Artificer
Base Class: Artificer

An artificer who specializes as a Limb Forger creates additional appendages that assist them in battle. The appendages are enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with these creations, becoming one with them even as they experiment with them and refine their magical capabilities.

Tool Proficiency

You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

 

Limb Forger Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Limb Forger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell
3rd  Catapult, Longstrider
5th  Spider Climb, Heat Metal
9th  Haste, Protection from Energy
13th  Freedom of Movement, Stone Shape
17th  Animate Objects, Greater Restoration

 

Battle Arms

Your study of metallurgy has led you to the creation of specialized prosthetic limbs, known as Battle Arms. Each arm is created with 5 lbs of any metal and 50 GP of gems. Forming an arm out of these materials requires smith's tools, a proper forge, and a cumulative 8 hours of work. After creation, the Battle Arm can be magically attached anywhere on your body as an action. You are able to craft any amount of Battle Arms but can only have one equipped at a time.

Your Battle Arm grants you the following:

  • You can use weapon infusions on your Battle Arm.
  • The Battle Arm is attached to you and you can willingly remove it as a bonus action by simply pulling it off with a free hand.
  • You can use the Battle Arm to make unarmed attacks. When you do so, the damage becomes 1d4+INT; this damage increases as you gain levels in this class.

Other than these benefits, it functions as a normal arm would, able to grab and wield objects and weapons, etc.

A creature can attempt to remove the arm from your body by first grappling the arm with a successful grapple check. While the arm is grappled, it cannot make attacks. A creature grappling the arm can attempt to pull it off by making a successful Strength check against your Spell Save DC. A removed arm drops whatever it is holding and acts as an improvised weapon if used to attack.

Extra Attack

At 5th level, you can attack two times, instead of one, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 15th level in this class.

Extra Arm

At 5th level, you have practiced enough with one Battle Arm to know how to handle more. You are now able to use a second Battle Arm. You are able to use a third starting at level 9, and a fourth at level 15.

Parry

Starting at 5th level, you can use your Battle Arms to attempt to deflect incoming attacks. As a reaction, when you are hit with a melee attack, you can increase your AC by 5 for that attack. You can parry a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest.

Arm Models

At 5th level, you have studied and experimented with your Battle Arms enough to know how to better equip them. For each arm you have, choose Weapon Wielder or Defender as its Arm Model. Adding, removing, or changing each model requires you to work on them with your smith's tools over the course of a short or long rest. Some enhancements also have a material component. More Arm Models are unlocked at levels 9 and 15.

Weapon Wielder

Material: Nonmagical weapon

A nonmagical weapon can be integrated into this arm. You can switch between the weapon and a standard hand as a free action and the weapon cannot be removed from its arm. This weapon can be two-handed, yet be properly used by this one hand (Versatile weapons can use their two-handed damage). Weapons with the loading properly must still be loaded to be used. Additionally, you can use Intelligence instead of Strength or Dexterity for attack and damage rolls with this weapon.

You can use weapon infusions on your Weapon Wielder arms.

Defender

Material: Nonmagical metal shield

A nonmagical metal shield can be integrated into this arm. This does not replace the hand, allowing you to wield both a weapon and a shield with this arm. This shield provides a +2 AC as normal, except it cannot be removed from its arm. You can benefit from multiple defender arms at once, but you cannot benefit from both a shield and a defender arm.

You can use shield infusions on your Defender arms.

(When selecting your Arm Models in the character builder, the first time you select a given Model, choose the option with "(1)" at the end)

Claws

These two arms have their hands replaced by four sharp claw-like appendages. These claws give you a climbing speed of 10 times your Intelligence modifier. You cannot hold anything in these hands, but you can make unarmed attacks that deal 2d6+INT slashing damage.

Claws (3)

These two arms have their hands replaced by four sharp claw-like appendages. These claws give you a climbing speed of 30ft. You cannot hold anything in these hands, but you can make unarmed attacks that deal 2d6+INT slashing damage.

Claws (4)

These two arms have their hands replaced by four sharp claw-like appendages. These claws give you a climbing speed of 40ft. You cannot hold anything in these hands, but you can make unarmed attacks that deal 2d6+INT slashing damage.

Claws (5)

These two arms have their hands replaced by four sharp claw-like appendages. These claws give you a climbing speed of 50ft. You cannot hold anything in these hands, but you can make unarmed attacks that deal 2d6+INT slashing damage.

Defender

A nonmagical metal shield can be integrated into this arm. This does not replace the hand, allowing you to wield both a weapon and a shield with this arm. This shield provides a +2 AC as normal, except it cannot be removed from its arm. You can benefit from multiple defender arms at once.

