Artificer
Base Class: Artificer

An artificer who specializes as an Armament User modifies parts to function like the weapons of constructs. The Armaments are enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable offense and defense. The artificer bonds with these armaments, becoming one with it even as they experiment with it and refine its magical capabilities.

Body Armaments

3rd-level Armament feature

You gain proficiency with heavy armor and martial weapons. You gain the ability to make and equip "Attack Armaments", "Defense Armaments" and "Support Armaments". These Armaments are obtained from defeated constructs and are rewarded by the GM at the end of a Quest(if possible). You are Proficient with these Armaments. Attacks made with your Armaments are considered Magical. Homebrew Creatures are not viable choices.

You can only equip 1 of each armament. These Armaments come from defeated Construct creatures as you obtain their parts. These Armaments cannot be affected by any infusions. Some Grades take up attunement slots. You can only Equip Armaments of Creatures whose CR is equal to, or below, your Artificer Level. 20th Level Artificers may equip above their artificer level.

Grade 1 Armaments are obtained from Constructs whose CR is Equal to or Less Than half your Artificer Level (Rounded Down). These take up no attunements slots. 

Grade 2 Armaments are obtained from Constructs whose CR is Above half your Artificer Level up to equal your Artificer Level (Rounded Down). These take up 1 Attunement slot.

Grade 3 Armaments are obtained from Constructs whose CR is above your Artificer Level and take up 2 Attunement slots (For the Purposes of the ability "Soul of Artifice", it is considered 1 item). 

Attack Armament - You gain one Attack from the construct whose armament you made this from. Melee Attacks use your STR or INT Modifier to attack with. Ranged Attacks use your STR, DEX or INT Modifier (Attacks from Living Spells cannot be obtained). Any armament attack requiring ammunition has its ammunition magically produced. 

Defense Armament - You gain one "Special Ability" or "Trait" from the construct whose armament you made this from. This Ability/Trait must be passive and requires no action to activate (Multiattack, Legendary Resistances, Regeneration, Any Spell Immunity, Innate Spellcasting and Abilities from Living Spells cannot be obtained). A Trait can be 1 of the creature's senses or movements (the creature's size must be the same size as you or larger to obtain 1 of its movements or senses).

Support Armament - You gain one ability that recharges on a D6 roll from the construct whose armament you made this from. Grade 1 and 2 Armaments scale off your Spellcasting DC (Abilities from Living Spells cannot be obtained).

Upon picking this subclass, you gain Access to the "Animated Armor" as a default creature to make Armaments from.
Upon reaching Level 5, you gain access to the "Flesh Golem" as a default creature to make Armaments from.
Upon reaching Level 10, you gain Access to the "Stone Golem" as a default creature to make Armaments from.
Upon Reaching Level 16, you gain access to the "Iron Golem" as a default creature to make Armaments from.

Armament Spells

3rd-level Armament feature

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

Armament Spells
Artificer Level Spell

3rd

Alarm, Protection From Evil and Good

5th

Lesser Restoration, Shatter

9th

Lightning Bolt, Dispel Magic

13th

Freedom of Movement, Fire Shield

17th

Synaptic Static, Steel Wind Strike

Extra Attack

5th-level Armament feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Quick Fix

9th-level Armament feature

You gain proficiency with Water and Land Vehicles. You always have "Mending" Prepared. When casting "Mending", it only takes one action instead of a minute. 

Starting at 9th Level, You may add Half your Proficiency Bonus (rounded down) to your attack and damage rolls made with your Attack Armaments.

Cybernetic Overcharge

15th-level Armament feature

You gain special Overcharge abilities for your armaments. You gain "Overcharge" uses equal to your Intelligence Modifier. As a bonus action, you can spend 1 use of "Overcharge" to do one of the following. You regain these charges at the end of a Short Rest.

Attack Armament - You make an additional attack with your Attack Armament.

Defense Armament - You gain Temporary Hit Points equal to double of the CR of your Defense Armament.

Support Armament - You recharge your Support Armament and use it again.

Finally, You gain gain expertise with your Attack Armaments, your Defense Armaments give you an AC bonus equal to its Grade (Grade 1 gives a +1 AC Bonus) and your Support Armaments recharge on one dice lower.

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