Artificer
Base Class: Artificer

Cyborg Smiths are experts on the crafting and production of items from their own body.  They learn to modify these items by absorbing these items with special magic powered microscopic machines which up keep the body in place of the immune system.

Generate weapons

Starting at 3rd level you can your body generates a weapon from the back of your hand or forearm as a bonus action.  It may also be stored back into your body as an object interaction on your turn.  Different weapons may be stored in different locations on your body.  Each weapon takes a different amount of storage points and each location has a different amount of storage points as listed below.  Multiple weapons may not be stored in the same location.

This weapon is the type you pick from the list below.  It's damage and range are determined by the weapon and it is a intelligence based weapon.  You become proficient in any weapons created this way.

You may store multiple weapons in your body and cycle through them at the cost of a bonus action. You may only have 1 weapon out at a time.

Your first weapon is free, but all weapons made beyond that you must pay the material cost listed.

Your weapon is not a magic item, and cannot be used as an arcane focus unless an ability, spell, or infusion allows it.  The firearm is hands free allowing you to hold objects in the hand it comes from. 

If you attempt to hold a weapon in the same hand as the as you must make a dexterity save (DC 18) as your free action each round or the item being held is absorbed.

Modified Ammo.

Firearms also use up ammunition, you start with 20 bullets for free, and can make 30 bullets with 1 gold and a long rest of you proficiency with Smiths tools or tinkers tools.  You may choose to make ammunition out of your body at the cost of 1d4 hp per 5 bullets.

Storage locations

  • Hands - 1 Storage point each
  • Forearms - 2 Storage points each
  • Chest - 4 Storage points 
  • Lower Torso 4 Storage points
  • Upper leg 2 Storage points each

 

Weapons list

  • Modified Long Pistol - 2 Storage points- A pistol modified by your body extending its range emits a sharp boom which any creature within 500 ft can hear.  Sound does not travel throughwalls or around corners - 1d10 + Proficiency Piercing damage- Range 60 - 240 - Reload(6) Misfire (1) upon misfire you must spend 1d6 hp and bonus action to fix this forearm rather than the regular misfire cost. - Cost either a pistol or 250gp worth of materials which must include at least 25 gp worth of iron/steel or a similar metal.
  • Modified Dagger - 1 storage point - A dagger created by your body.  The only item at this level able to be detached from your hand.  It is not thrown but rather ejected from your hand at an enemy.  Upon ejection it immediately begins to degrade and is destroyed on the end of your turn.  Your body replaces 1 per round (max total of 2 daggers at a time) if 2 Modified Daggers were not thrown on the previous round.  You may use a bonus action to throw or stab a second however if thrown this dagger becomes unusable until next round - 1d4 + Proficiency - Range 20/60 feet -  Reach 5 feet - 1d4 + Int mod + Proficiency Piercing Damage - Cost 2 daggers & 25 gp of materials.
  • Modified Shortsword - 4 Storage points - A shortsword which has been modified to have chain links in the blade extending the reach of the weapon.  You may choose to harden the blade to a shorter reach or extend it for a longer reach as a bonus action.  While the blade is extended if it does not hit the target may choose to make a strength (athletics) check opposed by your dexterity(acrobatics) to grab the blade.  If successful the target takes 1d4 damage and you become unable to move farther from the creature or store this weapon until you are within 5 feet range of the creature and use a bonus action to harden the blade. Further on each of its turns while the target is holding the blade it may make a DC 15 Strenth(Athletics) check to break the blade - 1d6 Piercing damage - Reach 5 feet (Hardened Shortsword) Reach 10 feet (Whipsword) - A whip, a sword,  & 25 gp of materials.

These weapons may not be forcefully removed from your body against your will.

Arcane gemstones.

