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Automaton Instruction Manual
Constructeering
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# Contents
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Constructeer
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Tool Proficiency
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Constructeer Spellss
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Combat Automaton
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Arcane Construction
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Artificial Intelligence
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Arcane Construction
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Magnum Opus
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Automaton
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Wireframe Automaton
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Heavyset Automaton
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Constructeer Infusion
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Warding Module
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Exhaust Nozzle
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Telepathy Module
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Repair Module
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Nullification Module
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Flash-pan Module
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Faster Motors
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Specialized Module
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Tempered
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Galvanised
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Arcane Entanglement Module
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Arcane Matrix
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Magnum Opus Infusion
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Magnum Opus: Mechanical Flight
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Magnum Opus: Fractal
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Magnum Opus: Self-Mending
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Magnum Opus: Doppelganger
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\pagebreakNum # Constructeer The profession of constructeering specializes in using magic and engineering to build and maintain a combat Automaton.
### Tool Proficiency 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 tool of your choice. ### Constructeer Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Constructeer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Constructeer Spells | Class Level -| Spell | |:----:|:-------------| | 3rd Level | Find Familiar, Shield | | 5th Level | Find Steed, Warding Bond | | 9th Level | Command Construct, Thunder Step | | 13th Level | Fabricate, Teleportation Circle | | 17th Level | Animate Objects, Skill Enpowermant ### Combat Automaton By 3rd level, you have managed to build a working Automaton core. During a long rest, you can build and modify your Automaton (statistics listed further on in the document).
In combat, the Automaton shares your initiative count and can take turns after or before 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 one of the actions in its stat block or the Attack, Cast a spell, Dash, Disengage, Help, Hide, or Search action.
If you spend 10 minutes using your smith’s tools on your Automaton, 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 with a single hit point, provided you are within 5 feet of it, and you expend a spell slot of 1st level or higher.
The Automaton returns to animation after 1 minute with all its hit points restored. At the end of a long rest, you can create a new Automaton if you have your smith’s tools and some scrap metal. If you already have an Automaton from this feature, the first one immediately de-animates. \columnbreak ### Constructeer Infusions At 3rd level, when you modify your Automaton, you can choose to add a variety of boons and features to it by using Constructeer infusions. These infusions are unique as Automatons can only use them, and more than one can be placed on your Automaton at a time.
Normal infusions, both known and active, can be used as Constructeer infusions, but Constructeer infusions can't be used as normal infusions.
You gain a known and active Constructeer infusion at 3rd level and additional ones at 6th, 10th and 14th level. ### Automaton Bond Starting at 3rd level, whenever you cast a spell. You can cast it as if you were in the same position as your Automaton. You can also cast reaction spells through and for your Automaton ### Arcane Construction At 5th level, you have found better methods of constructing an Automaton and falsifying a wisp of life into it. You can now ignore restrictions on spells or spell-like effects that prevent them from working on constructs when you use them on your Automaton. In addition, your Automaton gains advantage on saving throws against the stunned and paralyzed condition. ### Artificial Intelligence Starting at 9th level, your Automaton gains some semblance of thought. Your Automaton can now act with its own free will, not needing to be commanded by your bonus action to use its actions.
It now also uses your spell attack modifier as its weapon attack modifier if it is higher than its own. ### Magnum Opus At 15th level, you have developed some wholly unique modifications for your Automaton. Choose one of the Magnum Opus infusions to give to your Automaton, this type of infusion can only be changed out with a different one on a long rest and costs 1000gp. Only one Magnum Opus infusion can be applied to your Automaton at any one time. \pagebreakNum ___ > ## Wireframe Automaton >*Medium construct, alignment of creator* > ___ > - **Armor Class** 13 > - **Hit Points** 1d8+1 or 6 per artificer level > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8(-1)|16 (+3)|12 (+1)|14 (+2)|8 (-1)|5 (-3)| >___ > - **Proficiency Bonus** same as creators > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands all languages it creator does but can't speak > ___ > ***Predictable***: if the Automaton rolls a 1 on an attack roll or damage die, it can re-roll the die. > >***Fighter.*** the Automaton gains proficiency with light armour, medium armour and all weapons > ### Actions > ***Bolt.*** *Ranged Weapon Attack:* +5 to hit, range 30/60., one target. Hit: 2d6+3 piercing damage. ___ > ## Heavyset Automaton >*Medium construct, alignment of creator* > ___ > - **Armor Class** 13 (natural armour) + proficiency bonus > - **Hit Points** 1d8+3 or 8 per artificer level > - **Speed** 25ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|16 (+3)|14 (+2)|8 (-1)|5 (-3)| >___ > - **Proficiency Bonus** same as creators > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands all languages it creator does but can't speak > ___ > ***Tough***: The Automaton adds its proficiency bonus to its AC > >***Defender.*** the Automaton gains proficiency with all armour, shields and simple weapons > ### Actions > ***Blade.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 2d6+3 slashing damage. \columnbreak ## Constructeer Infusions ### Warding Module ##### Prerequisites: Automaton (any) When you apply this infusion to your Automaton, it gains three times your intelligence modifier to its hit points.
