While some Artificers spend their lives perfecting one single creation, Machinists value quantity over quality of inventions. Machinists are known for their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of these strange and wondrous servants, Machinists are ready to face any challenge. <br> ___ ### 3rd Level <br> ##### Automatons You have learned to craft uniquely specialized mechanical servants known as Automatons. During a [[Survival Needs#Long Rest|long rest]], you can spend 1 hour using [[Gear Appendix#Smithing Tools|Smithing Tools]] to create a number of Automatons equal to your Intelligence modifier (minimum of 1). They are inactive and are easily carried or worn until activated by you. Alternatively, as an action you can use [[Gear Appendix#Smithing Tools|Smithing Tools]] and expend a spell slot to create an inactive Automaton. However, the maximum number of Automatons you can have at one time equals your Intelligence modifier (minimum of 1). Creating an Automaton while at your maximum causes the oldest to be destroyed. Whenever you craft an Automaton, you choose its Model from the list found [[#Automaton Models|below]]. Its Model determines its main ability. Once chosen it can't be changed. You determine their appearance. As a bonus action, you can activate an Automaton and throw it to an unoccupied space you can see within 30 ft. While active, your Automaton follows the [[Companions, Mounts & NPCs#Combat|rules for companions]]. Unless given a command, an Automaton does nothing. Automatons cannot use the normal actions available to other creatures, only the actions detailed by its [[#Automaton Models|Model]] or a Slam attack. You can order an Automaton to use its Model action or to make a Slam attack as part of the same bonus action that you use to activate it. Your Automaton remains active for 1 hour, or until you use an action to touch it and deactivate it, or it is destroyed. You can only have one Automaton active. If you activate a second Automaton, the first instantly deactivates in its space. >[!example] Stat Block ># Automaton >*[[Movement and Position#Creature Size|Tiny]] [[Creature Type#Construct|construct]]* >*** >**Armour Class** : 13 + your INT >**Hit Points** : 5 + your Artificer level >**Speed** : 25ft. > >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|10 (+0)|16 (+3)|14 (+2)| 4 (-3) | 2 (-4) | 2 (-4) | > >**Damage Immunities** : poison, psychic >**Condition Immunities** : [[Conditions#Charmed|charmed]], [[Conditions#Exhaustion|exhaustion]], [[Conditions#Exposed 🛠|exposed]], [[Conditions#Poisoned|poisoned]] >**Senses** : passive perception 6 >**Languages** : understands the [[Languages#Common Languages|languages]] you speak >**Proficiency Bonus** : equals your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] >*** >### Traits >**Model** >The Automaton gains the benefits of one [[#Automaton Models|Model]]. > >**Replaceable Parts** >When the [[Other Spells#Mending|mending]] spell is cast on the Automaton, it regains 2d6 hit points. >--- >### Actions >**Slam** >Melee Attack: your INT + PB to hit, reach 5 ft. >Hit: 1d6 + 3 bludgeoning damage. <br><br> ##### Machinist Spells You gain additional spells at the Artificer levels listed. They do not count against the number of spells you know. | Artificer Level | Machinist Spells | | :-------------: | ---------------------------------------------------------------------------------------------------------------------- | | 3 | [[Arcane Spells#Colour Spray\|colour spray]], [[Arcane Spells#Unseen Servant\|unseen servant]] | | 5 | [[Occult Spells#Cloud of Daggers\|cloud of daggers]], [[Primal Spells#Cordon of Arrows\|cordon of arrows]] | | 9 | [[Divine Spells#Spirit Guardians\|spirit guardians]], [[Arcane Spells#Tiny Servant\|tiny servant]] | | 13 | [[Divine Spells#Faithful Hound\|faithful hound]], [[Arcane Spells#Summon Construct\|summon construct]] | | 17 | [[Arcane Spells#Animate Objects\|animate objects]], [[Primal Spells#Awaken\|awaken]] | <br><br> ##### Tools of the Trade You gain proficiency with [[Gear Appendix#Smithing Tools|Smithing Tools]] and the [[Abilities & Skills#Sleight of Hand|Sleight of Hand]] skill. If you are already proficient with either, you instead gain proficiency in another [[Adventuring Gear#Tool Sets|Tool Set]] your choice. <br> --- ### 5th Level <br> ##### Improved Army Your ability to control your signature [[#Automatons]] has greatly increased. You can have two Automatons active at once, and you can use a single bonus action to command both Automatons. Additionally your ability to design complex constructs has grown. When you create an [[#Automatons|Automaton]] it gains the benefits of two Models of your choice from the list found [[#Automaton Models|below]]. Moreover, your Automaton's attacks count as magical for the sake of overcoming [[Damage and