Artificer - Master 0.2

by FragSauce

Search GM Binder Visit User Profile

The Master

The master constructs and carefully crafts minions that will he their bidding, minions can have many forms such as robots, golems or wooden puppets.

Masters are never seen alone as they will always have their minions close by to help them out if any situation. The relationship between a master and their minions can differ, some see them as servants or tools while others regard their minions like close friends or loved pets.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Master Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith 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 Command, Unseen Servant
5th Aid, Warding Bond
9th Crusader's Mantle, Tiny Servant
13th Fabricate, Stoneskin
17th Animate Objects, Awaken

Minions

By 3rd level, your crafting and tinkering have given you two minions. they are friendly to you and your companions, and they obeys your commands. See these creature's game statistics in the minion stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, minions shares your initiative count, but they takes their turn immediately after yours. they can move and use their reactions on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command one of them to take one of the actions in their stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on one of them, they regains 2d6 hit points. If one of them has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The minion then returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new minion if you have your smith's tools with you. If you already have two minions from this feature, you choose one of the active ones that will perish.

Your maximum number of minions increase as you gain levels in this class, at 9th level you can have three minions and at 15th level you can have four maximum minions.


Minion

Small Construct, neutral


  • Armor Class 10 + your proficiency modifier (natural armor)
  • Hit Points equal the minions Constitution modifier + your Intelligence modifier + three times your level in this class
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 4 (-3) 10 (+0) 6 (-2)

  • Saving Throws Dex +2, Con +3
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft, passive perception 10
  • Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the minions skill and saving throw bonuses (above), the bonuses to hit and damage of its slam attack (below).

Actions (Requires Your Bonus Action)

Force-Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d6 + 2 force damage.

Upgrades

With your knowledge of how your minions work you can improve on their design. At 3rd level you can give out five upgrades to your minions, you can allocate them between your two minions as you wish. The upgrades you can pick from are shown at the end of this document. During a long rest you can remove upgrades from one of your minions and give it another one or give an upgrade to another minions. If a minion dies or you loose it you can give upgrades to other minions or newly created ones as long as you don't have more than five upgrades in total. Unless otherwise specified each upgrade can only be applied once to each minion.

The total number of upgrades your minions can have in total increase as you gain levels in this class, six at 5th level, seven at 7th level, eight at 9th level, nine at 13th level, ten at 15th level, eleven at 17th level and twelve at 20th level.

Master Commanding

At 5th level your control over your minions have grown and you can control multiple minions at once with ease. When you use your bonus action to allow your minion to take an action you can now allow two minions to take actions with the same bonus action.

Additionally your minions attacks count as magical for the purpose of overcoming resistance.

Defend the Master

Starting at 9th level you can use your minions life to protect your own.

When you are attacked by a creature you can see, you can use your reaction to make one of your minions move up to 15 feet towards you, if they end their movement within 5 feet of you the attack will be targeted towards the minion instead of you, when your minion moves because of this feature they don't provoke opportunity attacks.

Total Control

At 15th level you can control more of your minions at one.

When you use your bonus action to allow your minions to take an action you can now allow three minions to take actions with the same bonus action.

Upgrades

Powerful Weapon

Your minions attack deal 1d8 instead of 1d6 as its damage die.

This upgrade can be used two times on the same minion, second time it increases the damage die to 1d10.

Fast Legs

Your minion gains an extra 20 feet walking speed and opportunity attacks against are made with disadvantage.

Bigger Chassis

Your Minion gain 1 extra hit points for each artificer level you have, and it gains 1 more hit point when you level up, additionally its size increase by one category.

This upgrade can be used twice on the same minion.

Force Cannon

Your minion can make a ranged attack, it has a range of 30/120 and it uses the same attack modifier as the "force-slam" attack and the same damage dice and modifier.

Wings

Your minions gains a flying speed of 20 feet.

Armored

Your minion gains an extra 3 points of AC.

Resistant Coating

Your minion becomes resistant to one of the following damage types: acid, fire, cold, lightning.

This upgrade can be used multiple times on the same minion.

Agile

Your minions long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, additionally it gains a climbing speed equal to its walking speed.

Skillful

Your minion gains proficiency in 2 skills of your choice.

Protector

When your minion hits a creature with its attack, it will put a mark on that creature which lasts until the start of your minions next turn.

The creature has disadvantage on attack rolls against any other creature than the minion that made the mark.

Medic

Your minion can use an action to stabilize a creature that is dying, when it does so the creature also regains 1 hit point.

Arcane Conduit

Your minion can deliver a spell you cast that has a range of touch. The minion must be within 120 feet of you to do so.

Accurate Striker

Your minion can add your intelligence modifier to its attack rolls.

Strong Build

Your minion count as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Additionally it has advantage on Strength check ans saving throws to avoid being knocked prone, moved against its will, grappled or restrained.

Repair Module

Your minions can use an action to repair itself or a construct within 5 feet of it, the target regains an amount of hit points equal to 1d6 + twice your artificer level.

Your minion can take this action twice per long rest.

Firespitter

Your minion can use an action to cast "Burning Hands" at 1st level, it uses your Artficer spell save DC.

Once it has cast this spell it must finish a long rest before it can do so again.

Resilient

Your minion can add your intelligence modifier to any saving throw it makes.

Extended Limbs

Your minions "Force-Slam" attack has a reach of 10 feet.

Art

Saheeli's Directive by Craig J Spearing

Frostgrave Enchanter by Dmitry Burmak

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.