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« Last post by bhu on March 22, 2024, 02:04:18 AM »
FROGINATOR
You are on a quest to prove to the Council that your frog robots are as good as the real thing! Why? Because you're a crazed hermit who wants to be the crazed madman, that nonetheless, is somehow respected by society for your contributions to society. And what are those contributions? Killer robot frogs. That's normal, right?
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.
1000 YARD STARE
Long before you adopt this specialization at 3rd level, you exude an aura of crazy that makes people want to leave you alone. Any creature who targets you with an attack or a harmful spell must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This doesn't protect you from area effects, such as the explosion of a fireball, or from creatures that are immune to being Frightened..
FROGINATOR SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Froginator 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 Spells
3rd Chromatic Orb, Shield
5th Aganazzar's Scorcher, Scorching Ray
9th Fireball, Lightning Bolt
13th Chromatic Bomb*, Chromatic Missile*
17th Machinegun*, Pew Pew Pew*
CREATE FROGINATOR
When you reach 3rd level, your tinkering has borne you a terrifying engine of destruction. It's 'friendly' to you and your companions (meaning it won't immediately target you for death, which it will attempt with everything else it sees unless you order it not to), and it obeys your commands. See its game statistics in the Froginatorr stat block, which uses your proficiency bonus (PB) in several places. 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, the Froginator shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Froginator can take any action of its choice, not just Dodge. It generally chooses violence.
If the Mending spell is cast on it, it regains 2d6 hit points. If it 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 Froginator returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new Froginator if you have smith's tools with you. If you already have a Froginator from this feature, the first one immediately perishes. The Froginator also perishes if you die.
Froginator
Medium Construct
Armor Class: 15 (Natural Armor)
Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed: 40 ft.
Str: 14
Dex: 12
Con: 14
Int: 4
Wis: 10
Cha: 6
Saving Throw: Dex +1 plus PB, Con +2 plus PB
Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
Damage Resistances: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: Darkvision 60 ft., passive perception 10 + (PB x 2)
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d8 + PB + see below) magical bludgeoning damage.
Repair (3/day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
EXTRA ATTACK
Starting at 5th level, the Froginator can attack twice, rather than once, whenever it takes the Attack action on it's turn.
UPGRADE FROGINATOR
At 9th level, you upgrade your Froginator to the improved statblock below:
Froginator
Large Construct
Armor Class: 18 (Natural Armor)
Hit Points: 5 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed: 40 ft.
Str: 18
Dex: 12
Con: 18
Int: 8
Wis: 10
Cha: 10
Saving Throw: Dex +1 plus PB, Con +4 plus PB
Skills: Athletics +4 plus PB, Perception +0 plus PB x 2
Damage Resistances: poison
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses: Darkvision 60 ft., passive perception 10 + (PB x 2)
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Multiattack. The Froginator can make 2 Slams when it takes the Attack Action.
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + PB) magical bludgeoning damage.
Repair (3/day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Unleash Hell (3/day) You unleash a variety of weaponry as an Action. Choose a point within 120 feet, and all creatures within 30 feet of that point must make a Reflex Save equal to your spell save DC or take 8d6 damage (choose from one of the following types: cold, fire,force, lightning, poison, radiant or thunder).
MECHA-FROGAGEDDON
At 15th level, as an Action, you can speak the WORDS OF POWER! They hurtle you screaming into the air, along with your Froginator and many parts you've slowly been working on and hiding in a little pocket dimension. They form around you, and as you merge, together you become Mecha-Frawgzilla! For 10 rounds (or until your hit points reach 0), you gain the following:
You are Gargantuan in Size, and your reach is 15 feet.
Your AC increases to 20 (armor)
You gain temporary hit points equal to your Artificer Level x 5.
Land speed increases to 40 ft.
Strength and Constitution temporarily become a 30, and Dexterity lowers to 10 (unless it's already lower).
You gain resistance to all damage other than psychic and frog.
You gain Multiattack (you can make 2 Slam attacks).
You gain a Slam attack. Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 15 ft., one target. Hit: (4d6 + 10) magical bludgeoning damage.
You gain a Walking Arsenal Attack that you can use 3 times: Walking Arsenal. You unleash a variety of weaponry as an Action. Choose a point within 240 feet, and all creatures within 30 feet of that point must make a Reflex Save equal to your spell save DC or take 15d6 damage (choose from one of the following types: cold, fire,force, lightning, poison, radiant or thunder).
CHROMATIC BOMB
4th Level Evocation
Casting Time: 1 Action
Range: 150 ft. (20 ft. radius)
Components: V, S
Duration: Instantaneous
You point at a place within range, and an explosion occurs within a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 damage. On a successful save, a creature takes half the damage (choose from acid, cold, fire, lightning, poison or thunder damage when casting the spell) .
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
CHROMATIC MISSILE
4th Level Evocation
Casting Time: 1 Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
You unleash a ray of power at a target, which must make a Dexterity Saving Throw. On a failed save, the target takes 10d6 damage (choose from acid, cold, fire, lightning, poison or thunder damage when casting the spell) and is knocked Prone. On a successful save, the creature takes half as much damage and isn’t Prone.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
MACHINEGUN
5th Level Evocation
Casting Time: 1 Action
Range: Self (60 foot Cone)
Components: V, S, M (a lead ball)
Duration: Instantaneous
When cast, Machinegun floods the area of effect with a spray of 'bullets'. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 8d8 Force damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
PEW PEW PEW
5th Level Evocation
Casting Time: 1 Action
Range: 120 ft.
Components: V, S
Duration: Instantaneous
You unleash 3 Rays of Force against one or more foes, each of which is a separate ranged spell attack roll. On a hit the target takes 8d6 Force damage.