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Artificer Specialization: Siegewright

T
hrough your tinkering and experiments with within range of its attack. You can also command it to
engineering, you have managed to create an use an ability given to it via an infusion, such as a spell
engine of destruction that towers above a stored within it.
battleground and lays waste to those that Weaponry. Upon creation, the Custodian has two
oppose you. methods of attack; a melee attack and a ranged attack, both
of which are described in the Custodian's stat block. At the
Tool Proficiency DM's discretion, weapons used by larger enemies, such as
When you adopt this specialization at 3rd level, you gain giants, might be usable by the Custodian. Alternatively,
proficiency with smith's tools. If you already have this such weapons could be built. Discuss with your DM the
proficiency, you gain proficiency with one other type of specifics of the weapon and how your Custodian might use
artisan's tools of your choice. it.
Ability Scores. The Custodian's Strength score is
Siegewright Spells calculated differently than other ability scores; the score is
equal to 12 plus your Intelligence modifier plus your
Starting at 3rd level, you always have certain spells proficiency bonus, up to a maximum of 30. Whenever you
prepared after you reach particular levels in this class, as gain the Ability Score Increase feature, you can also
shown in the Siegewright Spells table. These spells count increase one of the Custodian's ability scores by 1 (apart
as artificer spells for you, but they don't count against the from Strength), to a maximum of 20.
number of artificer spells you prepare. Saving Throws And Skills. The Custodian gains
proficiency in two saving throws and two skills of your
Siegewright Spells choice, using your proficiency bonus.
Artificer Level Spells Infusions. You can create special Infusions that affect
3rd armor of agathys, jump your Custodian and change its capabilities. Like your
normal infusions, these have a level prerequisite and count
5th mind spike, misty step towards your currently infused items. The Custodian can
9th protection from energy, sending be under the effect of any and all infusions you place on it.
Controlling the Custodian. If you are within 5 feet of
13th locate creature, freedom of movement the Custodian, you can use your action to enter it and take
17th far step, wall of force control of it. While controlling it in this way, you have full
control over its actions, and the Custodian gains a +2
bonus to all attack rolls it makes. You have full cover
Mechanical Mastermind against attacks, and don't need to breathe. You can use
Beginning at 3rd level, you gain ownership or possession of your action to exit into an unoccupied space within 10 feet
a robotic ally that will assist you in your adventures. This is of the Custodian.
a Titanic Custodian, which will obey your verbal While being controlled, the Custodian shares your skill
commands. The Custodian is physically incapable of and saving throw proficiencies unless its own are higher. It
hurting you; it cannot make attacks against you, even if also shares your weapon proficiencies.
ordered to. Falling. The Custodian is immune to all fall damage, and
As an action, you can dismiss the Custodian to an you are also immune to fall damage while controlling the
extradimensional space, where it waits until summoned. To Custodian.
summon it, you must spend 1 minute conjuring it, at the Spells. While controlling the Custodian, you don't
conclusion of which it appears in an unoccupied space require verbal or somatic components for your artificer
within 15 feet of you. If there isn't a space for the Custodian spells.
to appear, the summoning fails. Combat. When not being controlled, the Custodian acts
As a bonus action on your turn, you can command the on its own initiative. When being controlled, it acts on your
Titanic Custodian to either move up to its speed or to take turn instead.
the Attack action against a creature the Custodian can see
When the Custodian dies, any creature within 10 feet takes 2d6
force damage, If you are controlling the Custodian you take the
remaining damage dealt to the custodian after reaching o
hitpoints
Destruction. If the Custodian dies, it becomes an object centered on the Custodian, without expending any spell
and remains in its space until you use your action and a slots. Once you do so, you can't again until you finish a long
spell slot of 1st level or higher to revive it with hit points rest.
equal to your artificer level. If you are controlling the
Custodian when it dies, you are trapped until you or a Enhanced Servos
creature adjacent to you makes a DC 18 Strength check to Prerequisites: 6th level
remove you from the rubble. The Custodian gains a climbing speed of 20 feet and its
walking speed increases by 10 feet. In addition, you can
Armoury Assault enter and exit the Custodian as a bonus action, rather than
Starting at 5th level, your Titanic Custodian can make two an action.
attacks using its action, instead of one. In addition, the Fortified Battery
Custodian's attacks count as magical for the purpose of Prerequisites: 14th level
overcoming resistance and immunity to nonmagical Choose two evocation spells that are on the artificer spell
attacks and damage. list. While you are within 15 feet of the Custodian, they
Empowered Protector always count as prepared for you. The Custodian now
counts as an object for the purposes of your Spell-Storing
At 9th level, your tinkering has made your Titanic Item ability.
Custodian more fearsome. Your Custodian now becomes
Huge, and the reach for its melee attacks increases by 5 ft. Explosives Dispenser
In addition, the Custodian gains proficiency in one saving Prerequisites: 6th level
throw of your choice. The Custodian can use a bonus action to activate a
directed explosives barrage. You can distribute up to four
Bulwark's Shield marks that dictate the explosives' targets. A target must be
within 60 feet of the Custodian and be visible to it. For each
Beginning at 15th level, your Custodian's plating is almost mark placed on a target, make a spell attack roll against the
impenetrable to standard weapons. The Custodian gains it. On a hit, the target takes 1d4 fire damage and 1d6
resistance to nonmagical bludgeoning, piercing and bludgeoning damage, or half that on a miss.
slashing damage. Once you use this ability, you can't do so again until you
In addition, the Custodian can now make three attacks finish a short or long rest. Alternatively, you can expend a
using its action, instead of two. spell slot of 1st level or higher to use this ability, targeting
creatures equal to twice the spell level.
Titanic Custodian Infusions
All the following Infusions require a Titanic Custodian; Hardened Plating
attempting to place these Infusions on something else Prerequisites: 6th level
results in the Infusion being unsuccessful. The Custodian becomes immune to nonmagical damage
that comes from the environment, such as natural lava,
Absorbing Armor acid or gas. In addition, the Custodian gains temporary hit
Prerequisites: 14th level points equal to your level upon finishing a short or long
Whenever you finish a short or long rest, choose three rest.
damage types the Custodian doesn't have resistance to.
Until you finish a short or long rest, the Custodian has Improved Impact
resistance to those damage types. Prerequisites: none
The Custodian deals double damage to objects and
Advanced Scanning Systems structures, and hitting a creature smaller than it with a
Prerequisites: none melee attack pushes the target 5 feet away from the
The Custodian gains blindsight out to 5 feet and Custodian.
tremorsense out to 10 feet, and the range of its darkvision
extends by 30 feet. Internal Detonator
Prerequisites: 14th level
Arcane Ballista As an action, you can cause the Custodian to initiate a
Prerequisites: 6th level self-destruct sequence. If you are controlling the Custodian,
When you finish a long rest, you can use smith's tools to you are teleported to a point it can see within 30 feet of it.
forge special sigils into a Medium object and thereby turn it At the end of your next turn, the Custodian detonates,
into an arcane ballista that your Custodian is proficient instantly killing it. All creatures within 20 feet of the
with. The sigils disappear from the object if you later carve Custodian must make a Dexterity saving throw (DC = your
them on a different item. The sigils otherwise last spell save DC + 2), taking 6d8 fire damage and 6d8 force
indefinitely. damage on a failed save, or half that on a successful save.
When your Custodian makes a ranged attack using this If you attempt to revive the Custodian after using this
ballista, the attack's range increases by 30 feet and the ability, you must expend at least 5 levels worth of spell slots
attack deals an additional damage dice of piercing damage. in order to successfully revive it.
Core Program: Desolate
Prerequisites: 14th level
Choose one conjuration, evocation or necromancy spell
of 6th or 7th level. You can command your Custodian to
cast that spell, or cast it when controlling it,
Vortex Capture System Custodian Weapons
Prerequisite: 10th level The attacks in the Titanic Custodian statblock reflect the
As an action, the Custodian can create a 10-foot cone in basic attacks available to it; if you wish to use other
the direction it's facing until the end of its next turn. Any weapons (such as melee weapons), some concepts are
ranged weapon attack that passes through the cone displayed below.
becomes negated, and when the cone vanishes, you can
make one ranged attack (as described in the Custodian Using Premade Weapons
statblock) against a creature you can see for every Generally, any weapon that is sized for giants can be used
ranged attack negated in this way. by a Custodian effectively. Unless a weapon is made
Once the Custodian uses this ability, it can't do so again specifically for a Custodian, however, it is not proficient
until you finish a short or long rest, or you expend an with the weapon, and therefore suffers a -1 penalty to
artificer spell slot as part of the ability. attack rolls with the weapon unless time is taken to give it
proficiency in the weapon.
VTOL Launcher
Prerequisites: 10th level Making Melee Weapons
The Custodian can use its action to gain a flying speed of If you spend a total of 8 hours using your smiths's tools
20 feet until the end of its next turn. This increases to 30 making a melee weapon for your Custodian, you can
feet if you are controlling the Custodian. choose one type of melee weapon in the Equipment section
of the Player's Handbook. You must also expend an amount
of gold pieces equal to ten times the weapon's cost in order
to acquire the resources needed to make it.
Titanic Custodian The weapon's weight increases by a factor of fifteen, and
Large construct, unaligned the weapon's damage dice increases by one tier, to a
maximum of 1d12. If the weapon's damage dice was
Armor Class 10 + the Custodian's Constitution already 1d12, it increases to 2d8.
modifier + your Intelligence modifier (natural The attack deals an additional 1d4 force damage on a
armor) hit, regardless of the weapon. This ability is innate to the
Hit Points Your Intelligence score + 5 times your Custodian, and requires no proficiency or additional
Artificer level requirement.
Speed 30 ft.

