Arcanist

 

Arcanist: Infusion

Prototype Construct

This infusion can be placed on a specially prepared construct worth at least 100 gold pieces.

This infusion grants you a prototype construct using the prototype construct template (see below). You must be a spellcaster to attune to the prototype construct. The prototype construct’s melee attacks count as simple weapons as well as unarmed strikes.

The Prototype Construct has a number of Hit Dice [d8] equal to your level.

 

Prototype Construct

Medium Construct

Armor Class 14 (+2 natural armour)

Hit Points 10 + twice the creator’s level

Speed 30 feet

Str 12 (+1)

Int 6 (-2)

Dex 14 (+2)

Wis 14 (+2)

Con 15 (+2)

Cha 8 (-1)

Save Proficiencies Con, Int

Skill Proficiencies Athletics, Perception

Senses Darkvision 60 feet

Languages Common

Special

Restorative. When someone casts mending on the prototype construct, it can immediately roll a hit dice to regain hit points equal to twice the number rolled + the caster’s spellcasting ability modifier.

Actions

Iron Bite. Melee Attack, reach 5 feet, one target. Hit: 1d8 piercing damage.

Infusion Options

Arcane Warrior

The construct’s strength score becomes 16 instead of 12. When making this infusion, the creator can also touch a piece of armour. The armour becomes part of the creature and the creature gains proficiency with that armour and counts as wearing that armour. The construct also has hands, and it counts a wearing knuckle gloves. As an action, the construct can make two attacks with these special knuckle gloves instead of its iron bite attack.

 

Shield Guardian

The construct can as an action emit a burst of protective energy that protects itself and each creature of your choice within 10 feet of it with a special ward. The ward has hit points equal to twice your level + the creator’s Intelligence modifier and lasts until the end of the construct’s next turn. Whenever a protected target takes damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, the target takes any remaining damage. If the target is ever more than 10 feet from the construct, it also loses the ward’s protection.

The construct can use this ability once between short or long rests.

 

Weapon Platform

Your construct has several legs and receives a climbing speed equal to its walking speed and has the ability to move up, down, and across vertical surfaces and upside down along ceilings. The construct also carries a special cannon that you can activate as an action if you are within 60 feet of the construct. Whenever you fire the cannon, you make a spell attack against a creature you can see within 300 feet of the construct. On a hit, the cannon deals 3d12 thunder damage. Once fired, the cannon cannot fire again until you finish a long rest or until you expend a spell slot as an action when you touch the cannon to reload it. When you reload the cannon with a spell slot the cannon deals 2d12 + 1d12 for each spell slot level thunder damage on a hit.