The bonus increases to six times your Intelligence modifier when you reach 6th level in this class. ### Exhaust Nozzle ##### Prerequisites: Automaton (any) When you apply this infusion to your Automaton, it gains an exhaust nozzle that causes any hostile creature that ends its turn within 10 feet of the Automaton to take your artificer level poison damage.
This damage is changed to necrotic when you reach 6th level in this class. ### Translators module ##### Prerequisites: Automaton (any) When you apply this infusion to your Automaton, it gains one language of your choice. When making history checks with said language the Automaton gains advantage. The chosen language can be changed on a long rest.
The Automaton knows all languages at 14th level. ### Repair Module ##### Prerequisites: 6th level, Automaton (any) When you apply this infusion to your Automaton regains 1d6 + your Artificer level in hit points if the “Mending” cantrip is cast on it and 10d6 hit point if the “Fabricate” spell is cast on it. The Automaton also gains the ability to cast the “Mending” cantrip.
The Automaton gains the ability cast the “Fabricate” spell once per long rest when you reach 14th level in this class. ### Nullification Module ##### Prerequisites: 6th level, Automaton (any) When you apply this infusion to your Automaton, it gains immunity to the charmed, exhaustion, paralyzed and petrified condition as well as resistance to necrotic damage.
The Automaton gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks when you reach 14th level in this class. \pagebreakNum ### Flash-pan Module ##### Prerequisites: 6th level, Constructeer Automaton (any) When you apply this infusion to your Automaton, as a reaction to being hit by a melee attack, it can open up its flashpan forcing the attacker to make a constitution saving throw vs your spell save DC. If it fails the attacker becomes blinded and deafened until the end of its turn, if it succeeds it is uneffected.
The attacker had disadvantage on this save when you reach 14th level in this class. ### Faster Motors ##### Prerequisites: 6th level, Constructeer Automaton (any) When you apply this infusion to your Automaton, it can attack twice whenever it takes the attack action on its turn. The number of extra attacks increases to three when you reach 14th level in this class. ### Specialized Module ##### Prerequisites: 10th level, Constructeer Automaton (Any) When you apply this infusion to your Automaton, it gains the 'Ability Score Improvement' feature. You can take this infusion multiple times.
Ability Score Improvement: You can increase one ability score of your Automatons by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
### Tempered ##### Prerequisites: 10th level, Constructeer Automaton (Heavyset base) When you apply this infusion to your Automaton it gains immunity to cold and fire damage ### Galvanised ##### Prerequisites: 10th level, Constructeer Automaton (Heavyset base) When you apply this infusion to your Automaton it gains the 'Lightning Absorption' feature.
Lightning Absorption: Whenever the Automaton is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. It also gains resistance to acid damage.
\columnbreak ### Arcane Entanglement Module ##### Prerequisites: 10th level, Constructeer Automaton (Wireframe base) An Automaton with the Arcane Entanglement Module infusion combines its hit points with its creators. The combined hit points are a shared pool of health for both the Automaton and the creator.
Damage resistances are also shared between the Automaton and its creator. ### Arcane Matrix ##### Prerequisites: 10th level, Constructeer Automaton (Wireframe base) When you apply this infusion to your Automaton, it gains the ability to cast your spells using your spell slots and known spells. \pagebreakNum ## Magnum Opus ### Magnum Opus: Mechanical Flight ##### Prerequisites: 15th level, Magnum Opus class feature, Constructeer Automaton (any) When you apply this infusion to your cadaver, it gains a flying speed of 60ft and becomes immune to the grappled, prone and restrained condition. ### Magnum Opus: Fractal ##### Prerequisites: 15th level, Magnum Opus class feature, Constructeer Automaton (any) When you apply this infusion to your Automaton, as an action, it can sacrifice its health to construct a construct.
The Automaton must sacrifice 5 hit points per ¼ CR of creature made, as it tears itself apart to construct the constructs.
These constructs will automatically disassemble themselves after you take a long rest or if 24 hours pass. ### Magnum Opus: Self-Mending ##### Prerequisites: 15th level, Magnum Opus class feature, Constructeer Automaton (any) When you apply this infusion to your cadaver, the Automaton can't be killed unless its creator is dead. While you are still alive, it gains one 1d6 hit points at the start of its turn. ### Magnum Opus: Gemini ##### Prerequisites: 15th level, Magnum Opus class feature, Constructeer Automaton (any) When you apply this infusion to your cadaver, you also gain the second type of Constructeer Automaton. This Automaton does not share the infusions of your original Automaton but can have infusions independently added to it by you.