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| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | ||
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| | | [[Artificer#Automatons|Automatons]] || 1st || You can create an Automaton at the end of a Long Rest and by expending a Spell Slot, these Automatons last for an hour and can speak a few programmed phrases | ||
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| | | [[Artificer#Innovative Models|Innovative Models]] || 3rd || When you make an Automaton, you can choose one of a few models that represents its purpose it was created for | ||
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| | | [[Artificer#Arcane Conduit|Arcane Conduit]] || 5th || You can cast your Spells from an Automaton's space | ||
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| [[Artificer# | | [[Artificer#Automated Army|Automated Army]] || 5th || You can create two Automatons, and you can create more as you gain Levels in this class | ||
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| [[Artificer# | | [[Artificer#Efficient Artifice|Efficient Artifice]] || 9th || When you expend a Spell Slot to create an Automaton, you create more | ||
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| [[Artificer#Master Machinist|Master Machinist]] || 15th || When you are hit by an Attack or make a Saving Throw, you can sacrifice an Automaton instead | |||
| [[Artificer#Master | |||
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You learned to craft unique mechanical servants known as Automatons. At the end of each Long Rest, you can use your Smith's Tools to craft a Small Automaton in an unoccupied space within 5ft of you.<br> | You learned to craft unique mechanical servants known as Automatons. At the end of each Long Rest, you can use your Smith's Tools to craft a Small Automaton in an unoccupied space within 5ft of you.<br> | ||
Automatons are magical constructs with an AC of 12 + your Intelligence Modifier, and a number of Hit Points equal to your Artificer Level + your Intelligence Modifier. When an Automaton would make a Saving Throw, it treats all of its Ability Scores as if they were 10. If the Mending Spell is cast on an Automaton, it regains 2d6 Hit Points. The Automaton disintegrates into dust after it is reduced to 0 Hit Points or after 1 hour.<br> | Automatons are magical constructs with an AC of 12 + your Intelligence Modifier, and a number of Hit Points equal to your Artificer Level + your Intelligence Modifier. When an Automaton would make a Saving Throw, it treats all of its Ability Scores as if they were 10. If the Mending Spell is cast on an Automaton, it regains 2d6 Hit Points. The Automaton disintegrates into dust after it is reduced to 0 Hit Points or after 1 hour.<br> | ||
Whenever you create an Automaton, you can program some phrases it can say. You can choose a number of phrases up to your Proficiency Bonus. Each of these phrases can have a number of words equal to your Artificer Level.<br> | |||
You can use an Action and expend a Spell Slot of 1st Level or higher to create another Automaton. You can only have one Automaton active at once, if you create a second one, then the previous one disintegrates to dust.<br> | You can use an Action and expend a Spell Slot of 1st Level or higher to create another Automaton. You can only have one Automaton active at once, if you create a second one, then the previous one disintegrates to dust.<br> | ||
Your Automatons do nothing on their own. However, you can use a Bonus Action to Activate one of your Automatons that is within 60ft of you, as well as move it up to 25ft. | Your Automatons do nothing on their own. However, you can use a Bonus Action to Activate one of your Automatons that is within 60ft of you, as well as move it up to 25ft. Whenever you Activate a Automaton, you can have it speak one of its programmed phrases. | ||
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