```metadata
title: 'Artificer: Arcanosmith'
description: >-
This is an archetype for the LevelUp A5E Artificer class, basically looking to
create a mechanical version of the Stitcher archetype. WARNING: minor attempts
at humor detected.
tags:
- A5E
- Artificer
- Archetype
- LevelUp
systems:
- 5e
renderer: V3
theme: 5ePHB
```
```css
/*=======--- Example CSS styling ---=======*/
/* Any CSS here will apply to your document! */
.align-right {
text-align: right;
}
```
# Arcanosmith, an A5E Artificer Archetype
Many Artificers see the potential of individual creations finding new purpose when carefully combined. After count-less hours of trial and error, Arcano-smiths design and build a companion to aid with further research, crafting, lifting heavy things, and even adventuring!
### Bonus Proficiencies (3rd)
When you select this archetype at 3rd level, you gain proficiency with two types of artisan's tools. If you do not have proficiency with smith's tools, you must pick them as one of your selections.
### Arcanosmith Spells (3rd)
At third level, you learn the [Mending](https://a5e.tools/spell/mending) cantrip which does not count as one of your known cantrips. Also, when you prepare your artificer spells you can create spell inventions for exrta spells as indicated below. These spells count as artificer spells for you, even if they aren’t on the artificer spell list. Alternatively, you may forgo any of these additional spells for extra modifications to your AmC (see below).
| | | |
|:-15%-|:----------------|:-------------------------|
| 3rd | [Kov's Flammable Grease](https://a5e.tools/spell/grease)1 | [Fog Cloud](https://a5e.tools/spell/fog0cloud) |
| 5th | [Chromatic Beam](https://a5e.tools/spell/chromatic-beam) | [Web](https://a5e.tools/spell/web) |
| 9th | [Lightning Bolt](https://a5e.tools/spell/lightning-bolt) | [Wind Wall](https://a5e.tools/spell/wind-wall) |
| 13th | [Fabricate](https://a5e.tools/spell/fabricate) | [Rage of the Meek](https://a5e.tools/spell/rage-meek) |
| 17th | [Arcane Hand](https://a5e.tools/spell/arcane-hand) | [Insect Cloud](https://a5e.tools/spell/insect-cloud)2 |
1AKA Katrina's Flammable Grease, see link
2Tiny arcanomechanical insect-like constructs
### Your Base Model A.m.C. (3rd)
Also at 3rd level you design and build your own Arcanomechanical Companion (AmC). You require access to a tinker's workshop with a forge, 10 gold pieces worth of parts and materials per Artificer level, and 24 hours of uninterrupted time to complete your crafting marathon. You definitely pulled an all-nighter on this! Once the crafting is complete, you gain one level of exhaustion. And one point of inspiration (if your campaign uses them). And several blisters.
:
You can only have one AmC at a time--any previously created AmCs cease to function after you create another, especially since you almost certainly cannibalized the older model(s) for parts.
:
On your turn you can use your bonus action to order your AmC to take specific actions immediately after your turn (an action, movement, and a bonus action). If no actions are specified, it will stand in place and attack the last target it attacked (if any). If it cannot attack, it will perform the Dodge action, looking really darn cool.
{{watercolor2,top:300px,left:300px,width:300px,background-color:#BBAD82,opacity:80%}}
\column
 {width:315px,border:"2px solid",border-radius:8px,margin-right:0cm,}
Your AmC is a Humanoid Construct with the following base stat block:
{{monster
#### Arcanomechanical Companion Base
*Medium Humanoid Construct*
___
**Armor Class** :: 11+X (C.O.N.STRUCT armor)
**Hit Points** :: 26 (2d10 + 6 -- Max HP ENABLED, bloodied 13)
**Speed** :: 20 ft. (slow but steady)
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|11 (+0)|11 (+0)|16 (+3)|12 (+1)|13 (+1)|4 (-3)|
___
**Damage Immunities** :: {{bonus Poison, Psychic, Harsh Language}}
**Condition Immunities** :: {{bonus charm, frighten, paralyze, petrify, poison}}
**Senses** :: {{bonus darkvision 60 ft., passive Perception 11}}
**Manuver DC** :: 8+0+X {{bonus **Proficiency Bonus** +X}}
___
***Immutable Form*** The AmC is immune to any effect that would alter its form.
:
***Hilarity S.T.A.T.*** The AmC has a hilarity stat equal to its proficiency bonus plus any additional value you desire. This stat has absolutely no mechanical effect (or affect) but is clearly histerical. Or hilarious, since that is what it is called.
