Author Topic: 5E Artificer Paths  (Read 485 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16097
  • Fnord bitches
    • View Profile
5E Artificer Paths
« on: July 31, 2022, 10:52:07 PM »
reserved for list

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16097
  • Fnord bitches
    • View Profile
Re: 5E Artificer Paths
« Reply #1 on: July 31, 2022, 10:57:25 PM »
TACTICIAN
Tacticians provide equipment and support for small military units.

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.

TACTICIAN SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tactician 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             Bane, Ray of Sickness
5th             Blindness/Deafness, Ray of Enfeeblement
9th             Bestow Curse, Nondetection
13th           Arcane Eye, Sickening Radiance
17th           Passwall, Rary's Telepathic Bond

BATTLE READY
When you reach 3rd level, your combat training and your experiments with magic 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 modifier, for the attack and damage rolls.

TACTICAL GEAR
Beginning at 3rd level, your magicall pursuits have led to you making a harness/vest/suit of armor a conduit for your magic. As an action, you can turn a tactical harness you or an ally are wearing into Tactical Gear, provided you have smith's tools in hand.  This harness fits over armor or clothing.

You gain the following benefits while wearing this gear:

    You can use the Tactical Gear as a spellcasting focus for your artificer spells.

    The Tactical Gear attaches to you or an Ally and can’t be removed against your will. It also expands to cover your (or their) body. The Tactical Gear replaces any missing limbs, functioning identically to a body part it is replacing.

    You can doff or don the Tactical Gear as an action.

The harness continues to be Tactical Gear until you don another harness or you die.  You may only have one harness in existence at a time.

TACTICAL GEAR KITS
Beginning at 3rd level, you can customize your Tactical Gear. When you do so, choose one of the following gear kits: Linebreaker, Medic, Infiltrator, Commando, Personnel Fortress or Hazardous Specialist. The model you choose gives you special benefits while you wear it.

You can change the gear kit whenever you finish a short or long rest, provided you have smith's tools in hand.

Linebreaker. Your gear aids you in scattering opposing forces while bringing your friends charging in behind you.  The wearers movement doesn't provoke Opportunity attacks, and any hostile creature he becomes adjacent to during movement must make a Wisdom saving throw (Save DC is equal to your Spell Save DC) or move 5 feet away from the wearer (this does not provoke Opportunity Attacks from the wearer).

Medic. Your gear aids you in looking after your allies.  The wearer can heal an adjacent Ally as a Bonus Action, restoring 1d8 plus your Intelligence modifier in hit pints.  You may heal an Ally a number of times equal to your Proficiency Modifier per long rest.  Allies adjacent to the wearer gain a +1 Bonus on Constitution Saving Throws.

Infiltrator. Your gear makes you stealthy and enhances your senses. The wearer adds your proficiency bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and gains Darkvision with a range of 60 ft.  If the wearer already has Darkvision, it's range is increased by +30  ft.

Commando. Your gear contains nifty things like flash bang grenades and door breaching abilities.  The wearer does double damage to objects (a door being an object).  A Door has an AC of 15 (wood), 17 (stone), 19 (iron or steel) or 23 (adamantine).  It has 4 (thin) or 18 (thick) hit points.  If your attack destroys the door, you can move an additional 10 feet, and attack another target as a Bonus Action.

Personnel Fortress. Your gear provides cover for a smaller ally who rides you like a mount.  A Small wearer can Hide one Tiny creature.  A Medium wearer can hide one Small, or two Tiny creatures.  A Large wearer can hide one Medium, 2 Small or 4 Tiny creatures, etc.  The wearer counts as a mount for purposes of feats/abilities, and provides total cover for the rider(s).  This drops to half cover if the rider makes an attack or takes another Action, such as casting a spell.  The rider may pop up to half cover or duck back down after the attack as a Bonus Action to regain total cover.

Hazard Specialist. Your gear provides protection from chemical, biological and other attacks.  The wearer gains your proficiency bonus on Constitution Saving Throws, and is immune to being Blinded or Poisoned.

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

DEBILITATING ATTACK
At 9th level, you've learn new ways to channel arcane energy to harm opponents. When either you (or an Ally if they're wearing your Tactical Gear) hit a target with a weapon attack, you can channel magical energy through the strike to Stun the opponent for 1 Minute if it fails a Constitution Save equal to your Spell Save DC.  On each of it's turns the target can make a Constitution Save to end this effect.

You can use this ability a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

IMPROVED TACTICAL GEAR
At 15th level, your Tactical Gear gains additional benefits based on its model, as shown below.

