Base Class: Artificer
For all of the artificers, improvement upon their creations is the main goal, but for the Augmentator, the enhancement of ones own body is their end game. As they attempt surgery on themselves, they become more metal than flesh.
Tools of the Trade
3rd-level Augmentator feature
You gain proficiency with heavy armor. You also gain proficiency with medicine. If you already have this proficiency, you gain proficiency with one other type of proficiency of your choice.
Augmentator Spells
3rd-level Augmentator feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Augmentator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Augmentator Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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|
13th |
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17th |
Augmentations
3rd-level Augmentator feature
You can customize your body. When you do so, choose one of the following augmentation models: Plated Skin, Artificial Muscle Fibers, and Neural Overdrive.
Artificial Muscle Fibers
You implant new microscopic fibers weaved into your musculature to improve your strength and speed. When you choose this augmentation, you gain the following properties:
- You can use your bonus action to gain advantage on your next strength based ability check or saving throw.
- You gain an extra 10 feet to your movement speed.
At 9th level, you gain one more additional property.
- You can add your Intelligence modifier to weapon damage
At 15th you gain one more property.
- Your push drag and lift capacity multiplies up to 2x your Intelligence modifier, and you gain a +4 to your strength score up to a score maximum of 24.
Neural Enhancer
Your mind is sharp, but to make it sharper, you have gone into your head and have made electrical implants into your brain, making you have more reactive abilities. When you choose this augmentation, you gain the following properties:
- You gain a bonus to your initiative equal to your Intelligence Modifier.
- You can use your reaction to gain advantage on any Dexterity saving throws, you can use this your proficiency bonus number of times per long rest.
At 9th level, you gain one more additional property.
- A creature can't read your mind using any spell or effects you also have advantage on all charm effects and spells.
At 15th you gain one more property.
- You gain the evasion feature, and a +4 to your intelligence modifier up to a max of 24.
Plated Skin
You augment your skin to integrate metal plates in your body, you gain the following properties:
- You gain a bonus to your AC equal to your proficiency bonus while not wearing armor.
- If you get hit by an attack, you can use your reaction to reduce the damage by 1d10 less, unless its psychic or poison, this can be used your proficiency bonus number of times until you finish a long rest.
At 9th level, you gain one more additional property.
- You gain resistance to one damage type that is not radiant, necrotic, poison, or psychic.
At 15th you gain one more property.
- Your AC is now twice your proficiency, and you gain an additional resistance, any is allowed.
Minor Modifications
5th-level Augmentator feature
You can add some additional enhancements to your body to improve slightly more. Once per long rest, you can perform a DC 20 Medicine check to add or replace up to two modifications, if you fail, you take damage equal to your artificer level number of hit points that can't be reduced or healed until the next long rest.
At the 9th level, 1 additional modification can be chosen.
At 14th level, you can choose an additional modification connected to your Augmentation.
The following modifications are as follows:
Adrenaline Injector
You have a shot of adrenaline that can make you push yourself beyond for a split second. Once per long rest, you use your bonus action to inject the serum, healing you 1d6hp and giving you advantage on your first attack.
Arm Ejector
You gain a slot in your arm for items to be put into it, a item of 5lbs or less and is no more than 2 feet long, can be ejected out up to 30 + your intelligence score number of feet (rounded up). The item suffers damage if its fragile. If its targeted at a creature, the attack roll is your Intelligence modifier.
Barbed Palms
You gain a climbing speed of 30ft, additionally, when you are grappling an opponent, they take 1d4 piercing damage at the start of their turn.
Eye Scanner
You have a eye scanner that will allow you to see things that normal people can't. You can, once per day, scan a 40 ft cube space, this will detect one illusion or secret door.
Focused Laser Beams
When you choose the Neural Enhancer augmentation, you can choose this modification at 14th level. You gain the Guiding bolt spell and can cast it once at the 6th level and then use it as a spell there after, The beams shoot out from your disks. Additionally, you can use a bonus action to cast a 3rd level Magic Missile spell once per long rest.
