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[edit]

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 freeā€”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.

Auto-Mechanic Spells[edit]
Spell Level Spells
1st Shield, Hunter's Mark
2nd Alter Self, Magic Weapon
3rd Conjure Barrage, Elemental Weapon
4th Fabricate, Polymorph
5th Animate Object, Creation

Combat Ready[edit]

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 and heavy armor, ignorimg the strenght requirement and ignring the disadvantage for Stealth. When you attack with a simple/martial/magic weapon or your Hand Cannon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You adopt a particular fighting style as your specialty. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another.

Hand Cannon[edit]

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 2d6 force 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.

Extra Attack[edit]

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.


At 5th level you've gathered enough experience to form minor mechanical upgrades on yourself. You gain two of the following features of your choice and two more at 10th level, and two more at 15th level.

  • Increase your speed by 10 feet
  • Make unarmed attacks deal 1d10 bludgeoning damage
  • 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

You can change them over the course of a long rest using your tinker' tools.

Superior Cannon[edit]

Starting at 9th level you learn to increase the efficiency of your Hand Cannon greatly. It now deals 2d12 force 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 force damage and 6d6 thunder 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.

Superior Upgrades[edit]

At 15th level you've gained enough knowledge and material to upgrade Hand Cannon. You can pick two of the following abilities, and get to pick two more at 20th level:

  • Your unarmed strikes deal 2d10 bludgeoning damage
  • Add +4 to all your ranged attack and damage rolls
  • As a bonus action, regain 50 hit points. You must finish a short or long rest to do so again
  • Learn one cantrip of any class spell list
  • Gain immunity to a single damage type of your choice
  • As a bonus action, regain a spell slot of your choice. You must finish a long rest before you can do so again

You can change them over the course of a long rest using your tinker' tools.

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