Mechanic

The Mechanic is a specialization that focuses on upgrading and improving his mechanical servant, and uses swarms of tiny constructs to do his bidding.

Master Mechanic

When you choose this specialization, you gain proficiency with tinker's tools, and learn the mending cantrip.

Micro-bots

Starting at 1st level. you are able to create a number of tiny constructs per day equal to your Intelligence modifier + Artificer Level. You can only ever have this many created at any time. When multiple Micro bots are created, they group together to become a swarm of tiny constructs. They operate on the Artificer's initiative, and can take their own movement action. They operate as a single entity for all actions unless specified otherwise, but can be used for mundane tasks as smaller groups or individual units. The Micro-bot's stats are detailed at the end of this section.

Swarms

Micro-bot swarms have some traits that are common to all sizes of their swarms.

  • Swarm. The Micro-bots are able to inhabit the same space as another creature.

  • Move Object: A Micro-bot swarm can move an object or a willing creature of equal or smaller size than it, a distance equal to their movement speed. If the target is unwilling, the Micro-bots must succeed in a contested Strength (Athletics) check against the creature's Strength (Athletics) or Dexterity (Acrobatics) check. The Micro-bots add your proficiency modifier when making the Athletics Check.

  • Declining Size. When the Microbot swarm's health becomes equal to, or lower than, the swarm size below it, it takes on the stats of the smaller swarm.


Mechanical Servant

At 3rd level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 3rd level. Select a Medium beast with a challenge rating of 1/2 or less. The servant uses that beast’s game statistics, but it can look however you like, as long as its form is appropriate for its statistics. It has the following modifications:

  • It loses Multiattack if it has it.
  • It is a construct instead of a beast.
  • It can’t be charmed.
  • It is immune to poison damage and the poisoned condition.
  • It gains darkvision with a range of 60 feet if it doesn’t have it already.
  • It understands the languages you can speak when you create it, but it can’t speak.
  • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

Your mechanical servant has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your mechanical servant gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. If the servant is killed, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials. This replaces the level 6 class feature of the same name.

Assisted Recovery

At 3rd level, when you cast mending on your mechanical servant, you have the ability to heal it for 1d8 + your spellcasting modidifer. You cannot use this ability again until the end of your next short rest. This value increases by 1d8 when you reach 9th level.

Additionally, when you roll Hit Die to recovery Hit Points, you also regenerate a number of micro-bots equal to twice your proficiency bonus. This does not change the limits on Micro-bots that you can have active at any one time.

Mechanical Enhancement

Starting at 9th level, as a bonus action, you can choose to assign Micro-Bots to aid one of your allies. When doing so, you can provide them with one of the following benefits for every 5 Micro-bots you assign.

  • Attack. You add +2 to Attack and Damage Rolls
  • Defense. You add +2 to AC.
  • Attributes. You add +2 to all Str, Dex, and Con saving throws and skill checks.

For every 25 damage the ally takes, you lose 5 of your assigned Micro-bots, and the ally loses the benefit they provided.

Swarming Explosion

At 14th Level, you can command your Micro-bots to self-destruct. All creatures within 15 ft. of the swarm of Micro-Bots must make a Dexterity Saving Throw against the Artificer's Spell DC. On a failure, the creature takes 1d6 damage per Micro-bot, half damage on a success. Any Micro-bots assigned to aid an ally do not activate their self-destruct unless specified to do so.


Cocoon

At 17th Level, you can use your action to create an impenetrable shielding around a creature one size smaller than your swarm. While in this cocoon, the creature is unable to move, or make attacks, but it also cannot be targeted by spells, attacks, or hit with AoE damage. If the creature inside is unconscious, the Micro-bots also stabalize the creature. The shield persists until the swarm has been reduced to a smaller size than the creature it is protecting.

Micro-bot Stat Blocks

The following can be used when determining a Micro-bot, or swarm of Micro-bot's statistics.

Single Micro-bot

Tiny Construct, Neutral


10

5

60 (hov)

-2

+3

0

-3

0

-2


Number of bots: 1


Slam. Melee Wpn Atk, +1, 1 bludgeoning

Small Micro-bot Swarm

Small Swarm of Tiny Constructs, Neutral


12

40

60 (hov)

0

+3

0

-3

0

-2


Number of bots: 3-8


Slam. Melee Wpn Atk, +3, 1d6 bludgeoning

Medium Micro-Bot Swarm

Medium Swarm of Tiny Creatures, Neutral


13

70

60 (hov)

+1

+3

0

-3

0

-2


Number of bots: 9-14


Slam. Melee Wpn Atk, +6, 2d6+1 bludgeoning

Large Micro-Bot Swarm

Large Swarm of Tiny Creatures, Neutral


13

105

60 (hov)

+3

+3

0

-3

0

-2


Number of bots: 15-21


Slam. Melee Wpn Atk, +8, 2d6+3 bludgeoning

Huge Micro-Bot Swarm

Huge Swarm of Tiny Creatures, Neutral


13

150

60 (hov)

+5

+3

0

-3

0

-2


Number of bots: 22-25


Slam. Melee Wpn Atk, +12, 4d6+5 bludgeoning