Artificer
Base Class: Artificer

A cyborg is a person whose physical abilities are either replaced or extended beyond their normal limitations by mechanical elements. These mechanical parts are infused and powered by magic and built into their body. The artificer bonds with these parts, becoming one with them even as they experiment with them and refine their magical capabilities.

Tools of the Trade

3rd-level Cyborg feature

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

Cyborg Spells

3rd-level Cyborg feature

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

Cyborg Spells
Artificer Level Spell

3rd

magic missile, thunderwave

5th

mirror image, see invisibility

9th

haste, lightning bolt

13th

fire shield, private sanctum

17th

scrying, teleportation circle

Arcane Augmentations

3rd-level Cyborg feature

Your metallurgical pursuits have led to you making mechanical augmentations a conduit for your magic. You can spend part of a rest to magically create a single augmentation and connect it to yourself, provided you have smith’s tools for the entire duration. You can connect to up to two Arcane Augmentations, and can connect to more as you level up in this class. If you attempt to connect with an additional augmentation, you must break the connection with one of the others. At 5th level, you can connect to one additional Arcane Augmentation, for a total of 3. At 9th level, you can connect to one additional Arcane Augmentation, for a total of 4. At 15th level, you can connect to one additional Arcane Augmentation, for a total of 5. 

You gain the following benefits while an augmentation is connected to you:

  • You can use the augmentation as a spellcasting focus for your artificer spells.
  • The augmentation attaches to you and can’t be removed against your will. It also expands to cover a specified body part. The augmentation replaces any missing body part, functioning identically to a part it replaces.
  • You can doff or don the augmentation as an action.

An augmentation continues to be an Arcane Augmentation until you connect to a new one or you die.

The augmentations available to you are described below.

Augmentations

3rd-level Cyborg feature

These are the augmentations available to you. If an augmentation has a prerequisite, you must meet that prerequisite before you can make such an augmentation. The Overclocked description of an augmentation is an additional feature, which only becomes available after you reach 5th level in this class, as described later.

Arm

Your mechanical arms provides you with enhanced strength. You have advantage on Strength checks, saving throws, and attack rolls, and you ignore the Heavy property of weapons.

Overclocked. Whenever you make a Strength ability check, you can treat a d20 roll of 9 or lower as a 10.

Core

This is a device which grants you an extra source of energy, usually attached to, or inside, your torso. You have advantage on Constitution saving throws against Exhaustion. Once per long rest, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Additionally, whenever you end your turn with 0 hit points, the core can make a Wisdom (Medicine) check with a +5 bonus. If this check succeeds, the core stabilizes you.

Overclocked. As an action, you can unleash a massive wave of heat stored within the core. When you do so, each creature within 10 feet of you (including you) takes 2d8 fire damage, if they succeed on a Constitution saving throw against your spell save DC, they only take half damage. The damage increases by 1d8 for each level of exhaustion you have, after which they are removed.

Dermal

You can change the color of your skin and hair at will, which takes 1 hour to fully take effect. You can also emit a small aura, which changes your appearance, you can cast disguise self a number of times equal to your proficiency bonus, and must finish a long rest before doing so again.

Overclocked. You can cast invisibility on yourself instead of casting alter self, which ends when your overclocking ends.

Extra Arms

You have made an additional pair of arms. The arms function like your primary arms, and you can attack twice, rather than once, whenever you take the Attack action on your turn. You can also attack twice with a weapon you are holding in your additional other hand, as per the Two-Weapon Fighting rule.

Additionally, you have advantage on Strength (Athletics) skill checks you make for a grapple, and climbing doesn't cost you extra movement.

Overclocked. You may add your ability modifier to the damage of your bonus attacks. You may also add twice your Strength modifier (instead of once) to your Strength (Athletics) skill checks for grapple.

Leg

Your mechanical leg(s) lets you move faster, and jump higher and further. You speed increases by 5 feet, your jump height and distance is doubled, and you don't need a running start.

Overclocked. Your speed increases by an additional 5 feet, and your swimming speed equals your walking speed. Your jump height and distance is now tripled instead.

Neural Enhancer

This device enhances your mental capabilities, which makes you smarter and able to react faster. You gain the following benefits:

  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
  • You have advantage on ability checks with Intelligence.

