Auto-Mechanic (5e Subclass)
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Revised Artificer Subclass. The Auto-Mechanic is an Artificer who works on improving themselves via magical mechanical upgrades, this may result in exo-suits, or mechanical limbs.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.
Proficiencies. You gain proficiency with smith's tools and one tool of your choice, assuming you don't already have them. You also gain smith's tools and the other tool you picked for free—the result of tinkering you've done as you've prepared for this specialization.
Crafting. If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
|1st||Shield, Unseen Servant|
|2nd||Alter Self, Magic Weapon|
|3rd||Conjure Barrage, Elemental Weapon|
|5th||Animate Object, Creation|
When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways:
You gain proficiency with martial weapons. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Starting at 3rd level you begin your work with a handy tool of self defense! You gain your Hand Cannon which you are proficient with. It is a heavy one handed fire arm with a range of 30/90, it deals 1d6 bludeoning and 1d6 fire damage. It can hold up to 6 rounds of ammunition, but if fired without ammunition, has a range of 30/90 feet and deals only 1d6 fire damage, should you run out of ammunition you must spend an action reloading your weapon, however if you have not used more than 3 rounds you may do so as a bonus action instead. You cannot be disarmed from this weapon as it is strapped to your body in some way or another. Should your armament break or be misplaced, you can create a new one with 50 gold's worth of materials and your smith's tools over the course of a long rest, you may also make 12 ammunition for 1 gold of material over the course of a short rest. If your DM allows, you may choose for this weapon to be a prosthetic arm! Or leg, if you're weird like that.
At 6th level you've gathered enough experience to from minor mechanical upgrades on yourself. You gain two of the following features of your choice and two more at 12th level, and can change them over the course of a long rest using your tinker' tools:
- Increase your speed by 10 feet
- Add 1d6 to unarmed attacks
- Add +2 to all ranged attack and damage rolls
- Increase your AC by +2
- Gain resistance to a single damage type of your choice
- When hit with a melee attack, deal lightning damage equal to your Intelligence modifier to the attacker
- Gain temporary hit points equal to half your level whenever you finish a short or long rest
Once you reach 17th level you gain all of the above features.
Starting at 14th level you learn to increase the efficiency of your Hand Cannon greatly. It now deals 1d12 bludgeoning and 1d12 fire damage, it's range is increased to 100/300, and is considered magical for the purpose of overcoming resistances. You can now use it in a way that will unleash all ammunition in one attack, this Burst Shot attack causes all creatures in a 60 foot cone to make a Dexterity saving throw or take 6d6 bludgeoning damage and 6d6 fire damage but uses up all of your ammunition and causes your Hand Cannon to overheat, you must wait 1d6 rounds for it to cool down before using it again, otherwise it will break and cause you to take 6d6 fire damage. On each round of cool down you can roll 1d6, on a 6 the Hand Cannon is ready to use again.