Artificer
Base Class: Artificer

This subclass works on more of a priest trying to use magic he doesn't understand, such as the wild magic table to add and takes away augments and senses that the priests use. At later levels with mastery of his crafts they are able to do more damage and more effects that help rather than hinder the party. Tables are taken from subclasses from the Grim Hollows campaign however slightly modified. This is inspired by the lore or Warhammer 40,000 by Games Workshop, and Grim Hollows by Ghostfire Gaming.

Tech Point Mutations

Starting at 3rd level, you gain Tech Points to use in mutating and augmenting creatures and objects around you. You may use a bonus action to expend a spell slot and gain a number of Tech Points equal to the level of spell slot expended. These Tech Points last until they are spent or your spell slots are regained on a short or long rest. While in or out of combat you can expend one or more Tech Points (as a free action) to select a mutation from the List below. While you do your body or the body of your victim contorts and changes in a gruesome way. Chosen mutations last for until you rest and regain expended spell slots. 

Creature of the Sea: For one tech point, you can breathe air and water and gain a swim speed of 30 feet.

Creature of the Sky: For 3 tech points, you gain wings and a fly speed of 30 feet.

Darkvision: For 1 tech point, you gain a Darkvision of 60 feet.

Enhanced Attacks: For 1 tech point, your attacks count as magical for the purpose of overcoming resistances and immunity to non-magical attacks and damage.

Natural Armor: For 1, 2, or 3 tech points you can increase the AC of the target by an equal amount.

Unnatural Voice: For 1 tech point, you can speak in a louder more otherworldly voice that gives advantage on deception or pursuasion checks.

 

 

 

Magic of the Old Gods

When you get hit by an attack wether it does damage or not, you may expend one tech point as a reaction to roll a d8 and create an effect from the table below corrosponding to the number rolled.

1. The creature that attacked you is paralyzed for 1d4 round, but gains 20ft movement and +2 to damage after they are un-paralyzed.

2. A d4 number of inanimate objects grow legs and run around randomly (20 ft.) providing cover or blocking the way of both enemy's and allies (controlled by the DM)

3. Your allies gain +2 to AC.

4. Your allies gain -2 to AC.

5. The Target is blinded for 1d4 rounds.

6. Your turn into a house plant for 1 round.

7. Your feet turn into wheels until the end of combat, you gain +10ft to movement but but everyone gets advantage on hit rolls.

8. You roll a d20, on a 20 you summon a creature that the DM picks and controls, which could be friendly or an enemy.

Artificers Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn, if you have a reloading weapon you can instead use the second or first attack to reload that weapon.

Mechanical Acolyte

At 5th level you gain a follower who basks in the glow of the tech Gods, they have the same stats as the Homunculus Servant, however if they give you the help action in combat you may re roll the d8 for your Magic of the Old Gods feature, after you see the roll.

Advanced Magic of the Old Gods

Use the following table as a replacement for Magic of the Old Gods. Additionally when a creature is effected by one of these effects they may use an action to attempt to break it agaisnt your spell save DC.

1. The creature cannot speak or cast spells with verbal components.

2. The creature takes 1d8 physic damage at the start of each of its turns.

3. The creature is disoriented. It immedidently falls prone and again at the end of each's of its turns if it moved 5 feet or more that turn.

4. The creature is distracted by voices and visions and has disadvantage on attack rolls and Wisdom (perception) checks.

5. The creature is unsure of itself. It may move or take an action on its turn but not both, it also cannot use reactions.

6. The creature is reckless, it has advantage on attack rolls on other creatures and all creatures have advantage on attack rolls towards it.

7. The creature is deafened and cannot see more than 30ft infront of it.

8. The creature is frightened of you.

Arcane Augmentation

Once you reach 15th level, you have vastly refined your mortal flesh. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You can choose to dream in this state, or you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Additionally, you add your Intelligence modifier to the damage you deal with your artificer spells.

Previous Versions

Name Date Modified Views Adds Version Actions
9/24/2023 2:11:31 AM
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