Metallist

The metallist artificers are scholars dedicated to repurposing nature's magic into technological use. They are for the most part architects and engineers who've taken a brutalist approach to their works.

Druidic fusion

Beggining at level 3 you've learned to harness nature's magic, now you can use a druidic focus instead of an arcane focus. You also learn the druidcraft cantrip.

Metallist Spells

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

Metallist Spells
Artificer level Spell
3rd entangle, fog cloud
5th barkskin, moonbeam
9th meld into stone, plant growth
13th fabricate, stone shape
17th wall of stone, conjure elemental

Automated shape

Starting at 3rd level, you can use your action to magically assume the shape of a construct, that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

You can stay in a automated shape for a number of hours equal to half your artificer level (rounded up). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

• Your game statistics are replaced by the statistics of the construct, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

• When you transform, you assume the construct's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in construct form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

• You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your construct form. Transforming doesn't break your concentration on a spell you've already cast, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. • For the purposes of transforming you or other through spells, you are no longer under the restriction to transform into constructs.

(Infusion list below details improvements you can add to these features)

Mechanical forms

Your speciality grants you the ability to transform into dangerous construct forms. Starting at 3rd level, you can use your Automated Shape to transform into a construct with a challenge rating as high as 1. Like Wild Shape, you must still abide to the limitations wild shape in respect to swimming and flying .

Starting at 6th level, you can transform into a construct with a challenge rating as high as your druid level divided by 3, rounded up.

Mechanical Strike

Starting at 5th level, your attacks in construct form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Metalic Composition

When you reach 10th level you can no longer be frightened and have advantage on saving throws agaisnt effects that would inflict the paralyzed condition.

Domain over robotics

Starting at 14th level, you can use magic to bring constructs under your control, even those created by other artificers. As an action, you can choose one construct that you can see within 60 feet of you. That creature must make a Charisma saving throw against your artificer spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent constructs are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Artificer Infusions

Construct Spells

Prerequisites: 18th-level artificer, must be applied to spellcasting focus in order to use

You can cast many of your artificer spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Doctorate in Metalurgy

Prerequisite: 20th-level artificers, must be applied to spellcasting focus in order to use

You can use Construct forms an unlimited number of times.

Druidic Rites

Prerequisite: Minimum level equal to the spell level copied, must be applied to spellcasting focus in order to use

Using this infusion you can copy a spell of the druid spell list and add into your own. This infusion can be used multiple times.