Defender

A nonmagical metal shield can be integrated into this arm. This does not replace the hand, allowing you to wield both a weapon and a shield with this arm. This shield provides a +2 AC as normal, except it cannot be removed from its arm. You can benefit from multiple defender arms at once.

Defender

A nonmagical metal shield can be integrated into this arm. This does not replace the hand, allowing you to wield both a weapon and a shield with this arm. This shield provides a +2 AC as normal, except it cannot be removed from its arm. You can benefit from multiple defender arms at once.

Defender (1)

A nonmagical metal shield can be integrated into this arm. This does not replace the hand, allowing you to wield both a weapon and a shield with this arm. This shield provides a +2 AC as normal, except it cannot be removed from its arm. You can benefit from multiple defender arms at once.

Elemental (Acid)

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 acid damage. Changing the type of this arm requires work over a short rest.

Elemental (Cold)

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 cold damage. Changing the type of this arm requires work over a short rest.

Elemental (Fire)

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 fire damage. Changing the type of this arm requires work over a short rest.

Elemental (Force)

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 force damage. Changing the type of this arm requires work over a short rest.

Elemental (Lightning)

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 lightning damage. Changing the type of this arm requires work over a short rest.

Elemental (Necrotic)

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 necrotic damage. Changing the type of this arm requires work over a short rest.

Elemental (Poison)

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 poison damage. Changing the type of this arm requires work over a short rest.

Elemental (Psychic)

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 psychic damage. Changing the type of this arm requires work over a short rest.

Elemental (Radiant)

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 radiant damage. Changing the type of this arm requires work over a short rest.

Elemental (Thunder)

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 thunder damage. Changing the type of this arm requires work over a short rest.

Heavy Lifter

An additional 5 lbs of metal is added to this arm, making it stronger. Whenever you make a Strength check or saving throw that involves this arm, you can use your Intelligence modifier instead. Additionally, this arm can be used to grapple opponents. Standard grappling rules are used except you can use your Intelligence (Arcana), the target can be grappled by just this one arm, and it is restrained, as it ensnares its target. If the target is more than 5ft away, but still within reach, you have disadvantage on your Intelligence check to grapple the target and if you succeed, the target is pulled within 5ft of you.

Heavy Lifter

An additional 5 lbs of metal is added to this arm, making it stronger. Whenever you make a Strength check or saving throw that involves this arm, you can use your Intelligence modifier instead. Additionally, this arm can be used to grapple opponents. Standard grappling rules are used except you can use your Intelligence (Arcana), the target can be grappled by just this one arm, and it is restrained, as it ensnares its target. If the target is more than 5ft away, but still within reach, you have disadvantage on your Intelligence check to grapple the target and if you succeed, the target is pulled within 5ft of you.

Heavy Lifter

An additional 5 lbs of metal is added to this arm, making it stronger. Whenever you make a Strength check or saving throw that involves this arm, you can use your Intelligence modifier instead. Additionally, this arm can be used to grapple opponents. Standard grappling rules are used except you can use your Intelligence (Arcana), the target can be grappled by just this one arm, and it is restrained, as it ensnares its target. If the target is more than 5ft away, but still within reach, you have disadvantage on your Intelligence check to grapple the target and if you succeed, the target is pulled within 5ft of you.

Heavy Lifter (1)

An additional 5 lbs of metal is added to this arm, making it stronger. Whenever you make a Strength check or saving throw that involves this arm, you can use your Intelligence modifier instead. Additionally, this arm can be used to grapple opponents. Standard grappling rules are used except you can use your Intelligence (Arcana), the target can be grappled by just this one arm, and it is restrained, as it ensnares its target. If the target is more than 5ft away, but still within reach, you have disadvantage on your Intelligence check to grapple the target and if you succeed, the target is pulled within 5ft of you.

Legs

You gain an additional pair of legs (you determine their exact position). These legs increase your walking speed by 5 times your Intelligence modifier. Alternatively, while traveling through difficult terrain, these legs allow you to travel unhindered at your standard walking speed.

Legs (3)

You gain an additional pair of legs (you determine their exact position). These legs increase your walking speed by 15ft. Alternatively, while traveling through difficult terrain, these legs allow you to travel unhindered at your standard walking speed.

Legs (4)

You gain an additional pair of legs (you determine their exact position). These legs increase your walking speed by 20ft. Alternatively, while traveling through difficult terrain, these legs allow you to travel unhindered at your standard walking speed.