### Actions
***B.O.N.K.*** *Melee Weapon Attack:* +0 +X to hit, reach 5 ft., one target. *Hit:* 1d6 +0 +X bludgeoning
:
### Additional Improvements
- Whenever you roll initiative, your AmC gains a number of temporary hit points equal to your Artificer level × your proficiency bonus.
- Your AmC's proficiency bonus is equal to yours.
- Your AmC's Armor Class increases by an amount equal to your proficiency bonus (noted as X in the stat block above).
- Your AmC adds your proficiency bonus to its weapon attack and damage rolls (noted as X in the stat block above).
- Your AmC regains all lost hit points at the end of a long rest so long as you can tend to it with the Mending cantrip and your tools of artifice.
- Your AmC starts with one version of the DurABLE Frame and S.A.V.E.Throw modifications (see below) pre-installed for no infusion cost.
}}
\page
{{watercolor3,top:150px,left:170px,width:500px,background-color:#BBAD82,opacity:80%}}
### A.m.C. Tinkering (3rd)
After a long rest, you can modify your AmC to add new capabilities at the cost of infusion uses. These modifications only remain functional due to your infusions, and you maintain these modifications as if they were infused items. Any modifications you fail to maintain are removed whenever you finish a long rest. You can install any of the following modifications for 1 infusion and each modification increases your AmC's Strength by 1, improving melee hit/damage, maneuver DC, etc. as usual. Unless otherwise indicated, an enhancement may only be installed once.
***DurABLE Frame*** Your AmC is resistant to one type of physical damage (slash, pierce, or bludgeon). Remember you get one install of this for free!
***S.A.V.E.Throw*** Your AmC gains proficiency with one type of saving throw. Remember your free install!
***A.R.M.++*** You attach two extra arms to your AmC, granting it a climb speed equal to its movememt speed. Additionally, your AmC's maneuver DC increases by your Intelligence modifier.
***L.E.G.++*** You attach two extra legs to your AmC, boosting its movement speed 15 feet and granting it advantage on all checks to maintain balance and remain standing. It never EVER skips leg day again.
***OVER.drive*** Your AmC can take the Dash action as a flashy bonus action, using any of its movement speeds. It can't do so again until it moves 0 feet on its turn.
***Spell.S.L.O.T.*** You may choose to attach one of your spell inventions (including a cantrip invention) into your AmC. You are not able to use the invention yourself in this case. You may order your AmC to cast the attached spell, using your spell save DC and spell attack modifier. You must roll a fizzle die as normal if not using a cantrip invention. Any attached spell inventions are destroyed if the AmC is destroyed.
***HARD.Point*** You attach a weapon onto one of your AmC's arms in place of a hand. Melee weapons must be one-handed unless your AmC has a Strength over 19. Your AmC is proficient with the attached weapon and can attack with it. You may retrieve weapons attached by removing the enhancement or from its remains if your AmC is destroyed.
***SHOCKing! Coils*** You install sparking coils on your AmC in a location of your choice. A creature takes 1d6 lightning damage when it hits your AmC with a melee attack. This damage increases to 2d6 at 11th level.
***Armor ENHANCEment*** Your AmC’s Armor Class starkly increases by 2 and its hit points increase by 10.
### Arcanodangerous Chemist (5th)
At 5th level, you have developed new devices under Bork Nork the Science Orc's tutelage. Note: he prioritizes humor and precision over trivialities such as seriousness, antisnarkiness, or undubiousness. You can now create new items with Tactical Chemistry.
\column
***SHOCK! Bomb*** You can use an action to throw this tiny device, making a ranged weapon attack against a creature within 20 feet, throwing as an improvised weapon you are proficient with. The target makes a Dexterity saving throw against your spell save DC and takes 2d8 lightning damage on a failed save, or half as much on a successful one. Constructs make this saving throw at disadvantage, and creatures that fail this save by 5 or more are also stunned until the end of their next turn.
***Shrapnel 'Gift'*** This bag of jagged and rusted remnants looks suspiciously like failed Lightning Bomb fragments yet functions in the same way as caltrops, except the damage is increased to 2d4 piercing damage.
***Speedo Graffito*** This collection of fast-spraying paints can turn an empty wall into your canvas in moments. As an action, you can cover up to a 5-foot by 5-foot square of adjacent space in symbols, images, or words of your choice. Because of the medium all designs made in this way are typically crude or cartoonish. If you cover a creature in paint in this way, they make Stealth checks at disadvantage until it can be cleaned off, either through magic or by using an action with access to soap and water.
***Annoy-O-BomB*** When created, you choose annoying noises and a countdown timer of up to one minute. You can place this small device or throw it up to 20 feet as an action. Once deployed, it makes the chosesn noises that are audible out to a range of 60 feet. It will continue making noise for up to 5 minutes or until it is destroyed (AC 10, 1 hp).
### Improved AmC Tinkering (5th)
Also at 5th leve, you have developed new modifications for your AmC.
***Mauve.B.O.X.*** This enhancement does not require an infusion to install and does not grant a Strength bonus.You install extra shielding to your AmC's personality matrix, turning it into a Mauve.B.O.X. (an exceptional marvel of Arcanocraft!). The Mauve.B.O.X. is nearly indestructible and can be retrieved in the event of the AmC's destruction. The Mauve.B.O.X. can be installed in a new AmC body, granting it the original's memory, personality, quirks, foibles, etc.
***F.I.N.S.*** Your AmC's movement speed increases by 5 feet and it gains a swim speed equal to its movement speed. Extra useful if your AmC is named Curry.
***DexHanceMENT*** Your AmC gains profiency in Dexterity saving throws, its Dexterity increases by 3, and it gains several killer new dance moves.
***S.E.N.S.E.*** Your AmC gains proficiency with Perception and its Wisdom is increased by 3. This also increases its passive perception and its wisecracking ability.
***S.H.i.e.L.D.Z.*** Your AmC's temporary HP gained when rolling initiative are furiously increased by 50%. Eyepatch not included.
\page
### Advanced AmC Tinkering (9th)
At 9th level your skill in upgrading your AmC has increased substantially. The following modifications are added to your list of options. Note some modifications require two infusions instead of one (but also grant +2 to Strength).
***Strength ENHANCEment*** Your AmC gains profiency in Strength saving throws and its Strength increases by 4 (including the infusion +1 bonus), to a maximum Strength of 24.
***DexHanceMENT EnhanceMENT *** DexHanceMENT must already be installed. Your AmC's dexterity increases by another 4.
***It. Can. BLEND! (2 infusions)*** Your AMC gains the Multiattack action and can make a 2nd weapon attack with its B.O.N.K. attack or an attached weapon.
***Tactical M.I.N.D.*** Your AmC gains an exertion pool equal to your proficiency bonus and can execute one selected martial combat maneuver of 2nd degree or lower. Target execution is not guaranteed.
***Energy ResistANT Frame*** Your AmC gains resistance to one damage type it is not already resistant or immune to. This enhancement can be selected multiple times.
***Monstrous ATTACHMENT (2 infusions)*** You must have access to the corpse of a monstrosity with a CR no greater than half your Artificer level that has been dead no more than 24 hours to install this modification. You Monster. Your AmC gains a trait or attack unique to that monstrosity, such as the barbed tail (and tail attack) of a manticore or the head (and gaze attack) of a medusa. The parts of a monstrosity that can grant an attack or trait are at the Narrator’s discretion.
***SHOCKtasic!! Coils*** You must install SHOCKing! Coils before installing this enhancement. It adds extra shock coils to your AmC, doubling the lightning damage caused (2d6 at level 9, 4d6 at level 11).
