Artificer Specialisation
Automata
The goal of the Automata Artificer is to create new intelegent life. Through their genious engineering they can develop machines capable of housing not only thought but perhaps even a soul.
Tools of the Trade
When you adopt this specialization 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.
Additional Infusions
In lieu of magical prowess your specialisation has lead you to develop more of a knack for imbuing said magic. At 3rd level, the maximum number of items you can infuse at once increases by 2.
Sapient Machine
Also at 3rd level, your tinkering has borne a machine capable of thought, an Automata. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Automata stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether mimicing a humanoid of your choice; your choice has no effect on its game statistics.
In combat, the automata shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the automata can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The automata returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new automata if you have smith's tools with you. If you already have an automata from this feature, the first one immediately perishes. The automata also perishes if you die.
Extra Attack
At 5th level, you can attack twice rather than once when you take the attack action.
Additionally, your Automata's attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.
Arcane Evolution
When you reach the 9th level, you can magically evolve your Automata using the help of infusions. You have 2 additional infusions, that doesn't count against your maximum number of infusions known. These additional infusions can only be placed on your Automata.
The infusions are placed directly upon the automata, without the need for equipment. For the purposes of infusing the automata, they are considered to have an armor, boots, helmet, rings and each weapon.
Deus Ex Machina
At 15th level, the spark of true Intelligence has appeared within the automata, granting it the following features;
- Your automata's Intelligence score increases to match your own if it is higher.
- As an action, you can call to the spark of sentience within the automata. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your artificer level, the automata intervenes. The DM chooses the nature of the intervention; the effect of any artificer spell would be appropriate. you can use this feature once and again all uses after you finish a long rest.
Art Credit
- Changhong Lai - https://www.artstation.com/laicw
- XINO Z - https://www.artstation.com/artwork/G8Wlez
Automata
Small or Medium Construct, Your Alignment
- Armor Class Your Spell Save DC
- Hit Points 5 x Your Artificer Level
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1) 16 (+3)
- Saving Throws Dex +1 plus PB, Con +2 plus PB
- Skills Acrobatics +2 plus PB, Perception +0 plus PB x 2
- Damage Immunities poison
- Condition Immunities exhaustion, poisoned
- Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
- Languages Understands and can speak any languages you know
Weapon Integration Has proficiency all weapons you have proficiency with. Can house up to 2 weapons at a time and can use its Intelligence modifier for weapon attacks with Integrated weapons.
Actions
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.