STR DEX CON INT WIS CHA


Art Credit
- (-) 12 (+1) 18 (+4) 14 (+2) 3 (-4) 3 (-4)
"Sent By The Gods" by DOFRESH .
"Templar Titan - Titanfall Fan Art" by Poji
Damage Resistances poison, psychic
Chow
Condition Immunities charmed, exhaustion,
frightened, poisoned, unconscious
Senses darkvision 30 ft.
Languages Two languages you know, telepathy
300 ft. (can only target the artificer that
commands it)

Artificial Repairs. If the mending spell is cast on the


Custodian, it regains 2d6 hit points. In addition,
while being controlled, the artificer can use their
bonus action to expend spell slots in order to
restore hit points to the Custodian equal to 1d8
per level of the slot expended.
Immutable Form. The Custodian is immune to
effects that would change its form.
Pilot Protection. The Custodian is unable to make
attacks against the artificer that commands it.

Actions
Melee Attack. Melee Weapon Attack: Strength
modifier + 1 to hit, 5 ft. reach, one target. Hit:
1d6 + Strength modifier bludgeoning damage
plus 1d4 force damage.
Ranged Attack. Ranged Weapon Attack: Strength
modifier + 1 to hit, 30/60 ft. range, one target.
Hit: 1d6 + Strength modifier piercing damage
plus 1d4 force damage.

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