Artificer Specialization: Siegewright

by Thudnfer

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Artificer Specialization: Siegewright

Through your tinkering and experiments with engineering, you have managed to create an engine of destruction that towers above a battleground and lays waste to those that oppose you.

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.

Siegewright Spells

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

Siegewright Spells
Artificer Level Spells
3rd armor of agathys, jump
5th mind spike, misty step
9th protection from energy, sending
13th locate creature, freedom of movement
17th far step, wall of force

Mechanical Mastermind

Beginning at 3rd level, you gain ownership or possession of a robotic ally that will assist you in your adventures. This is a Titanic Custodian, which will obey your verbal commands. The Custodian is physically incapable of hurting you; it cannot make attacks against you, even if ordered to.

As an action, you can dismiss the Custodian to an extradimensional space, where it waits until summoned. To summon it, you must spend 1 minute conjuring it, at the conclusion of which it appears in an unoccupied space within 15 feet of you. If there isn't a space for the Custodian to appear, the summoning fails.

As a bonus action on your turn, you can command the Titanic Custodian to either move up to its speed or to take the Attack action against a creature the Custodian can see

within range of its attack. You can also command it to use an ability given to it via an infusion, such as a spell stored within it.

Weaponry. Upon creation, the Custodian has two methods of attack; a melee attack and a ranged attack, both of which are described in the Custodian's stat block. At the DM's discretion, weapons used by larger enemies, such as giants, might be usable by the Custodian. Alternatively, such weapons could be built. Discuss with your DM the specifics of the weapon and how your Custodian might use it.

Ability Scores. The Custodian's Strength score is calculated differently than other ability scores; the score is equal to 12 plus your Intelligence modifier plus your proficiency bonus, up to a maximum of 30. Whenever you gain the Ability Score Increase feature, you can also increase one of the Custodian's ability scores by 1 (apart from Strength), to a maximum of 20.

Saving Throws And Skills. The Custodian gains proficiency in two saving throws and two skills of your choice, using your proficiency bonus.

Infusions. You can create special Infusions that affect your Custodian and change its capabilities. Like your normal infusions, these have a level prerequisite and count towards your currently infused items. The Custodian can be under the effect of any and all infusions you place on it.

Controlling the Custodian. If you are within 5 feet of the Custodian, you can use your action to enter it and take control of it. While controlling it in this way, you have full control over its actions, and the Custodian gains a +2 bonus to all attack rolls it makes. You have full cover against attacks, and don't need to breathe. You can use your action to exit into an unoccupied space within 10 feet of the Custodian.

While being controlled, the Custodian shares your skill and saving throw proficiencies unless its own are higher. It also shares your weapon proficiencies.

Falling. The Custodian is immune to all fall damage, and you are also immune to fall damage while controlling the Custodian.

Spells. While controlling the Custodian, you don't require verbal or somatic components for your artificer spells.

Combat. When not being controlled, the Custodian acts on its own initiative. When being controlled, it acts on your turn instead.

Destruction. If the Custodian dies, it becomes an object and remains in its space until you use your action and a spell slot of 1st level or higher to revive it with hit points equal to your artificer level. If you are controlling the Custodian when it dies, you are trapped until you or a creature adjacent to you makes a DC 18 Strength check to remove you from the rubble.

Armoury Assault

Starting at 5th level, your Titanic Custodian can make two attacks using its action, instead of one. In addition, the Custodian's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Empowered Protector

At 9th level, your tinkering has made your Titanic Custodian more fearsome. Your Custodian now becomes Huge, and the reach for its melee attacks increases by 5 ft.

In addition, the Custodian gains proficiency in one saving throw of your choice.

Bulwark's Shield

Beginning at 15th level, your Custodian's plating is almost impenetrable to standard weapons. The Custodian gains resistance to nonmagical bludgeoning, piercing and slashing damage.

In addition, the Custodian can now make three attacks using its action, instead of two.

Titanic Custodian Infusions

All the following Infusions require a Titanic Custodian; attempting to place these Infusions on something else results in the Infusion being unsuccessful.

Absorbing Armor

Prerequisites: 14th level

Whenever you finish a short or long rest, choose three damage types the Custodian doesn't have resistance to. Until you finish a short or long rest, the Custodian has resistance to those damage types.

Advanced Scanning Systems

Prerequisites: none

The Custodian gains blindsight out to 5 feet and tremorsense out to 10 feet, and the range of its darkvision extends by 30 feet.

Arcane Ballista

Prerequisites: 6th level

When you finish a long rest, you can use smith's tools to forge special sigils into a Medium object and thereby turn it into an arcane ballista that your Custodian is proficient with. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

When your Custodian makes a ranged attack using this ballista, the attack's range increases by 30 feet and the attack deals an additional damage dice of piercing damage.

Core Program: Desolate

Prerequisites: 14th level

Choose one conjuration, evocation or necromancy spell of 6th or 7th level. You can command your Custodian to cast that spell, or cast it when controlling it,

centered on the Custodian, without expending any spell slots. Once you do so, you can't again until you finish a long rest.