Legs (5)

You gain an additional pair of legs (you determine their exact position). These legs increase your walking speed by 25ft. Alternatively, while traveling through difficult terrain, these legs allow you to travel unhindered at your standard walking speed.

Spellcaster (1)

Your artisan’s tools can be integrated into this arm, replacing its hand and increasing its spellcasting potential. This arm can now be used as a spellcasting focus for your Artificer spells. When you cast a spell through this arm, you can add your Intelligence modifier to any damage rolls. Additionally, you can reroll any 1s on damage rolls, and you must use the new roll.

Tails

You gain a pair of tails (you determine their exact position and appearance). These tails give you a swimming speed of 10 times your Intelligence modifier. Additionally, you have advantage on Dexterity saving throws while swimming as your tails help propel you out of danger.

Tails (3)

You gain a pair of tails (you determine their exact position and appearance). These tails give you a swimming speed of 30ft. Additionally, you have advantage on Dexterity saving throws while swimming as your tails help propel you out of danger.

Tails (4)

You gain a pair of tails (you determine their exact position and appearance). These tails give you a swimming speed of 40ft. Additionally, you have advantage on Dexterity saving throws while swimming as your tails help propel you out of danger.

Tails (5)

You gain a pair of tails (you determine their exact position and appearance). These tails give you a swimming speed of 50ft. Additionally, you have advantage on Dexterity saving throws while swimming as your tails help propel you out of danger.

Weapon Wielder

A nonmagical weapon can be integrated into this arm. You can switch between the weapon and a standard hand as a free action and the weapon cannot be removed from its arm. This weapon can be two-handed, yet be properly used by this one hand (Versatile weapons can use their two-handed damage). Weapons with the loading properly must still be loaded to be used. Additionally, you can use Intelligence instead of Strength or Dexterity for attack and damage rolls with this weapon.

Weapon Wielder

A nonmagical weapon can be integrated into this arm. You can switch between the weapon and a standard hand as a free action and the weapon cannot be removed from its arm. This weapon can be two-handed, yet be properly used by this one hand (Versatile weapons can use their two-handed damage). Weapons with the loading properly must still be loaded to be used. Additionally, you can use Intelligence instead of Strength or Dexterity for attack and damage rolls with this weapon.

Weapon Wielder

A nonmagical weapon can be integrated into this arm. You can switch between the weapon and a standard hand as a free action and the weapon cannot be removed from its arm. This weapon can be two-handed, yet be properly used by this one hand (Versatile weapons can use their two-handed damage). Weapons with the loading properly must still be loaded to be used. Additionally, you can use Intelligence instead of Strength or Dexterity for attack and damage rolls with this weapon.

Weapon Wielder (1)

A nonmagical weapon can be integrated into this arm. You can switch between the weapon and a standard hand as a free action and the weapon cannot be removed from its arm. This weapon can be two-handed, yet be properly used by this one hand (Versatile weapons can use their two-handed damage). Weapons with the loading properly must still be loaded to be used. Additionally, you can use Intelligence instead of Strength or Dexterity for attack and damage rolls with this weapon.

Wings

You gain a pair of wings (you determine their exact position and appearance). These wings give you a flying speed of 10 times your Intelligence modifier. Additionally, you have advantage on Dexterity saving throws while flying, as your wings help propel you out of danger.

Wings (3)

You gain a pair of wings (you determine their exact position and appearance). These wings give you a flying speed of 30ft. Additionally, you have advantage on Dexterity saving throws while flying, as your wings help propel you out of danger.

Wings (4)

You gain a pair of wings (you determine their exact position and appearance). These wings give you a flying speed of 40ft. Additionally, you have advantage on Dexterity saving throws while flying, as your wings help propel you out of danger.

Wings (5)

You gain a pair of wings (you determine their exact position and appearance). These wings give you a flying speed of 50ft. Additionally, you have advantage on Dexterity saving throws while flying, as your wings help propel you out of danger.

Extra Arm

At 9th level, you gain the ability to use a third Battle Arm.

Enhanced Arms

At 9th level, you have studied your Arms long enough to know more ways to enhance them. Your arms are now extendable and have a 10ft reach, and deal 1d8+INT damage on unarmed strikes. You gain three additional Arm Models, Spellcaster, Elemental, and Heavy Lifter.

Spellcaster

Material: Artisan’s Tools

Your artisan’s tools can be integrated into this arm, replacing its hand and increasing its spellcasting potential. This arm can now be used as a spellcasting focus for your Artificer spells. When you cast a spell through this arm, you can add your Intelligence modifier to any damage rolls. Additionally, you can reroll any 1s on damage rolls, and you must use the new roll.