Overclocked. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, you know the exact amount of time left before the next sunrise or sunset, and you can accurately recall anything you have seen or heard within the past year.

Optics

You have made cybernetic eyes or goggles, which allows you to see better in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Overclocked. The range increases to 120 feet.

Skeleton

Your skeletal structure is replaced with metallic parts, or you have made an exoskeleton to support you. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you ignore the Strength requirement of armor.

Additionally, you only take half damage from attacks which deal bludgeoning damage, as long as the hit is not a critical hit.

Overclocked. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Vitals

Your internal organs are modified or replaced to better handle hazards. You become immune to disease and the Poisoned condition, and you gain resistance to poison damage.

Additionally, you can now live twice as long.

Overclocked. Your resistance to poison damage changes to immunity. At the start of your turn, you gain a number of temporary hit points equal to your Intelligence modifier.

Weaponized Limb

This limb can hide a simple or martial weapon within it, as well as a shield. When you make the augmentation, you can integrate a hidden weapon or shield within it. You are proficient with the weapon while the weapon is integrated within you augmentation. You can equip the weapon or shield as normal, when you equip the weapon in this way, it replaces either your hand or foot, depending on which limb it is integrated in. If the weapon is integrated in a leg and is equipped, your walking speed is halved. If the weapon has the Two-handed property, you must have a hand free to use it. If the weapon uses ammunition, then it can only hold one piece by itself, after which you must continue to load it as normal. You can also spend part of a rest to remove or change the weapon.

Overclocked. You can equip the weapon or shield for free, and you can remove it, or place a new one, as an action.

Overclocking

5th-level Cyborg feature

On your turn, you can bring your augmentations to perform beyond their normal capabilities, as a bonus action. While overclocked, your augmentations gain the benefits stated in it's description of overclocked.

The overclocking lasts for 1 minute. It ends early if you are knocked unconscious. You can also end the overclocking on your turn as a bonus action. After the overclocking ends, you gain 1 level of exhaustion.

You can overclock a number of times equal to your proficiency bonus, and must finish a long rest to regain all expended uses of overclocking.

Augmentation Modifications

9th-level Cyborg feature

You can upgrade your existing augmentations with additional benefits. Each augmentation can have a seperate modification, but can't have more than one, unless otherwise specified, in which case it can have a total of two modifications. Some modifications can only be applied to specific augmentations. It takes 1 hour to apply or change a modification, provided you have smith’s tools in hand. You can also create new augmentations with modifications, without spending an extra hour. You know an equal amount of modifications as you know augmentations, and you can have a total number of active modifications equal to your proficiency bonus. When you gain a level in this class, you can replace a known modification with a new one, causing any of your augmentations to instantly lose the benefits of the replaced modification.

Dermal Protection (acid)

Your skin becomes resistant to a certain types of damage. You gain resistance to bludgeoning, piercing, and slashing damage from non magical attacks, and one of the following damage types: acid, cold, fire, lightning, or thunder.

Overclocked. The resistances changes to Immunity.

Dermal Protection (cold)

Your skin becomes resistant to a certain types of damage. You gain resistance to bludgeoning, piercing, and slashing damage from non magical attacks, and one of the following damage types: acid, cold, fire, lightning, or thunder.

Overclocked. The resistances changes to Immunity.

Dermal Protection (fire)

Your skin becomes resistant to a certain types of damage. You gain resistance to bludgeoning, piercing, and slashing damage from non magical attacks, and one of the following damage types: acid, cold, fire, lightning, or thunder.

Overclocked. The resistances changes to Immunity.

Dermal Protection (lightning)

Your skin becomes resistant to a certain types of damage. You gain resistance to bludgeoning, piercing, and slashing damage from non magical attacks, and one of the following damage types: acid, cold, fire, lightning, or thunder.

Overclocked. The resistances changes to Immunity.

Dermal Protection (thunder)

Your skin becomes resistant to a certain types of damage. You gain resistance to bludgeoning, piercing, and slashing damage from non magical attacks, and one of the following damage types: acid, cold, fire, lightning, or thunder.

Overclocked. The resistances changes to Immunity.