Linebreaker. Whenever your movement causes a hostile creature to make a Wisdom Save, and it fails, one Ally of your choice ca Disengage as a Reaction and the hostile creature is Frightened for 1 round.

Medic. Allies adjacent to the wearer automatically stabilize, and do not need to make Death Saving Throws.

Infiltrator. The wearer gains your proficiency modifier on Initiative rolls, and the benefits of the See  Invisibility spell.

Commando. When the wearer successfully attacks a creature or object it may unleash a grenade as a Reaction.  The grenade has a range of 30 feet, and anything in the square it lands on, or in adjacent squares, must make a Constitution Save (Save DC is equal to your Spell Save DC) or be Blinded and Deafened for 1 Minute.  Affected targets get a new Constitution Save each round to end this effect.

Personnel Fortress. The wearers rider(s) get Advantage on ranged attack rolls.

Hazard Specialist. The wearer gains resistance to Acid, Necrotic, Poison and Radiant damage.
« Last Edit: August 11, 2022, 11:40:26 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16097
  • Fnord bitches
    • View Profile
Re: 5E Artificer Paths
« Reply #2 on: June 04, 2023, 01:42:57 AM »
THE CRAZY MAD BOMBER
"And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!"
Some Artificers use their knowledge to heal or support their team mates.  Some use it to fight along side them.  You blow stuff up.  Not always intentionally.  Voted "most likely to murder his own side" in magic school, your reputation hasn't gotten any better since graduating.  Even would be Overlords worry abut hiring you, because 'you're that dude with the issues.'  At least until you remind them they can't afford to piss you off either.  So they hire you to blow stuff up that's far, far away from their domains, and hope for the best.

TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with an Ordnance Kit.  (An Ordnance Kit is 50 GP, and weighs 20 lbs. if it needs replacing).

BOMBER SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bomber 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             Elemental Burst*, Fog Cloud
5th             Fireburst*, Rockburst*
9th             Fireball, Stinking Cloud
13th           Evard's Black Tentacles, Vitriolic Sphere
17th           Cloudkill, Here Comes The Boom*

GRENADES
When you reach 3rd level, whenever you finish a long rest, you can magically produce a batch of Grenades via your Ordnance kit.  You may create a number of grenades equal to your Proficiency Bonus, and they do not all have to be the same type.  As an action, you or another creature can throw the grenade at any square out to a range of 60 feet.  The grenade detonates on impact, doing damage in it's area of effect.

You can create additional  grenades by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the grenade.

Creating a grenade requires you to have an Ordnance Kit.

When you reach certain levels in this class, you can make more grenades at the end of a long rest: +1 at 6th level and +2 at 15th level.  At Level 9 you can create a Launcher, giving your Grenades a range of 320 feet.  The Launcher is 8 lbs., and may be used by anyone who is Proficient with firearms.  You can make the following Grenades:

Damage. Damage Grenades do 2d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed (this increases to 3d6 at Level 6).  The grenade has a 10 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison.  At 6th Level you can also choose Cold, Lightning or Thunder.  At 9th Level you can choose any damage type.  Grenades do magical damage.

Smoke. Smoke Grenades create smoke in a 10 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.  Otherwise it lasts 5 rounds.  Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC).  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stun. Stun grenades unleash light and sound in a 10 foot radius.  Creatures in the area must make a Constitution Save or be Blinded and Deafened for 1 Minute (Save DC is equal to your spell save DC).  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glue. Glue grenades splash adhesive over a 10 foot radius.  The glue is sticky for 5 rounds, unless it bonds to a creature.  Creatures in the area must make a Dexterity Save or be Restrained for 1 Minute (Save DC is equal to your spell save DC).  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Grease. Grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for 5 rounds.  When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).

Summon. A Summon grenade explodes in a flash of light, summoning one Aberration, Construct, Fiend or Ooze of CR 2 or less.  The creature lasts for 5 rounds, is under no ones control, and will simply attack whatever is closest to it.

At 6th Level you can also make the following Grenades:

Sleep Gas. Sleep Grenades create gas in a 10 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.  Otherwise it lasts 5 rounds.  Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC).  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stink. Stink Grenades are effectively identical to the Stinking Cloud spell, except that they only cover a 10 foot radius, and the cloud only lasts 5 rounds.