Elemental

Material: Arcane Focus

An arcane focus (other than your artisan’s tools) can be integrated into the forearm of this arm. Upon doing so, choose a damage type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. Whenever you hit with an attack with this arm, including held weapons, the target takes 1d8 damage of the chosen type. Changing the type of this arm requires work over a short rest. You cannot pick the same damage type more than once.

Heavy Lifter

Material: 5 lbs of metal

An additional 5 lbs of metal is added to this arm, making it stronger. Whenever you make a Strength check or saving throw that involves this arm, you can use your Intelligence modifier instead. Additionally, this arm can be used to grapple opponents. Standard grappling rules are used except you can use your Intelligence (Arcana), the target can be grappled by just this one arm, and it is restrained, as it ensnares its target. If the target is more than 5ft away, but still within reach, you have disadvantage on your Intelligence check to grapple the target and if you succeed, the target is pulled within 5ft of you.

Additionally, Weapon Wielder and Defender gain the following benefits:

Weapon Wielder +

This arm can now better use its weapon. As a bonus action, you can attack once with the integrated weapon.

Defender +

This arm can now better use its shield. As a reaction when any creature in range, including you, is hit with a melee attack, you can attempt to strike the attacker with your shield. Make a melee attack roll, using your Intelligence modifier, dealing 1d8+INT bludgeoning damage on a hit.

Defender +

This arm can now better use its shield. As a reaction when any creature in range, including you, is hit with a melee attack, you can attempt to strike the attacker with your shield. Make a melee attack roll, using your Intelligence modifier, dealing 1d8+INT bludgeoning damage on a hit.

Weapon Wielder +

This arm can now better use its weapon. As a bonus action, you can attack once with the integrated weapon.

Extra Arm

At 15th level, you gain the ability to use a fourth Battle Arm.

Extra Attack

Starting at 15th level, you can attack three times, instead of two, whenever you take the Attack action on your turn.

 

Perfected Arms

At 15th level, you have perfected your Battle Arms and their models. Unarmed attacks made with your Battle Arms now deal 1d8+INT damage. Additionally, each Arm Model gains the following additional benefits:

Weapon Wielder ++

You can now integrate more powerful weapons. You can now integrate two weapons, able to switch between them during your turn as a free action. Whenever you make an opportunity attack with an integrated weapon, you have advantage on the attack. Additionally, you can integrate magical weapons.

Defender ++

You can now integrate more powerful shields. Magical shields can be integrated into this arm. Once per long rest, when you parry an attack, your AC is increased by 6, rather than 5, and you can attempt to strike the attacker, either with the integrated shield, or a weapon held in this hand.

You gain one additional use for each additional Defender ++ arm you have.

Spellcaster +

This arm can now better harness its tools. When you cast a spell through this arm, you can reroll any 1s and 2s on damage rolls, and you must use the new roll. Additionally, you can cast a 1st through 4th level spell one level higher than the expended spell slot. You can do this once per spell level per long rest and you must be able to cast spells of the higher level.

Elemental +

This arm can now better harness its spellcasting focus. The additional type damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or suffer an effect based on the damage type.

Damage Type Condition/Effect
Acid Poisoned for 1 minute
Cold Petrified in ice for 1 minute
Fire Set on fire (Creature takes 1d6 fire damage at the start of their turn until it is put out) 
Force Pushed back 10ft and knocked prone
Lighting Paralyzed for 1 minute
Necrotic Cannot recover hit points for 1 minute and takes 1d4 necrotic damage at the start of their turn during this time
Poison Poisoned for 1 minute
Psychic Cannot concentrate for 1 minute
Radiant Blinded for 1 minute
Thunder Deafened for 1 minute

A creature suffering from a lasting effect can repeat the save at the end of its turn unless otherwise noted.

Heavy Lifter +

This arm now has increased strength capabilities. If you are not holding anything in this arm, you can use the Attack action to attempt to disarm an opponent. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. When you do so, you make an Intelligence (Arcana) check, contested by the opponent’s Strength (Athletics) or Dexterity (Acrobatics). If you win the contest, you disarm the opponent, ripping the weapon from their hands. Additionally, unarmed attacks with this hand deal 3d8+INT.

Defender ++

You can now integrate more powerful shields. Magical shields can be integrated into this arm. Once per long rest, when you parry an attack, your AC is increased by 6, rather than 5, and you can attempt to strike the attacker, either with the integrated shield, or a weapon held in this hand.

You gain one additional use for each additional Defender ++ arm you have.

Elemental + (Acid)

This arm can now better harness its spellcasting focus. The additional acid damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or be poisoned for 1 minute. The target can repeat the save at the end of each of their turns.

Elemental + (Cold)

This arm can now better harness its spellcasting focus. The additional cold damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or be petrified in ice for 1 minute. The target can repeat the save at the end of each of their turns.

Elemental + (Fire)

This arm can now better harness its spellcasting focus. The additional fire damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or be set on fire for 1 minute, taking 1d6 fire damage at the start of their turn. The condition ends early if a creature uses an action to put out the flames.

Elemental + (Force)

This arm can now better harness its spellcasting focus. The additional force damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or be pushed 10ft back and fall prone.

Elemental + (Lightning)

This arm can now better harness its spellcasting focus. The additional lightning damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or be paralyzed for 1 minute. The target can repeat the save at the end of each of their turns.

Elemental + (Necrotic)

This arm can now better harness its spellcasting focus. The additional necrotic damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or be unable to recover hit points and take 1d4 necrotic damage at the start of their turn for 1 minute. The target can repeat the save at the end of each of their turns.

Elemental + (Poison)

This arm can now better harness its spellcasting focus. The additional poison damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or be poisoned for 1 minute. The target can repeat the save at the end of each of their turns.

Elemental + (Psychic)

This arm can now better harness its spellcasting focus. The additional psychic damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or be unable to concentrate for 1 minute. The target can repeat the save at the end of each of their turns.

Elemental + (Radiant)

This arm can now better harness its spellcasting focus. The additional psychic damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or be blinded for 1 minute. The target can repeat the save at the end of each of their turns.

Elemental + (Thunder)

This arm can now better harness its spellcasting focus. The additional thunder damage increases to 2d6. Additionally, once per long rest as a bonus action you can energize this arm for 1 hour, increasing its elemental capabilities. Once per turn when you hit with this arm while this arm is energized, the target must make a Constitution saving throw against your Spell Save DC or be deafened for 1 minute. The target can repeat the save at the end of each of their turns.

Heavy Lifter +

This arm now has increased strength capabilities. If you are not holding anything in this arm, you can use the Attack action to attempt to disarm an opponent; make an Intelligence (Arcana) check, contested by the opponent’s Strength (Athletics) or Dexterity (Acrobatics). If you win the contest, you disarm the opponent, and one item that they were holding either is grabbed by this arm or falls to the floor within 5ft of them. Additionally, unarmed attacks with this hand deal 3d8+INT.

Spellcaster +

This arm can now better harness its tools. When you cast a spell through this arm, you can reroll any 1s and 2s on damage rolls, and you must use the new roll. Additionally, you can cast a 1st through 4th level spell one level higher than the expended spell slot. You can do this once per spell level per long rest and you must be able to cast spells of the higher level.

Weapon Wielder ++

You can now integrate more powerful weapons. You can now integrate two weapons, able to switch between them during your turn as a free action. Whenever you make an opportunity attack with an integrated weapon, you have advantage on the attack. Additionally, you can integrate magical weapons.

Movement Models

At 15th level, your mastery of your Battle Arms allows you to enhance them beyond combat. You can use two arms to increase one of your movement speeds (walking, flying, swimming, climbing). Since each requires two arms, time must be spent modifying each arm, but no additional materials are required. Battle Arms with these models cannot be used in any other way. When both modified limbs are equipped, you gain the following benefits based on the movement type:

Walking (Legs)

You gain an additional pair of legs (you determine their exact position). These legs increase your walking speed by 5 times your Intelligence modifier. Alternatively, while traveling through difficult terrain, these legs allow you to travel unhindered at your standard walking speed.

Flying (Wings)

You gain a pair of wings (you determine their exact position and appearance). These wings give you a flying speed of 10 times your Intelligence modifier. Additionally, you have advantage on Dexterity saving throws while flying, as your wings help propel you out of danger.

Swimming (Tails)

You gain a pair of tails (you determine their exact position and appearance). These tails give you a swimming speed of 10 times your Intelligence modifier. Additionally, you have advantage on Dexterity saving throws while swimming as your tails help propel you out of danger.

Climbing (Claws)

These two arms have their hands replaced by four sharp claw-like appendages. These claws give you a climbing speed of 10 times your Intelligence modifier. You can use these claws to make unarmed attacks that deal 2d6+INT slashing damage.

When choosing these models in the character builder, select the option without a number and the option with a number equal to your Intelligence modifier.

Previous Versions

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