Detachable Limb

You can detach this limb as a bonus action, while the limb is detached, it has a flying speed of 30 feet, an AC of 17, and 15 hit points, and otherwise functions as normal, except it can't benefit from other modifications. You can mentally command the limb to move (no action required), and at the end of your turn, you can command it to instantly return to you and reattach itself. If the limb is stuck or holding on to something immovable, secured to the ground, or something that weighs more than you and everything you are carrying, you can instead choose to fly to it at 30 feet per round. If the limb reaches 0 hit points, or is more than 100 feet away from you, it loses all functions and falls to the ground, until you get within 100 feet of it again.

Overclocked. The speed of the detached limb is instead doubled, and it's AC increases by 1.

Enhanced Joint

Can be combined with other modifications.

The joint of this limb is stronger and smoother, allowing for better control and strength. You gain advantage on Strength and Dexterity skill checks you make using this augmentation. The joint can also rotate in any direction.

Inconspicuous

Can be combined with other modifications.

This augmentation looks exactly like a normal body part, only a successful medicine check by touch against your spell save dc will reveal it is not real. Using the benefits of the augmentation does not reveal it to be an augmentation, however, people might still be sceptical about you.

Incorporated Design

The augmentation can be combined with an infusion of similar design, such as gauntlets for your arms, boots for your legs, and goggles for your eyes. While an infusion is combined in this way, it gains the same benefits as an Arcane Augmentation, and you don't count as wearing it for the purposes of the amount of different types of items you can wear.

Laser

The augmentation can emit a highly intense beam of light. You can use the augmentation to make a ranged spell attack against a single target within 150 feet as an action. On a hit, the target takes 2d6 fire damage for each of your augmentations with this modification.

Overclocked. The damage increases to 3d6 fire damage for each of your augmentations with this modification.

Reinforced

Can be combined with other modifications.

The augmentation is made of stronger material, when you are not wearing armor, each reinforced augmentation grants a +1 bonus to your unarmored armor class. If it is a limb, it also counts as magical for the purposes of overcoming resistances.

Storage

This augmentation can be used as a storage device. The capacity of the augmentation depends on its size. It requires an action to retrieve or store an item within the augmentation.

Thrusters

This augmentation has small jets, which allows for high acceleration, the benefit of the thrusters depends on the augmentation, as shown below:

  • Arm. When you make a melee weapon attack with a weapon you are holding with this arm, or an unarmed strike, you gain a +1 bonus to hit, and you deal an additional 1d4 damage if you hit.
  • Body. You can double the distance and height of your jumps, and when you are targeted by an attack, you can use your reaction to force the attacker to roll with disadvantage for that attack.
  • Leg. Your speed increases by 10, and you can take the Dash or Disengage action as bonus actions.

If you have two augmentations with thrusters, you gain a flying speed equal to half your normal speed, and you can use your reaction to only take half damage from a fall.

If you have three or more augmentations with thrusters, you instead gain a flying speed equal to your normal speed, and you can safely land from a fall without taking damage.

Overclocked. If you have two augmentations with thrusters, your flying speed instead equals your normal speed, and if you have three or more augmentations with thrusters, you instead gain a flying speed equal to twice your normal speed.

  • Arm. The bonus you gain to hit increases to a +2, and you instead deal an additional 2d4 damage if you hit.
  • Body. You can instead triple the distance and height of your jumps, and when you are targeted by an attack, you can use your reaction to force all attacks against you to be rolled with disadvantage until the start of your next turn.
  • Leg. Your speed instead increases by 20, and you can now run across water and along walls without falling, as long as you don't stop moving.

Upgraded

Can be combined with other modifications.

This augmentation always counts as being overclocked. However, when your overclocking ends, you instead gain a level of exhaustion for each augmentation with this modification.

Regenerating Augmentations

15th-level Cyborg feature

Your augmentations can regenerate any damage they receive. At the start of each of your turns, as long as you have at least 1 hit point remaining, and less than half your maximum amount of hit points, you regain 5 lost hit points. You also have advantage on death saving throws.

Overclocked. At the start of each of your turns, as long as you are not dead, you regain 10 lost hit points instead of 5.

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