Artificer Prototypist

by RagraxCazick

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Artificer: Prototypist

As a Prototypist your thirst for arcane knowledge and love of tinkering have given you the ability to merge these two passions to create Prototype Drones. You use your artificer infusions as a baseline to create a prototype from the infused equipment. Each piece brought to life operates as a drone that follows you around and enhances your abilities.

Prototypist Class Spells

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

Prototypist Spells
Artificer Level Spell
3rd Command, Shield
5th Detect Thoughts, Heat Metal
9th Sending, Lightning Bolt
13th Fabricate, Phantasmal Killer
17th Telepathic Bond, Telekinesis

Prototype Drone

At 3rd level, your knowledge of tinkering has given you the ability to animate your infused equipment pieces into Prototype Drones. You may have a number of drones equal to the maximum number of objects in the Infused Items column of the Artificer table. Using tinker's tools, take an action to magically turn worn infused equipment pieces into Prototype Drones. A Prototype Drone is a magical object that can occupy its own space, it functions like an appendage in combat, you may use your bonus action to command them to attack. As long they are within 10ft of you, treat the equipment as if it was still worn. When you create a drone you determine its appearance, your choice has no effect on its game statistics, see its stat block for all skills and abilities.

If a drone has died within the last hour, you can use your tinker's tools as an action to re-activate it and forgo all other actions until your next turn as you must maintain concentration to re-activate the drone. The reactivated Prototype Drone returns to life at the beginning of your next turn with all its hit points restored. At the end of a long rest, you can activate all Prototype Drones if you have tinker's tools with you. If you already have active drones from this feature, the first ones immediately perish. The drones also perishes if you die.

If the Mending spell is cast on a drone, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or you can dismiss it early as an action. On your turn, you can mentally command the drone to move up to 20 feet flying in any direction (no action required). If your drone is ever more than 10 feet from you or you become unconscious at any time, it enters a Stand-by Mode.

Prototype Drone

Tiny Construct


  • Armor Class 15(Natural)
  • Hit Points 4 x PB + Artificer Level (1d4 hit dice per Artificer level)
  • Speed 20ft., Flying
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 6 (-2)

  • Saving Throws Add your PB to any drone saving throw
  • Skills Perception 0 plus 2xPB
  • Damage Immunities psychic, poison
  • Condition Immunities charmed, exhaustion, poisoned, frightened
  • Senses Darkvision 60ft.
  • Languages Understands the languages you speak.
  • Challenge 0 (0 exp)
  • Vigilant Mind The Prototype Drone can’t be surprised. You can use an action to see, speak and hear through your drone.

Special

  • Channeled Mind: You can cast spells from your position or the position of one of your drones.
  • Stand-by mode: The drone can move on its own, but it must use its movement to move to its controller. It may perform its own reaction to Intercept.

Bonus Actions

  • Drone Strike: Melee Spell Attack, your spell attack modifier to hit, reach 10 ft., a target you can see. Hit: 1d6 Lightning damage. All Prototype Drones attack together, each drone can target a separate target.
  • Repair(4/day): The magical energy powering a drone allows it controller to repair one for 2d6 + PB hit points

Reactions

  • Intercept: The drone can react on its own in Stand-by mode, or you can use your reaction and have one drone intercept a melee attack or projectile intended for you, taking the damage instead.
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PART 1 | The Artificer: PROTOTYPIST

Neural Network

At 3rd level, you create a neural connection between you and your drones. The benefits of this connection only occur while you have an active Prototpye Drone.

  • You share your infusion bonuses with your Prototype Drones.
  • Prototype Drones share their vigilance and sight, you and your drones can't be surprised and have darkvision of 60ft. You may use an action see, hear, and speak through one of your drones.
  • You have Channeled Mind, allowing you to cast spells from your location, or from the location of a drone.

Psychic Burst

At 5th level, a greater knowledge of the arcane magics powering your infusions create an enhanced mental connection.

  • While you have an active Prototype Drone, this enhanced mental connection gives you advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

  • Damaging spells you cast from a Prototype Drones location deal an additional 1d8 psychic damage.

Hive Mind

At 15th level, your connection to your drones is perfected.

  • The bonus damage of Psychic Burst increases to 3d8 psychic damage.

When you activate a Synaptic Link you can expend an additional use to instead create a Hive Mind, which connects psychic tethers between you and each drone and from the drones to each other. The Hive Mind lasts 1 minute and requires your concentration to maintain. You may use this feature once per long rest. While Hive Mind is active you gain the following bonuses.

  • You have resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
  • Your and your drones have advantage on attack rolls if your attacks target a creature within 5ft. of a tether.

In addition, when you roll initiative and have no uses of your Synaptic Link feature left, you regain one use of that feature.

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PART 2 | The Artificer: PROTOTYPIST
 

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