Starting at 5th level, you have learned to use the machines in your body to create hardened indestructible gem like stones.  These machines can harden into gems with sigils imprinted on them.  These gems may be placed on your weapons to provide a variety of effects and damages.  Any weapon with a gem on it may be used as a focus for your spells.  You may only equip 2 gems per weapon.  Should the weapon become destroyed the gems may be salvaged by a successful DC 18 Intelligence(Arcana) check. On a failure or if another being touches the gem it crumbles.  After the weapon completes regenerating you may replace the gems.  Gems may be stored separately from weapons for a cost of half a storage point each or attached to a weapon for free. 

  • Each gem takes the materials listed and a long rest to make.
  • Attaching or changing a stone takes 1 hour which may coincidence with a short rest or other activity.
Gemstone List

All gemstones cost 100 gp of materials as well as any other specific costs

Gemstone of Type - This gemstone adds the selected type of damage to your weapon.  All of the types except for Bludgeoning are made with an orb of shielding.  All the damage types may be made out of Artificer infusions however the infusion must stay an active infusion as part of the gemstone for 2 weeks or the gem crumbles to dust.

  • Acid
  • Bludgeoning - Walloping Ammunition 
  • Cold 
  • Fire
  • Force
  • Lightning
  • Necrotic
  • Poison
  • Radiant
  • Thunder

 Gem of Enhanced Weapon- Requires either a +1 Weapon be sacrificed or a a weapon infused with Enhance Attack.  If using the the infusion it must stay an active infusion as part of the gemstone for 1 week or the gem crumbles to dust.

Gem of Arcane Focus - While using the weapon with this gemstone attached as an arcane focus you get a +1 to spell attack rolls in addition you ignore half cover when making a spell attack.  Requires either a Wand of  the Warmage +1 or higher or an item with infusion Enhanced Arcane Focus to create.  If using the the infusion it must stay an active infusion as part of the gemstone for 1 week or the gem crumbles to dust.

 

 

Nanite Evolution

Starting at 9th level, the machines start gaining more intelligence.  Your machines have learned to attune items allowing you 1 extra attuned item this stacks with the artificer extra attunements.  You also learn to place your gems on your armors.

Nanite Evolution

Gemstone of Type - This gemstone adds the selected type of resistance to your armor.  

  • Acid
  • Bludgeoning
  • Cold 
  • Fire
  • Force
  • Lightning
  • Necrotic
  • Poison
  • Radiant
  • Thunder

 Gem of Enhancment- Applies a +1 to armor AC

Gem of Arcane Focus While using the armor or shield with this gemstone attached as an arcane focus you get a +1 to your spell save and spell saves rolled by you.

Weapon Evolution

Starting at 15th level, your machines have studied your weapons enough you learn to evolve your weapons in new and interesting ways. The tool and supply kits used to create the Evolutions are consumed in the process.  You also gain the ability to have 2 weapons generated.

  • Doubled evolution - Your weapons now have 2 blades or barrels. You now can use a bonus action to attack a second time with the same weapon. - Smiths tools, 100gp
  • Modified Daggers - Your daggers have become smaller and take up less space. You now have the ability to generate and store 3 daggers and may use a reaction to throw a third one. Thieves’ tools, 100gp
  • Modified Shortsword - Your shortsword now has teeth.  A creature who grabs your extended whip  sword now takes Upon hitting with a critical you now gain 1/2 the damage as hp or temporary hp your choice.  Wood Carvers tools , 100gp
  • Heavy Chassis - Your gun deals +1d6 damage matching your chamber's element. Smith’s tools, 100gp
  • Rune of Explosions - When your bullets damage a creature, the attack explodes in a 5 foot sphere, dealing their damage to enemies who fail a Dexterity Saving Throw vs your Spell Save DC. Alchemist’s supplies, 100gp
  • Arcane Engravings - You may spend a spell slot to add +1D4 damage per level of the spell slot used, with the damage type matching your chamber. Woodcarver’s tools, 100gp
  • Barrel Extension - You may attach another barrel at the end of your barrel. Tinker’s tools, 100gp

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2022 5:24:55 PM
15
2
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes