Arcane Automech & Automechanist


An Infusion and Artificer Specialization for Dungeons & Dragons 5e

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Arcane Automech & Automechanist


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Artificer Infusion & Specialization

 

 

The Arcane Automech infusion is a new option that allows for a simple, controllable device to aid the Artificer in adventuring and combat. Customizable and versatile, the artificer may change the Automech each day to suit her needs. The requirements and description of the Arcane Automech infusion are detailed below.

Arcane Automech

Item: A collection of parts, gears, and wires worth at least 50 gp

You are able to design and assemble a complex device called an Automech that you control with what is called an Autodriver. You infuse the Autodriver and Automech to have a magical link between the two. The Autodriver must be wielded in one hand in order to control an Automech. You are able to control only one Automech at a time, and you may change the Automech type when you finish a long rest. You determine the Automech’s appearance. It could resemble a creature, object, or perhaps a vehicle.

Choose from the Arcane Automechs table to determine the size and operation range of the Automech you create. The operation range is the maximum distance between you and the Automech that you will be able to control it. If you, or your Automech travels beyond the specified range, the Automech stops in its current space and you are no longer able to control it.

In combat, the Automech shares your initiative count, but it takes its turn immediately after yours. You can take a bonus action on your turn to control it to take actions on its stat block or some other action. If you do not control it on your turn, or if you are incapacitated, the Automech does not move and only takes the Dodge action.

The Automech regains 2d6 hit points if the mending spell is cast on it. If the Automech is reduced to zero hit points, it falls apart and you must wait until a short or long rest to reassemble it. If you die, the Automech goes inert and the link between the Automech and Autodriver no longer works.

Arcane Automechs

Automech Size Range
Recon Drone Tiny 120 ft.
Battlemech Small 60 ft.
Protectroid Medium 30 ft.

Refer to each Automech’s game statistics in their stat blocks, which uses your proficiency bonus (PB) in several places.

Recon Drone

Tiny construct


Armor Class
13
Hit Points
0 + your Intelligence modifier + half your artificer level rounded up (the Automech has a number of Hit Dice [d4s] equal to half your artificer level rounded up)
Speed
15 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Saving Throws
Dex +3 plus PB
Skills
Stealth +3 plus PB × 2
Condition Immunities
charmed, exhaustion, frightened, poisoned
Damage Immunities
poison
Senses
darkvision 60 ft., passive Perception 10
Languages
Challenge
Proficiency Bonus (PB) equals your bonus

Eye Spy. As an action, you can see through your Automech’s eye(s) until the start of your next turn, gaining the benefits of any special senses that the Automech has. During this time, you are blind with regard to your own senses.

Actions

Shocking Discharge. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit 1d4 + PB lightning damage.

recon drone

Recon Drone

autodriver

Autodriver

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PART 1 | ARCANE AUTOMECH

 

 

Battlemech

Small construct


Armor Class
15 (natural armor)
Hit Points
1 + your Intelligence modifier + two times your artificer level (the Automech has a number of Hit Dice [d6s] equal your artificer level)
Speed
30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Saving Throws
Dex +3 plus PB
Skills
Acrobatics +3 plus PB × 2
Condition Immunities
charmed, exhaustion, frightened, poisoned
Damage Immunities
poison
Senses
darkvision 60 ft., passive Perception 10
Languages
Challenge
Proficiency Bonus (PB) equals your bonus

Nimbleness. The Automech can move through the space of any creature that is of a size larger than it.

Actions

Shocking Discharge. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit 1d8 + PB lightning damage

Protectroid

Medium construct


Armor Class
15 (natural armor)
Hit Points
3 + your Intelligence modifier + five times your artificer level (the Automech has a number of Hit Dice [d8s] equal your artificer level)
Speed
20 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Saving Throws
Con +3 plus PB
Skills
Athletics +2 plus PB × 2
Condition Immunities
charmed, exhaustion, frightened, poisoned
Damage Immunities
poison
Senses
darkvision 60 ft., passive Perception 10
Languages
Challenge
Proficiency Bonus (PB) equals your bonus

Actions

Shocking Discharge. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit 1d6 + PB lightning damage

Reactions

Intercept Attack. When a creature hits a target, other than the Protectroid, within 5 feet of the Protectroid with an attack, the Protectroid reduces the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage) and takes the damage instead.

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protecroid

Protectroid

battlemech

Battlemech

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PART 1 | ARCANE AUTOMECH

 

 

Automechanist

An artificer who specializes as an Automechanist has improved the versatility of the Arcane Automech infusion and pushes the devices to their limits. Automechanists are able to customize their creations, giving them extra functions that the infusion does not provide.

Tool Proficiency

3rd-level Automechanist feature

You gain proficiency with mechanic’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Automechanist Spells

3rd-level Mechanist feature

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

Automechanist Spells

Artificer Level Spell
3rd grease, burning hands
5th dragon’s breath, pass without trace
9th haste, lightning bolt
13th fabricate, greater invisibility
17th animate objects, far step

Automech Savant

3rd-level Automechanist feature

You know the Arcane Automech infusion and it doesn’t count against your maximum infusions active or known, and you only need to pay half the gold requirements.