***SHOCKaFragilisticExpialidocious!!! Coils*** You must be 11th level and have both SHOCKing! Coils and SHOCKtastic!! Coils installed to use this enhancement. The AmC gains resistance to lightning damage, its lightning coil damage increases to 5d6, and it may use its action to overcharge its lightning coils to perform the following action:
{{descriptive
***Overload ALLLL The Coils (Recharge 4-6)*** Your AmC blasts lightning in either a 10' burst around itself or a 30' cone, dealing 5d6 lightning damage to any creatures in the affected area; a successful dexterity save vs your spell save DC halves the damage.
}}
***J.U.M.P. Module*** Despite its name, this enhancement gives your AmC a flight speed equal to its movement speed.
***Armor ENHANCEment EnhanceMENT*** Your AmC’s Armor Class increases by 3 and its hit points increase by 15. This stacks with Armor ENHANCEment or can be installed instead of it.
### U.L.T.I.M.A.T.E. Upgrade (15th)
{{watercolor5,top:120px,left:130px,width:500px,background-color:#BBAD82,opacity:80%}}
Your Arcanocrafting has reached new heights, granting you and your AmC a new ability each.
:
You are now able to create an additional spell invention that does not count towards your number of prepared spells. If you wish, you may forego this extra spell invention and select an additional modification for your AmC.
:
When you perform your AmC Tinkering after a long rest, you may also attune and attach one magic item requiring attunement to your AmC at the Narrator's discretion. This attachment does not require any infusion slots nor does it grant +1 to strength. It can be recovered if your AmC is destroyed.
:
Finally, you and your AmC are able to put on an impromptu improv show. As if you haven't done that several times already. You probably did it shortly after first creating your AmC.
:
v .1 -- initial details and layout
\page
### Example Upgraded AmC
Here is a sample stat block for an AmC named G.E.A.R.S. crafted by Kov, a 5th level Arcanosmith. He used all 3 of his infusions while building G.E.A.R.S. and continues to maintain them after every long rest.
:
At 6th level, Kov will be able to add another modification to G.E.A.R.S. with his additional infusion.
:
{{monster
#### G.E.A.R.S.
*Medium Humanoid Construct*
___
**Armor Class** :: 14 (C.O.N.STRUCT armor)
**Hit Points** :: 26 (bloodied 13)
**Temp HP** ::
**Speed** :: 35 ft. (L.E.G.++); climb 35 ft. (A.R.M.++)
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|16 (+3)|11 (+0)|16 (+3)|12 (+1)|13 (+1)|4 (-3)|
___
**Damage Immunities** :: {{bonus Poison, Psychic}}
**Condition Immunities** :: {{bonus charm, frighten, paralyze, petrify, poison}}
**Senses** :: {{bonus darkvision 60 ft., passive Perception 11}}
**Saves** :: {{bonus Str +3, Con +6, Int +1, Wis +1}}
**Manuver DC** :: 17 {{bonus **Proficiency Bonus** +3}}
___
***Immutable Form*** The standard AmC construct form grants G.E.A.R.S. immunity to any effect that would alter its form.
:
***I.N.I.T.*** Whenever you roll initiative, G.E.A.R.S. gains 25 temporary hit points (15 + 10 from Kovlar add-on)
:
***L.E.G.++*** Two extra legs grant G.E.A.R.S. advantage on all checks to maintain balance and remain standing.
:
***R.E.S.T.*** At the end of a long rest, G.E.A.R.S. regains all lost hit points so long as you can tend to it with the Mending cantrip and your tools of artifice.
### Actions
***B.O.N.K.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 1d6 +6 bludgeoning
:
***[Fire BOLT](https://a5e.tools/spell/fire-bolt)*** *Spell Attack:* +7 to hit, 120' range, one target. *Hit:* 2d10 fire
### Selected Modifications
DurABLE Frame: bludgeon; S.A.V.E.Throw: Constitution; A.R.M.++; L.E.G.++; Spell.S.L.O.T.: attached Fire Bolt Cantrip
:
5 modifications: +5 Strength
}}