrips, they count as artificer cantrips for you. You also gain resistance to one of the following damage types (you choose): Acid, Cold, Fire or Lightning. You can choose an additional resistance at 6th and 14th level, you cannot choose the same resistance that you chose previously.

Scout. While wearing the armor, your AC is equal to 12 + your Dexterity modifier, you can use a bonus action on your turn to take the dash or disengage action.

Unit. While wearing the armor, you AC is equal to 18 and you have disadvantage on Stealth checks. If you move at least 20 feet straight towards a target while wearing the armor and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d8 damage of the weapon's type. While wearing the armor, your size increases by one category up to a maximum of Medium.

You can create a new set of armor by spending 1 day and 250 gp worth of appropriate materials (as determined by the DM), when you do so, you may choose a different chassis. You can only have one set of arcane armor at a time.

Bonus Proficiencies

Additionally at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. You also gain extra proficiencies depending on the chassis you chose for the Arcane Armor feature.

Elementalist. You gain proficiency in the Arcana skill.

Scout. You gain proficieny with the Hand Crossbow, Rapier, Scimitar and Shortsword.

Unit. You gain proficiency with the Battleaxe, Greataxe, Greatsword, Longsword, Maul and Warhammer.

Armored Attack

Beginning at 5th Level, your armor improves your attacking capabilities. You gain one of the following benefits. The benefit is based on the chassis you chose for your Arcane Armor.

Elementalist. When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Scout. You can Attack twice, instead of once, whenever you take the Attack action on your turn.

Unit. You can Attack twice, instead of once, whenever you take the Attack action on your turn.

Upgrade

Starting at 9th level, you gain one of the following benefits. The benefit is based on the chassis you chose for your Arcane Armor.

Elementalist. While wearing the armor, if you are hit by a melee weapon attack you can use your reaction to cause the attacker to take damage equal to half your level. The damage can be either Acid, Cold, Fire or Lightning.

Scout. While wearing the armor, your walking speed increases by 10 ft. Additionally, you gain a climbing speed equal to your walking speed.

Unit. While wearing the armor, you can use an action to cause a miniature gravity well to temporarily manifest within the armor. All creatures within 30 ft. of you must make a Strength Saving throw against your spell save DC. On a fail, a creature is pulled up to 20 ft. towards you. You can use this feature a number of times equal to your intelligence modifier, you regain expended uses when you finish a long rest.

Enhance

Starting at 15th level, you gain one of the following benefits. The benefit is based on the chassis you chose for your Arcane Armor.

Elementalist. You channel storm energy into your armor, you gain a flying speed equal to your walking speed.

Scout. While wearing the armor, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unit. You can use a bonus action to increase the mass of your armor, for one minute; your gain temporary hit points equal to your intelligence modifier multiplied by your proficiency bonus, your movement speed is halved, you have immunity to the prone condition and you cannot be unwillingly moved. Once you use this feature, you cannot use it again until you finish a long rest.

 

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