You may use the Arcane Automech Autodriver as a spellcasting focus for your Artificer spells.

In addition, you are able to use Arcane Automech’s reaction to deliver a spell you cast that has a range of touch providing the Automech is within operating range.

Lastly, by using an action to expend a spell slot of 1st level or higher, your Automech gains a feature from the Automech Feature lists for 1 round. You may only choose features for which your Automech meets the prerequisites.

Improved Automech

5th-level Automechanist feature

Each of your Automech types gains a permanent feature. You may choose a trait from the features list. You may only choose features for which your Automech meets the prerequisites.

In addition, by expending a spell slot of 2nd level or higher, your Automech gains a feature for a number of rounds equal to your Intelligence modifier, or until the feature is specified to end, whichever is sooner. You may only choose features for which your Automech meets the prerequisites.

Lastly, you may change your Automech type after you’ve finished a short rest.

Superior Automech

9th-level Automechanist feature

Each of your Automech types gain another permanent feature. Choose in the same way you did your previous feature.

In addition, by expending a spell slot of 3rd level or higher, your Automech gains a feature for 10 minutes, or until the feature is specified to end, whichever is sooner. You may only choose features for which your Automech meets the prerequisites.

Lastly, you may change your Automech type anytime. This change takes 10 minutes and if you are interrupted by a strenuous activity your Automech reverts back to its previous type.

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Magnum Opus

15th-level Automechanist feature

Months, or even years of planning and designing has paid off and you have perfected your Automechs. Each of your Automech types gain another permanent feature. Choose in the same way you did your previous features.

In addition, by expending a spell slot of 4th level or higher, your Automech gains a feature for 24 hours or until you Long Rest, or until the feature is specified to end, whichever is sooner. You may only choose features for which your Automech meets the prerequisites.

Lastly, it only takes 1 minute to change your Automech type, and requires you to maintain concentration for the duration as if you were concentrating on a spell. If you break concentration your Automech reverts back to its previous type.

Automech Features

The following features can be added to your Automechs. Universal features can be added to any Automech type. Features listed under a type can only be applied to that Automech. Some features have a limit of how many times they can be used equal to your Intelligence Modifier per Long Rest. This limit is collective, not per feature. These features are marked by an asterisk. Using a spell slot to temporarily add these features counts towards the limit.

Universal Features

Improved Speed

The Automech gains + 5ft to its walking or flying speed (if it has one). This feature may be taken more than once, increasing a speed by + 5ft each time.

Land, Air, & Water

Prerequisite: Improved Speed

The Automech gains a burrow speed of 10 ft, a fly speed of 20ft, or swim speed equal to its walking speed. This feature may be taken more than once, choosing a different speed each time.

Improved Damage

The Automech does additional damage with its Shocking Discharge attack equal to your Intelligence Modifier. This feature may be taken more than once, increasing the damage by your Intelligence Modifier each time.

Multiattack

Prerequisite: Improved Damage

The Automech can attack twice, rather than once, whenever it takes the Attack action on its turn.

Chromatic Attack

The Automech’s Shocking Discharge attack may do a different type of damage. You choose acid, cold, fire, poison, or thunder when you make the attack.

Improved Remote Spellcasting

The Automech may use its reaction to deliver a spell you cast that has a range of self providing the Automech is within operating range. The spell affects the Automech instead of you.

Superior Remote Spellcasting*

Prerequisite: Improved Remote Spellcasting

The Automech may use its reaction to deliver a spell you cast of any range providing the Automech is within operating range.

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PART 2 | AUTOMECHANIST

 

 

Recon Drone Features

Improved Eye Spy

You can now hear through the Recon Drone’s Eye Spy trait. You hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf with regard to your own senses.

Magic Sense*

Prerequisite: Improved Eye Spy

When you are using the Recon Drone’s Eye Spy trait, you can sense magic within 30 ft of the Recon Drone. If you sense any magic in this way you see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Hide Bonus Action

The Recon Drone can take the hide action as a bonus action.

Stealth Mode*

Prerequisite: Hide Bonus Action

The Recon Drone may take an action to become invisible for 1 minute as if the spell invisibility had been cast on it. You may dismiss the invisibility at any time.

Disable Device

You may attempt to pick a lock or disable a trap with the Recon Drone. You make a roll as if you were using Thieves’ Tools, adding your proficiency bonus and intelligence modifier to the roll.

Break Concentration

Prerequisite: Disable Device

When the Recon Drone damages a creature that is concentrating on a spell, that creature must make its concentration check with your proficiency bonus added to the DC and also at disadvantage.

Battlemech Features

Helpful

The Battlemech can take the Help action as a bonus action.

Distracting Strike

Prerequisite: Helpful

When the Battlemech uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the Battlemech, and the Battlemech can deal an extra 2d6 damage to it the next time the Battlemech hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.

Quick Escape

The Battlemech can take the Disengage action as a bonus action.

