Artificer
Base Class: Artificer

As a Nanomancer, you have, in some manner, discovered the secret of Nanomancy. This peculiar ability utilizes both Void and Aether energy to create autonomous, black metallic metallic spheres that are exceedingly difficult to control. They require the wielder to give them a "directive", in other words, a prime order. 

Nanobots are able to formulate, merge, and separate into various types of weapons. Cold iron weapons are easier to replicate, however they are capable of copying other objects, including shields, armor, and firearms. 

Nanomancer Specialties

3rd-level Nanomancer feature

You 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. Additionally, you gain proficiency with martial weapons and heavy armor.

Nanomancer Spells

3rd-level Nanomancer feature

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

Nanomancer Spells

Artificer Level Spell

3rd

find familiar, shield

5th

shatter, spike growth

9th

bestow curse, dispel magic

13th

stone shape, blight

17th

animate objects, contagion

Nanomancy

3rd-level Nanomancer feature

You gain the ability to create and manipulate weapons at will. You can create jet black martial and simple weapons at will. Additionally, in between attacks, you can manipulate the Nanomancy Weapon in your hands to take a separate form. This is only limited to weapons that you are proficient with. Your Nanomancy weapons are subject to all other rules while using weapons, such as the rules for dual wielding. For example, At the beginning of your turn, you form a pike and make an attack using it. If you had the extra attack feature, you could make your second attack using a different weapon by manipulating the Nanomancer weapon to change into another weapon, such as a Halberd. 

Additionally, after finishing a short or long rest, you can form armor, shields, and Firearms. No one aside from the creator can equip weapons or armor created from this feature, as the nature of Nanobots is far too volatile.

Your Nanomancer weapons, armor and shields are capable of holding your Artificer Infusions. Additionally, your Nanomancer weapons become +1 at 6th level, +2 at 13th level, and +3 at 18th level. 

Extra Attack

5th-level Nanomancer feature

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

Authorized Blueprints

9th-level Nanomancer feature

You gain the ability to create and store blueprints within your mind, conjuring a mental image of them with a mere thought. Items created via these blueprints are limited only by your creativity and can be used by anyone you decide during the item's creation. You can only have two of these item types active at a time, and they do not interfere with any other class features or infusions. You can, however, have a theoretically unlimited number of blueprints stored. 

These Items can be created following any short or long rest. 

(This feature is subject to a wide variety of DM Discretion and player creativity. Almost anything is technically possible, which subjects it to a wide array of DM Discretion.)

 

Override and Overwhelm

15th-level Nanomancer feature

You can force nanobots into a creature or object, taking direct control of the target. 

As an action, you reach out and touch a creature and attempt to force nanobots into their body. Make a melee spell attack. On a hit, the Target must make a Constitution saving throw. On a failure, that creature loses control of their body. On a success, this ability has no effect.

If the target fails, you can give them orders as a bonus action on your turn, and they will follow those orders to the best of their ability. At the end of their subsequent turns, the target can make a Con save. On a success, this effect ends. After three failures, this effect becomes permanent, and they gain the same bonuses as the find familiar spell. However, if they are ever killed, they cannot be resummoned. 

Only one creature can be under the effect of this feature at a time, and if you use this feature while another creature is under the effects of it, they immediately fall unconscious. You can use this ability once per long rest.

Optionally, you can target an object instead of a creature. It cannot be any larger than 15 ft in any direction. When you do so, the object automatically fails the saving throw and you can choose to do one of three things: 

  • Destroy: You cut out or erase a portion of the object, causing it to malfunction or fall apart.
  • Manipulate: You temporarily shrink the object by a large margin, allowing it to fit in your hand. This cannot be undone.
  • Reshape: You can reshape the object into any form you can imagine. This can only shrink or change its shape. The object may still be operable. (DM Discretion)

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