Enhanced Servos

Prerequisites: 6th level

The Custodian gains a climbing speed of 20 feet and its walking speed increases by 10 feet. In addition, you can enter and exit the Custodian as a bonus action, rather than an action.

Fortified Battery

Prerequisites: 14th level

Choose two evocation spells that are on the artificer spell list. While you are within 15 feet of the Custodian, they always count as prepared for you. The Custodian now counts as an object for the purposes of your Spell-Storing Item ability.

Explosives Dispenser

Prerequisites: 6th level

The Custodian can use a bonus action to activate a directed explosives barrage. You can distribute up to four marks that dictate the explosives' targets. A target must be within 60 feet of the Custodian and be visible to it. For each mark placed on a target, make a spell attack roll against the it. On a hit, the target takes 1d4 fire damage and 1d6 bludgeoning damage, or half that on a miss.

Once you use this ability, you can't do so again until you finish a short or long rest. Alternatively, you can expend a spell slot of 1st level or higher to use this ability, targeting creatures equal to twice the spell level.

Hardened Plating

Prerequisites: 6th level

The Custodian becomes immune to nonmagical damage that comes from the environment, such as natural lava, acid or gas. In addition, the Custodian gains temporary hit points equal to your level upon finishing a short or long rest.

Improved Impact

Prerequisites: none

The Custodian deals double damage to objects and structures, and hitting a creature smaller than it with a melee attack pushes the target 5 feet away from the Custodian.

Internal Detonator

Prerequisites: 14th level

As an action, you can cause the Custodian to initiate a self-destruct sequence. If you are controlling the Custodian, you are teleported to a point it can see within 30 feet of it. At the end of your next turn, the Custodian detonates, instantly killing it. All creatures within 20 feet of the Custodian must make a Dexterity saving throw (DC = your spell save DC + 2), taking 6d8 fire damage and 6d8 force damage on a failed save, or half that on a successful save.

If you attempt to revive the Custodian after using this ability, you must expend at least 5 levels worth of spell slots in order to successfully revive it.

Vortex Capture System

Prerequisite: 10th level

As an action, the Custodian can create a 10-foot cone in the direction it's facing until the end of its next turn. Any ranged weapon attack that passes through the cone becomes negated, and when the cone vanishes, you can make one ranged attack (as described in the Custodian

statblock) against a creature you can see for every ranged attack negated in this way.

Once the Custodian uses this ability, it can't do so again until you finish a short or long rest, or you expend an artificer spell slot as part of the ability.

VTOL Launcher

Prerequisites: 10th level

The Custodian can use its action to gain a flying speed of 20 feet until the end of its next turn. This increases to 30 feet if you are controlling the Custodian.


Titanic Custodian

Large construct, unaligned


  • Armor Class 10 + the Custodian's Constitution modifier + your Intelligence modifier (natural armor)
  • Hit Points Your Intelligence score + 5 times your Artificer level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
- (-) 12 (+1) 18 (+4) 14 (+2) 3 (-4) 3 (-4)

  • Damage Resistances poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned, unconscious
  • Senses darkvision 30 ft.
  • Languages Two languages you know, telepathy 300 ft. (can only target the artificer that commands it)

Artificial Repairs. If the mending spell is cast on the Custodian, it regains 2d6 hit points. In addition, while being controlled, the artificer can use their bonus action to expend spell slots in order to restore hit points to the Custodian equal to 1d8 per level of the slot expended.

Immutable Form. The Custodian is immune to effects that would change its form.

Pilot Protection. The Custodian is unable to make attacks against the artificer that commands it.

Actions

Melee Attack. Melee Weapon Attack: Strength modifier + 1 to hit, 5 ft. reach, one target. Hit: 1d6 + Strength modifier bludgeoning damage plus 1d4 force damage.

Ranged Attack. Ranged Weapon Attack: Strength modifier + 1 to hit, 30/60 ft. range, one target. Hit: 1d6 + Strength modifier piercing damage plus 1d4 force damage.

Custodian Weapons

The attacks in the Titanic Custodian statblock reflect the basic attacks available to it; if you wish to use other weapons (such as melee weapons), some concepts are displayed below.

Using Premade Weapons

Generally, any weapon that is sized for giants can be used by a Custodian effectively. Unless a weapon is made specifically for a Custodian, however, it is not proficient with the weapon, and therefore suffers a -1 penalty to attack rolls with the weapon unless time is taken to give it proficiency in the weapon.

Making Melee Weapons

If you spend a total of 8 hours using your smiths's tools making a melee weapon for your Custodian, you can choose one type of melee weapon in the Equipment section of the Player's Handbook. You must also expend an amount of gold pieces equal to ten times the weapon's cost in order to acquire the resources needed to make it.

The weapon's weight increases by a factor of fifteen, and the weapon's damage dice increases by one tier, to a maximum of 1d12. If the weapon's damage dice was already 1d12, it increases to 2d8.

The attack deals an additional 1d4 force damage on a hit, regardless of the weapon. This ability is innate to the Custodian, and requires no proficiency or additional requirement.

Art Credit

"Sent By The Gods" by DOFRESH .

"Templar Titan - Titanfall Fan Art" by Poji Chow