At 6th Level you can also make Mines.  Mines are placed just under the soil or hidden, and can be used by anyone with Proficiency in an Ordnance Kit.  They can be set to detonate when stepped on directly, and even to require a set weight limit to detonate it (that way people set it off but squirrels don't).  They can also be set to detonate when something approaches within the detonation range (i.e. if the mine explodes in a 10 foot radius, it will do so when  something moves within 10 feet of it).  Setting a Mine is an Action.  Once set, you have from 1 Round to 1 Minute to move outside of range (you choose the duration when setting the mine).  You can make the following Mines:

Damage. Damage Mines do 4d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed.  The mine has a 20 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison.  At 9th Level you can also choose Cold, Lightning or Thunder.  At 12th Level you can choose any damage type.  Mines do magical damage.

Smoke. Smoke Mines create smoke in a 20 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds.  Otherwise it lasts 1 Minute.  Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC).  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stun. Stun Mines unleash light and sound in a 20 foot radius.  Creatures in the area must make a Constitution Save or be Blinded and Deafened for 1 Minute (Save DC is equal to your spell save DC), or Blinded and Deafened for 1 Round if the Save succeeds.  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glue. Glue Mines splash adhesive over a 20 foot radius.  The glue is sticky for 1 Minute, unless it bonds to a creature.  Creatures in the area must make a Dexterity Save or be Restrained for 1 Minute (Save DC is equal to your spell save DC), or Restrained for 1 Round if the save succeeds.  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Grease. Grease covers the ground in a 20-foot square centered on a point within range and turns it into difficult terrain for 1 Minute.  When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).

Sleep Gas. Sleep Mines create gas in a 20 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds.  Otherwise it lasts 1 Minute.  Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC).  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stink. Stink Mines are effectively identical to the Stinking Cloud spell, except that they last 1 Minute.  A moderate wind (at least 10 miles per hour) disperses the gas in 6 rounds; a strong wind (20 or more miles per hour) disperses it in 2 rounds.

Summon. A Summon Mine explodes in a flash of light, summoning one Aberration, Construct, Fiend or Ooze of CR 4 or less.  The creature lasts for 1 Minute, is under no ones control, and will simply attack whatever is closest to it.

At 9th Level you can also make Bombs.  Bombs are placed just under the soil or hidden, and can be used by anyone with Proficiency in an Ordnance Kit.  They can be set to detonate when stepped on directly, or via proximity like Mines.  They can also be set to detonate via timer.  The Bomb can be set to detonate in any time ranging from 1 round to 1 Week.  Setting a Bomb is an Action.  Once set, you have from 1 Round to 1 Minute to move outside of range before the settings take place (assuming of course that you aren't setting it to detonate via timer, also you choose the duration when setting the bomb).  You can make the following Bombs:

Damage. Damage Bombs do 8d6 damage if the targets fail a Dexterity Saving Throw, and half damage if they succeed.  The bomb has a 30 foot radius, and you can choose one of the following damage types: Bludgeoning, Piercing, Slashing, Acid, Fire, or Poison.  At 12th Level you can also choose Cold, Lightning or Thunder.  At 15th Level you can choose any damage type.  Bombs do magical damage.

Smoke. Smoke Bombs create smoke in a 30 foot radius. It emits a cloud of smoke that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the smoke in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds.  Otherwise it lasts 10 Minutes.  Living creatures in the smoke must make a Constitution Save or be Poisoned for 1 Minute (Save DC is equal to your spell save DC), or until they leave the smoke filled area if they stay in it for longer than a Minute.  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stun. Stun Bombs unleash light and sound in a 30 foot radius.  Creatures in the area are Blinded and Deafened for 1 Minute.  The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success (Save DC is equal to your spell save DC).

Glue. Glue Bombs splash adhesive over a 30 foot radius.  The glue is sticky for 1 Minute, unless it bonds to a creature.  Creatures in the area are Restrained for 1 Minute.  The target can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success (Save DC is equal to your spell save DC).

Grease. Grease covers the ground in a 30-foot square centered on a point within range and turns it into difficult terrain for 10 Minutes.  When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone (Save DC is equal to your spell save DC).

Sleep Gas. Sleep Bombs create gas in a 30 foot radius. It emits a cloud of gas that creates a heavily obscured area. A moderate wind (at least 10 miles per hour) disperses the gas in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds.  Otherwise it lasts 10 Minutes.  Living creatures in the gas must make a Constitution Save or fall Unconscious for 1 Minute, or until attacked(Save DC is equal to your spell save DC).  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stink. Stink Bombs are effectively identical to the Stinking Cloud spell, except that they last 10 Minutes, and cover a 30 foot radius.  A moderate wind (at least 10 miles per hour) disperses the gas in 1 Minute; a strong wind (20 or more miles per hour) disperses it in 4 rounds.

Summon. A Summon Bomb explodes in a flash of light, summoning one Aberration, Construct, Fiend or Ooze of CR 6 or less.  The creature lasts for 1 Minute, is under no ones control, and will simply attack whatever is closest to it.

