While true golems are imbued with some form of independent thought and power, automatons have only rudimentary intellect and judgement. Those artificers who craft and control them, known as warwrights, can control them and even embark within them to grant them advanced combat ability.
WARWRIGHTS Some artificers choose to specialize in building, maintaining, and operating the giant constructs known as automatons. While effective on their own, these warwrights can climb into their automatons and become true engines of destruction, wreaking havoc on their foes while encased in a suit of impregnable armour. 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. Warwright Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you, but they don't count against the number of artificer spells you can prepare. Artificer level 3rd: compelled duel, heroism. Artificer level 5th: heat metal, magic weapon Artificer level 9th: conjure barrage, elemental weapon Artificer level 13th: fabricate, staggering smite Artificer level 17th: conjure volley, destructive wave War Readiness From 3rd level, your training in use of battle constructs and armour prepare you to defend yourself well.
Automaton By 3rd level, your craft means you have finalized your very own automaton- a lumbering war-construct. It is friendly to you and your companions, and obeys your commands.See the creature's game statistics in the stat block provided. You determine the creature's appearance and constructions; your choice has no effect on its game statistics. Some are twisted flesh-shaped beings, while others are wheezing golemlike machines belching smoke and flames as they crash around. In combat, your automaton shares your initiative count, but takes its turn immediately after yours unless you are 'riding' it. It can move on its own, but does not possess enough acumen to attack other creatures unless you concentrate hard. The only actions it can take on its turn are to make the Demolish action in its stat block, unless you spend your action on your turn to allow it to take the Attack, Dash, Disengage, Dodge, Help, Hide, or Search action. If the mending spell is cast on your automaton, it regains regains 2d6 hit points. If it has died within the last 24 hours, you can use your smith's tools to revive it if you finish a long rest within 5 feet of it, and expend a spell slot of 1st level or higher. The automaton 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 automaton if you have your smith's tools with you and expend a spell slot of 1st level or higher. If you already have an automaton from this feature, the first one immediately perishes. As an action, you can enter your automaton's space, staying there until you exit as an action. The automaton covers your body entirely, although you can deploy or retract the helmet as a bonus action. If the automaton dies, you exit immediately. While encased in your automaton, you cannot cast any artificer spells except on your automaton, and you cannot cast any non-artificer spells (if you possess them through multiclassing or other means). Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action. If you are not riding your automaton, you can instead make one attack and your automaton can make one attack as well, or allow your automaton to attack twice. Automaton Customization From 9th level, your automaton has been thoroughly improved, and you have personalized it for your own use. You can make one additional Infusion, which must be either a set of armour, boots, or helmet, or a weapon, which must be infused to your automaton. In addition, when you create your automaton, you can choose one of the below options to add to it, as well as choosing two different types of damage which it can deal with its Attack action.
Improved Automaton From 15th level, your Automaton can make an Attack action on its own turn. You can use this ability a number of times equal to your proficiency modifier. Any expended uses are refreshed when you complete a short or long rest. In addition, your automaton's Armour Class is increased by 2, and when your automaton makes a melee attack, its damage is increased by an additional 9 (2d8). Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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