Artificer - Machinist
Artificer - Machinist
At 3rd level, an artificer gains the Artificer Specialist feature. Model Activation
The following option is available to an artificer, in addition to As an action, you can see and hear through the
the options in Tasha's Cauldron of Everything; the Machinist. Agent
senses of your Automaton, so long as you are
within 100 feet. During this time, you are deaf
Machinist and blind with regards to your own senses.
While some artificers spend their lives perfection one solitary The Automaton latches onto a creature within
creation, Machinist artificer value quantity over quality. They Anchor
5 feet, reducing the target's movement speed
are known for creating their signature Automatons, small by a number of feet equal to 5 times your
clockwork men that are created for a single, but temporary Intelligence modifier (minimum of 5 feet).
purpose. Armed with their tools, and an army of strange and The Automaton attaches itself to a willing
wondrous servants, Machinists are ready for any challenge. Armor
creature within 5 feet. While attached, the
creature's Armor Class cannot be less than
Machinist Features 13 + your Intelligence modifier
Artificer Level Spell The Automaton gains proficiency with one set
Tools of the Trade, of tools of your choice, and can add your
3rd Artisan
Machinist Spells, Automaton Intelligence modifier to any check it makes
using that set of tools.
5th Arcane Conduit, Automated Army
The Automaton makes a melee spell attack
9th Efficient Production against a creature within 5 feet. On hit, it
Assault
15th Master Machinist deals bludgeoning damage equal to
1d6 + your Intelligence modifier
Tools of the Trade
At 3rd level, you gain proficiency with smith's tools. If you are Arcane Conduit
already proficient with smith's tools, you gain proficiency with Beginning at 5th level, you learn to channel your magic
one type of artisan's tools of your choice. through your Automatons. When you cast an artificer spell,
you can choose for the spell to originate from an Automaton,
Machinist Spells instead of yourself so long as you are within 100 feet of it.
Artificer Level Spell
In addition, when you cast an artificer spell through an
Automaton, you can roll a d8, and add the number rolled to
3rd heroism, unseen servant one damage roll of the spell.
5th find steed, warding bond Automated Army
9th spirit guardians, tiny servant You can create and control Automatons even more efficiently.
13th find greater steed, summon construct
Starting at 5th level, you can control up to two Automatons at
one time, and at the end of each long rest you can create two
17th animate objects, awaken Automatons of your choice, without expending a spell slot.
You can activate all Automatons as one bonus action.
Automaton
When you become a Machinist at 3rd level, you learn to craft Efficient Production
the signature creation of Machinists, the Automaton. At the Starting at 9th level, when you expend an artificer spell slot to
end of each long rest, you use your smith's tools to magically create Automatons, you can create a number of Automatons
create a Small Automaton in an unoccupied space on a equal to the level of that spell slot. You cannot use this feature
horizontal surface within 5 feet of you. Once you create an to exceed your maximum number of Automatons.
Automaton, you can't do so again until you finish a long rest Master Machinist
or until you expend a spell slot of 1st-level or higher to create You have become a master amongst Machinist Artificers.
another one. You can have one Automaton at a time, creating Starting at 15th level, you can control up to three Automatons
a second causes the first Automaton to fall apart. at one time, and at the end of a long rest you can create three
The Automaton is a magical construct with an AC of 18 Automatons of your choice, without expending a spell slot.
and hit points equal to five times your artificer level. It is Also, when you are forced to make a saving throw or are hit
immune to poison and psychic damage. If it is forced to make by an attack, you can use your reaction to switch places with
an ability check or a saving throw, treat all its ability scores as one of your Automatons within 100 feet. The Automaton then
10 (+0). If mending is cast on it, it regains 2d6 hit points. It becomes the target of the attack or saving throw.
disappears if it is reduced to 0 hit points or after 1 hour.
When you create you Automaton, you decide which type it
is, choosing from the options on the Automaton Model table.
On each of your turns, you can take a bonus action to cause Variant Rule: Toymaker
the Automaton to activate if you are within 60 feet of it. As When you select this subclass, you can choose
part of the same bonus action, you can direct the Automaton woodcarver's tools as your Tools of the Trade.
to walk up to 25 feet to an unoccupied space.