At 12th Level you can make detonators.  These allow you to set a Mine or Bomb to explode via detonator, which can be done as a Bonus Action on your turn, or a Reaction on someone else's turn.

DISPOSAL
Beginning at 3rd level, you can make a DC 15 Intelligence Check to determine just exactly how and when a mine or bomb that you can see will detonate.  As an Action you can make an DC 20 Intelligence Check to disarm it, and remove it's settings (you must have your Ordnance kit and be adjacent to the detonation range.  I.e. if the Mine has a 20 foot range, you must be at least 25 feet from the mine).  With another Action you can reset the settings (you must have your Ordnance Kit, and be Adjacent to the mine or bomb).

BOOM BABY!
Starting at 5th level, your explosives are more potent, and you add your Intelligence modifier to spells that do damage in an area, or with anything you create via your Grenades ability.

BOMB SUIT
At 9th level, you have had near misses so many times that you have designed a protective suit.  The suit is effectively a suit of armor, whose AC is equal to 14 + dexterity modifier.  It weighs 45 lbs., and gives Disadvantage to Dexterity (Stealth) Checks.  Dexterity Bonus caps at 2.  It also provides Damage Resistance to all damage, but only against damage that comes from area effects, not single target damage.  The suit takes a full day to make.

AH HA HA HA HA!
At 15th level, you can 'mine' an area given enough prep time.  Taking 1 Round mines  up to a 10 ft. by 10 ft. square.  Taking 1 Minute mines up to a 100 ft. by 100 ft. square.  This doesn't need to literally be a square.  For example, if you mine a '10 foot by 10 foot' square, you are actually mining any 4 squares that are touching one another.  When creating this minefield, you decide how long you have to get out of the area before it activates (choose from 1 round to 1 Minute).  Each 5 foot square in this area contains 1 'mine', which detonates when any creature enters the square.  Each mine detonates once, and then that square is safe, and the field lasts until all the mines have exploded or until you dismiss it.  An exploding mine does 4d6 + Proficiency Bonus + Intelligence modifier damage of a type of your choice in an area 5 feet across by 30 feet high (creatures flying at 30 feet or less still trigger the mine).  Creatures in this area are also blown 35 feet up into the sky, taking falling damage as they land.  You may create a minefield once per long rest.



Elemental Burst
1st Level Evocation
Casting Time: 1 Action
Range: 60 feet (10 foot radius)
Components: V, S
Duration: Instantaneous
You cause an explosion of elemental material in a 10 foot radius causing one of the following effects:

Air: 1d10 Bludgeoning damage, plus the targets must make a Strength Save or be Shoved 10 feet in any direction.
Fire: 1d10 Fire damage, plus the targets must make a Strength Save or be Blinded for 1 round.
Stone: 1d10 Slashing damage, plus the targets must make a Constitution Save or be unable to use Reactions for 1 round.
Water: 1d10 Cold damage, and the targets must make a Strength Save or be knocked Prone.
Wood: 1d10 Piercing damage, plus the  targets must make a Constitution Save or be Poisoned for 1 round.

At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).


Rockburst
2nd Level Evocation
Casting Time: 1 Action
Range: 120 feet (20 foot radius)
Components: V, S
You cause one stone object within range to explode, causing everything within a 20 foot radius to make a Dexterity Save.  The spell does 3d6 Piercing or Slashing damage (choose one) on a failed Save, with half as much damage on a successful one.


Fireburst
2nd Level Evocation
Casting Time: 1 Action
Range: Self (10 ft. radius)
Components: V, S, M (a pinch of sulfur)
Duration: Instantaneous
This spell does 3d8 Fire damage in a 10 foot radius emanating from you, and the target must make a Dexterity Save or burn for an additional 1d6 Fire damage at the beginning of each of it's turns.  The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success (or can take an Action to put the fire out).

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


Here Comes The Boom
5th Level Evocation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a small pinch of gunpowder)
Duration: Concentration, up to 10 Minutes
While this spell is in effect, anytime you cast a ranged, single target damage spell (Chaos Bolt, Chromatic Orb etc.), any creature or object adjacent to the original target takes half damage.  For example if a spell does 6 damage to the target, all adjacent creatures/objects take 3 damage.  This only extends to damage, not any other effects the spell may have.
« Last Edit: September 13, 2023, 01:28:05 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16097
  • Fnord bitches
    • View Profile
Re: 5E Artificer Paths
« Reply #3 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.
« Last Edit: March 26, 2024, 02:24:28 AM by bhu »