Mechromancer
Hit Points
Hit Dice: d8 per Mechromancer level
Hit Points at first Level: See Artificer
Hit Points at Higher Levels: See Artificer
Proficiences
Armor: See Artificer
Weapons: See Artificer
Tools: See Artificer
Saving Throws: See Artificer
Skills:
Class Features
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Mechromancer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechromancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level |
Spell |
3rd |
inflict wounds, armor of agathys |
5th |
ray of enfeeblement, enthrall |
9th |
revivify, vampiric touch |
13th |
death ward, fabricate |
17th |
enervation, creation |
Mechanical Double
Beginning at 3rd level, as a bonus action you can summon a mechanical simulacrum in an unoccupied space you see within 15 ft. The simulacrum is gray steel body with no facial characteristics that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another double, or are incapacitated.
The Mechanical Double has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions, and makes attacks using your Intelligence modifier. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
- As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Automaton Focus
Beginning at 3rd level, you can cast spells originating from your mechanical double, you can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Flow of Magitech
Beginning at 5th level, when your Mechanical Double dies it explodes in a 10ft radius dealing 2d6 fire damage. Additionally when your Double dies you can heal a chosen ally including yourself for 1d4 + your Intelligence modifier hit points.
Improved Robotics
At 9th level, whenever you cast a spell or make an attack using a magical weapon or your Mechanical Double, you can make an extra attack using your Mechanical Double and deal an extra 2d6 force damage. You can use this feature a number of times equal to your intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Robotic Armada
At 15th level, you are able to manifest 2 Mechanical Doubles at once along with additional benefits.
- Improved Robotics's extra damage is increased to 4d6
- Your Mechanical Double's AC is increased by 2
- Flow of Magitech's explosion is increased to 4d6 and the heal is increased to 3d4 +your Intelligence modifier.
Artificer Levels | Feature |
---|
3rd | Mason's Tools Proficiency, Mechanical Double, Automaton Focus |
5th | Flow of Magitech |
9th | Improved Robotics |
15th | Robotic Armada |