Grease Spouts
You have a tank embedded in your body that has a few exit spouts that when activated, will make the ground slick behind you, you can use your bonus action cast the grease spell once per long rest, using this ability will cover a 15 ft cube behind you.
Gyroscopic Organ
You have a balancing organ that prevents you from falling off your feet, when you suffer a spell or effect that would cause you to go prone, you can use your reaction to not go prone. You also have advantage on acrobatics check.
Hidden Blade
A blade is embedded in your arm, this weapon is a shortsword and can't be disarmed, when you want, it will pull back into a slot and cause the blade to be hidden, a creature with a DC 20 investigation check, will find the slot with the blade.
Integrated Thrusters
You design thrusters into your body both the hands and feet, You gain a flying speed of 40 ft for a total of one hour, you must spend 50gp worth of ingredients to refuel the thrusters. You also gain and afterburn ability. If you are flying the ability doubles your flight speed for one minute, and when not flying, you can overload it your Intelligence modifier number of times, to spew out flames out of the palm, as if you casted a 3rd level burning hands.
L.I.N.C
You can implant a Long Integrated Neural Communicator, or L.I.N.C, can be given to a number of creatures equal to your Intelligence modifier. The L.I.N.C acts as a message spell. Its range is doubled, but can be blocked by 10 ft of wood or stone and 15 ft of dirt or a thin sheet of lead.
Magnetic Aura
You design your self with the ability to magnetize your body which can be reversed, when you are attacked with a metal weapon, you can use your reaction to polarize it to possibly deflect it, a creature has disadvantage on attacks until the end of their turn. If an ally is being attacked while within 5ft of you, you can use your reaction to have it try to hit you instead this attack doesn't have disadvantage. You can use these features a number of times equal to your proficiency bonus per long rest.
O.N.I
You overload your neural interface to cause the world to slow down as you speed up, you can once per long rest, gain the benefits of the haste spell without concentrating, but with two actions the first round its activated, after the first it goes back to one extra action.
Overrider
If a construct is within 30 ft of you, you can use your action to override their system and take control, the target makes a contested Intelligence check the construct has advantage, if the target fails, for one minute, you can use your bonus action to make them use their turn to do a command you issue to them, they must be within line of sight and the command can't be fatal to the construct. You must keep concentrating as if it was a spell.
Springlike Tendons
You gain a jumping height equal to twice your strength score, you also negate fall damage equal to 10x your strength modifier.
X-ray Vision
You can see through matter that is not too thick. You can see through 4 inches of metal, 3 ft of stone 10 ft of wood, and 15 ft of dirt, but a thin sheet of lead prevents it. You can also see true forms of creatures and objects.
Modification Surgery
9th-level Augmentator feature
You are able to apply your modifications to others to help in battle, when you finish a long rest you can make one modification to another creature that is willing. They gain that modifications properties, you can give out a number of modifications your intelligence modifier number of times, but only one per person. In addition you gain your 9th level features for both your Augmentation, and number of modifications to your self.
Plated Skin (
You gain resistance to one damage type that is not radiant, necrotic, poison, or psychic.
Plated Skin (acid)
You gain resistance to one damage type that is not radiant, necrotic, poison, or psychic.
Plated Skin (Bludgeoning)
You gain resistance to one damage type that is not radiant, necrotic, poison, or psychic.
Plated Skin (Cold)
You gain resistance to one damage type that is not radiant, necrotic, poison, or psychic.
Plated Skin (Fire)
You gain resistance to one damage type that is not radiant, necrotic, poison, or psychic.
Perfected Armor
15th-level Armorer feature
Your Arcane Armor gains additional benefits based on its model, as shown below.
Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force it to make a Strength saving throw against your spell save DC. On a failed save, you pull the creature up to 25 feet directly to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.







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