Healing#Resistance|resistances]] and [[Damage and Healing#Immunity|immunities]]. <br> ___ ### 10th Level <br> ##### Efficient Construction Your signature magic provides quantity of [[#Automatons|Automatons]] over quality. When you expend a spell slot to create an Automaton, you create a number of inactive Automatons equal to the level of the spell slot you expended. You cannot use this feature to surpass the limit on your total number of Automatons. <br> --- ### 15th Level <br> ##### Master Machinist You are a master Machinist and have become but one among many with your army of [[#Automatons]]. When you are forced to make a saving throw or are hit by an attack, you can use your reaction to instantly switch places with an active Automaton within 60 feet, causing that Automaton to become the target of the triggering effect or attack. Additionally, you can have up to three [[#Automatons|Automatons]] active at once, and you can issue orders to all three Automatons with a single bonus action. Finally, your [[#Automatons|Automatons]] are [[Damage and Healing#Resistance|resistant]] to all non-magical bludgeoning, piercing, and slashing damage. <br> --- ### Automaton Models Below are the Automaton Models available to Machinists. If one of the Models has an Artificer level prerequisite, you can use it at the same time you meet that prerequisite. If one of your Automaton Models requires a target to make a saving throw, it makes its save against your Spell save DC. <br> ##### Agent Model As an action, you perceive the world through the Automatons senses, but become [[Conditions#Blinded|blind]] and [[Conditions#Deafened|deaf]] to your own senses. You can end this ability as a bonus action. You must be within 1 mile of your Automaton to use this feature. <br><br> ##### Anchor Model As an action, the Automaton latches onto a target within 5 feet, reducing the target's [[Physical Capabilities#Movement Speed|movement speed]] by a number of feet equal to 5 times your Intelligence modifier (minimum of 5 feet). The Automaton can still be targeted by attacks while attached. As an action, a creature can make an [[Actions in Combat#Escape 🛠|Escape]] check against your Spell save DC, removing the Automaton on a success. <br><br> ##### Arcane Model When you cast an Artificer spell, you can choose for the spell to originate from this Automaton, instead of yourself, so long as you are within 60 feet of the Automaton. This Automaton's Slam attack also deals force damage. <br><br> ##### Artisan Model The Automaton is proficient with one [[Adventuring Gear#Tool Sets|Tool Set]], which you choose upon its creation. As an action, it can use the tools to make a check and add your Intelligence modifier (a minimum of +1) to the result of its ability check. <br><br> ##### Assault Model The damage of this Automaton's Slam attack increases to 1d10 damage, and it deals force damage on hit, in place of the normal bludgeoning damage. <br><br> ##### Amphibian Model *Prerequisite: 5th-level Artificer* The Automaton gains a 30-foot [[Physical Capabilities#Swimming|swimming speed]], and while it is swimming it has [[Abilities & Skills#Advantage & Disadvantage|advantage]] on its Slam attack rolls. <br><br> ##### Arachnid Model *Prerequisite: 5th-level Artificer* The Automaton gains a 30-foot [[Physical Capabilities#Climbing|climbing speed]], and it can climb on difficult surfaces, including sheer walls and upside down on ceilings, without needing an ability check. <br><br> ##### Archer Model *Prerequisite: 5th-level Artificer* When this Automaton makes a Slam attack, it can choose to make it a [[Making an Attack#Ranged Attacks|ranged weapon attack]] against a target that it can see within 60 feet. On hit, it deals piercing damage. <br><br> ##### Armor Model *Prerequisite: 5th-level Artificer* As an action, the Automaton attaches itself to one willing creature within 5 feet, granting it a bonus to it's [[Abilities & Skills#Armour Class|AC]] equal to your Intelligence modifier (minimum of +1). The Automaton can still be targeted by attacks while attached. The Automaton can detach from the target as an action. <br><br> ##### Avenger Model *Prerequisite: 10th-level Artificer* When a creature within 25 feet of the Automaton attacks or forces another creature to make a saving throw, you can use a reaction to order this Automaton to move up to its [[Physical Capabilities#Movement Speed|movement speed]] and make a Slam attack against that creature. On hit, this attack deals a bonus 1d6 bludgeoning damage. <br><br> ##### Avian Model *Prerequisite: 10th-level Artificer* The Automaton gains a 30-foot [[Physical Capabilities#Flying|flying speed]], and while flying, [[Making an Attack#Opportunity Attacks|opportunity attacks]] against this Automaton are made with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]].