Artificer
Base Class: Artificer

"Knowledge is power, and information is to be exploited."

As a CyberTechnician, you understand the laws, systems and rules of reality, and all the glitches that populate its immense framework. While exploring the Cyberspace, you learn to mold the world itself, for better or worse. After all, the world is a game, and everyone else are mere pawns.

Expanded Spell List

At 3rd, 5th, 9th, 13th, and 17th levels, you gain certain spells that are always prepared for you, listed in the Cyber Technician Spells table below. These spells count as artificer spells, but don't count against the number of spells you have prepared.

Artificer Level Spells
3rd bless, healing word
5th detect thoughts, borrowed knowledge
9th counterspell, nondetection
13th dimension door, raulothim's psychic lance
17th scrying, synaptic static

Access Dashboard

Starting at 3rd level, you gain access to your Access Dashboard, allowing you to access the back-end protocols of the reality around you.

You can use an action to analyze one creature of your choice within 60 feet of you. Make an Intelligence (Investigation) check against the creature's CR/level, or a DC 10, whichever is higher. On a success, you know any 3 of the following about the creature:

  • Armor Class
  • Creature Type/Race
  • Current hit points
  • Damage resistances and immunities
  • Lowest saving throw and modifier
  • Intelligence saving throw modifier

Once targeted, you cannot target the same creature again until you finish a short rest.

You Can now create earpieces with your Magical Tinkering using your Access Dashboard. Any creatures wearing earpieces created by you, may communicate for a number of hours equal to your intelligence modifier, provided that they are located on the same plane of existence.

Cheat Engine

Reality is all a simulation and you can see between all the lines, allowing you to manipulate the strings in favor of your friends.

Starting at level 3, As an bonus action, you can choose yourself and a number of creatures (excluding you) equal to your Intelligence modifier within 60ft of you. You can choose either of the two effects per creature chosen, lasting for a minute:

- The creature gains an additional 1d4 to their attack rolls and saving throws.
- The creature must succeed on an Intelligence saving throw against your Artificer Spell Save DC or gain a penalty of 1d4 to their attack rolls and saving throws.

The dice for the buffs/debuffs increase to from d4s to d6s at level 9. You can use this feature a number of times equal to your Intelligence modifier (Minumum of 1) per long rest, You may also expend a spellslot of 1st level or higher to regain a charge back.

Logic Bomb

Starting at level 5, reality is a game, and everyone you see are mere pawns. You learn that your enemies, no matter how complex are nothing more than creations of the code of reality. In the end, everything is simply information to be exploited.

As an action using your Access Dashboard, you can choose a target within 60ft of yourself. The creature must succeed on an Intelligence saving throw or take 2d10 force damage plus your intelligence modifier, half as much on a successful one. On a failure, The creature has disadvantage on its first saving throw it makes until the start of your next turn.

If the creature is a construct, it has disadvantage on the saving throw for Logic Bomb and takes an additional 1d10 force damage.

The damage die of Logic Bomb increases to 3d10 at level 11 and 4d10 at level 17.

Admin Access

Limitations of reality start to fade around you as you slam further and further into the backend of all that keeps the universe running. Starting at level 9, you are able to smash deeper into the properties of your prey, switching around its code via the means of the Admin Access in the CyberSpace.

  • You gain a bonus to the damage of your artificer cantrips equal to your intelligence modifier.

Additionally, whenever a creature fails the saving throw for your Logic Bomb feature, you can expend a charge of Admin Access and choose one of the following:

  • Shredding resistance (lasts a number of rounds equal to your proficiency bonus.)

You can choose to disable one of its resistances.

  • Disabling Actions (lasts until the end of your next turn)

You can pick one type of action (including bonus action, reactions, etc.) that the creature can take. The creature is unable to take that action until the end of your next turn.

  • Reduce the damage done by the creature by half. (lasts until the end of your next turn.)

Only one instance of Admin Access can be active on the target at any given time. You have a number of uses of Admin Access equal to your Intelligence modifier. You regain all uses when you finish a short or long rest.

Cyberspace Database

Starting at level 15, you have hacked so far into the Cyberspace, that you have reached the Core of the Weave. The true nature of the Weave's arcane functions troubled you in the past, but now you understand. Downloading the language of the Weave directly from the source, you now wield the power to mold the very essence and processes of the Weave itself. No barriers stop you from taking whatever you wish from the Weave for yourself.

Whenever you finish a long rest, pick any spell for each artificer spell slot level you have, one each from a cantrip to level 5. These spells are added to your artificer spell list and are always prepared for you until you finish your next long rest. These do not count towards the total number of spells you can prepare.

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