Turbo Boost*

Prerequisite: Quick Escape

Movement doesn’t provoke opportunity attacks for the Battlemech. The Battlemech can activate this feature as a bonus action. On subsequent turns, the Battlemech gains an additional use of its Shocking Discharge attack as bonus action. These effects last for 1 minute providing you maintain concentration for the duration as if you were concentrating on a spell.

Power Jolt

The Battlemech gains a ranged weapon attack that uses your spell attack modifier to hit, with a range of 30/60 ft., against one target that you can see. On a hit it deals 1d8 + PB lightning damage. Any features you have that increase or change your damage also affect this feature.

Lightning Arc*

Prerequisite: Power Jolt

A beam of electricity arcs out of the Battlemech toward a creature you can see within 30 feet of the Battlemech. As an action the Battlemech makes a ranged attack against the target using your spell attack modifier. On a hit, the target takes 2d12 lightning damage, and on each of its turns for as long as you maintain concentration as if you were concentrating on a spell, the Battlemech can use its action to deal 2d12 lightning damage to the target automatically. As a bonus action on its turn the Battlemech can cause the electricity to arc to another creature within 15 ft of the first target, splitting the dice between the creatures each round. The effect ends if the Battlemech uses its action to do anything else. The effect also ends if the targets are ever outside the effect’s range or if they have total cover from the Battlemech.

Protectroid Features

Energy Store

As a reaction, when a creature, other than the Protectroid, within 30 feet of the Protectroid takes acid, cold, fire, lightning, or thunder damage, the Protectroid reduces the damage the target takes by 2d8 + your proficiency bonus and stores it. The next time Protectroid successfully hits with an attack, it does additional damage equal to the damage and type of energy stored.

Energy Shield*

Prerequisite: Energy Store

As a Bonus Action, if the Protectroid is storing energy from an Energy Store attack, the Protectroid may transfer the energy to a creature within 30 feet of it to create an Energy Shield. When the shielded creature is hit with an attack roll by a creature within 30 ft of it, the 5 PART 2 | AUTOMECHANIST

 

 

Energy Shield rebounds and does 1d8 + your proficiency bonus of the damage type stored to the attacking creature. Only one creature may benefit from an Energy Shield at a time. This effect lasts for 1 minute or until the Protectroid transfers energy to a new creature.

Anchored

The Protectroid has advantage on ability checks and saving throws to resist being knocked prone, and may also stand from a prone position without using any movement.

Outriggers

Prerequisite: Anchored

The Protectroid has immunity to being knocked prone providing it is not incapacitated.

Shield Ally

The Protectroid can share a space with another creature Medium or smaller and provide three quarters-cover to that creature.

Cover Ally*

Prerequisite: Shield Ally

If the Protectroid is sharing a space with a creature Medium or smaller, the Protectroid may take a Bonus Action to provide total cover to that creature until the beginning of its next turn. In addition the Protectroid may make a medicine check to any unconscious creature as an action adding your proficiency bonus + your intelligence modifier.

New Tools

Mechanic’s Tools

Artisan’s Tools 50 gp , 10 lbs

A set of mechanic’s tools is designed to enable you to assemble and service machinery.

Components. Mechanic’s tools include a set of spanners, screwdrivers, spare bolts and machinery parts, and oils and lubricants.

History. You can determine the age and approximately when the last time a machine was used.

Investigation. When you inspect a machine with moving parts, you gain knowledge of what the machine does and how to work it.

Tune-Up. With access to your tools you can service a disabled machine or engine.

Mechanic’s Tools
Activity DC
Service a disabled machine 10
Service a disabled machine in half the time 15
Assemble a machine from parts 20

Credits

Arcane Automech Infusion and Automechanist Specialization designed and written by TimboZer0 and Zer0 Effort Games

Made with Homebrewery

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast©. Wizards of the Coast LLC.

Art

All artwork AI generated with Leonardo.ai

I apologize, artists, but I am not making any money off of this to pay for real art. If and when I do, I will replace the AI art with artwork made by real people. I promise.

Thanks To

  • Discord of Many Things for random help.
  • Sirsammy, Eel, Nim, Lazy, & duce for constructive feedback.
  • And as always, my cats Thomas and Eleanor.

Special Thanks To

Jay “Choochmagnet” Alan

Version History

v1.0

Out of Work in Progress and into Final Release.

v1.1

Updated artwork.

0EG Logo

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PART 2 | AUTOMECHANIST

 

 

Arcane Automech & Automechanist

Noey closed the service hatch to her Automech and after a few twists of her spanner she clapped her hands and said, “There, that should do it!”
She picked up her Autodriver and turned a small wheel at the same time gently flipping a toggle switch. The Automech sprang to action, startling her party members. It chugged quietly as it moved forward, then backward, before stopping idle. The artificer then lowered a pair of goggles to her eyes and said, “Now, stand back and watch…”
She pressed a pair of triggers on the Autodriver and the Automech took off at a blinding speed, leaving sparks in its wake! The warrior watched, with his jaw agape. “I think I gotta get me one of those…”
The healer nodded and said “I think we all do.”


For use with the Dungeons and Dragons 5th Edition ruleset. Play the best game of your life!

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