Artificer
Base Class: Artificer

Chrome riggers are vital personas within the gritty, technologically advanced universe of Sci-berpunk fiction. These adept individuals specialize in augmenting the human form with cybernetic enhancements, elevating ordinary individuals into enhanced versions of themselves. Combining expertise in medical procedures with mastery of cutting-edge technology. They are sought after by those seeking to enhance their physical capabilities, whether for practical purposes or to gain an advantage in the harsh urban landscape.

Tools for the Trade

When you adopt this specialization at 3rd level, you gain proficiency with Tinker's tools. You also gain proficiency with medicine. If you already have this proficiency, you gain proficiency with one other type of proficiency of your choice.

Chrome Rigger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Chrome Rigger Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Chrome Rigger Spells
Artificer  Level Spells

3rd

cure wounds, longstrider

5th

lesser restoration, See Invisibility

9th

haste, revivify

13th

freedom of movement, death ward

17th

greater restoration, dream

Riggers conections

Beginning at 3rd level, your Chromerigger network begins to manifest its influence. You gain access to a special subdomain, granting you the ability to legally purchase certain items at a discounted rate. This network allows you to procure goods that are typically hard to find or restricted, providing you with a distinct advantage in acquiring specialized equipment for your cybernetic endeavors. Furthermore, the stock available through your network rotates with each downtime phase. 

Minor Cybernetics

Beginning at 3rd level, your expertise in cybernetic enhancements grants you access to a variety of minor implants through your Chromerigger network. These implants are known as stock options, and you can choose one cybernetic enhancement from the following list. The options available to you are determined by your connection to the Chromerigger network, and they may vary depending on the resources and contacts available in the current location.

You have a number of available enhancements depending on your level starting with 1 gaining a extra slot at 5th, 9th,15th and 20th level

During downtime, you can choose to switch out the stock options you currently have. You may either consult with the GM to determine the available options or roll a number of dice equal to the number of cybernetics available to you plus one. You then select the options you want, dropping one.

You can grant these cybernetic enhancements to creatures of your choice, (this includes yourself). This proces takes 10 min per enhancement.

Minor Cybernetics Options:

  1. Healing: As an action, you or a creature you touch can use this implant to regain hit points equal to 2d4 + your Intelligence modifier. Once used, this implant cannot be used again until you finish a short or long rest.

  2. Swiftness(Requires Attunement): Once per short rest, you can activate this implant as a bonus action to increase your walking speed by 10 feet for 1 hour.

  3. Resilience(Requires Attunement): As a bonus action, you can activate this implant to gain a +1 bonus to AC for 10 minutes. Once used, this implant cannot be used again until you finish a short or long rest.

  4. Boldness(Requires Attunement): Once per short rest, you can activate this implant as a bonus action to roll a d4 and add the number rolled to every attack roll and saving throw you make for the next minute.

  5. Flight: Once per long rest, you can activate this implant as an action to gain a flying speed of 10 feet for 10 minutes.

  6. Transformation: Once per long rest, you can activate this implant as an action to transform your body as if affected by the Alter Self spell. The effects last for 10 minutes.

  7. Strength Enhancement: Once per short rest, you can use your bonus action to gain advantage on your next strength-based ability check or saving throw.

  8. Initiative Booster: You gain a bonus to your initiative equal to your Intelligence modifier.

  9. Armor Enhancement(Requires Attunement): While not wearing armor, you gain a bonus to your AC equal to your proficiency bonus.

     

  10. Reflex Booster(Requires Attunement):  You can use your reaction to gain advantage on any Dexterity saving throw. You can use this implant a number of times equal to your proficiency bonus per long rest.

  11. Damage Reduction(Requires Attunement): When you are hit by an attack, you can use your reaction to reduce the damage by 1d10 (excluding psychic or poison damage). You can use this implant a number of times equal to your proficiency bonus until you finish a long rest.

  12. Arm Blade(Requires Attunement): As a bonus action, you can extend the blade, transforming your arm into a deadly weapon. While the blade is extended, your unarmed strikes deal slashing damage equal to 2d4 + your Dexterity modifier. You can retract the blade as a bonus action. 

Cybernetic Restoration

At 5th level, your understanding of cybernetics allows you to enhance the healing properties of your implants. Whenever you or a creature affected by one of your cybernetic enhancements regains hit points, the amount healed is increased by an additional 1d4.

Furthermore, as an action, you can touch a creature and restore a number of hit points equal to 2d8 + your Intelligence modifier. Once you use this feature, you must finish a short or long rest before you can use it again.

Improved Cybernetics

At 9th level, your expertise in cybernetic enhancements reaches new heights, allowing you to expand upon your existing Minor Cybernetics ability.

  1. Enhanced Healing: Whenever a creature affected by your healing implant regains hit points, the amount healed is increased by an additional 1d4.

  2. Advanced Swiftness: The bonus to the walking speed provided by your swiftness implant increases to 20 feet.

  3. Fortified Resilience: The bonus to AC provided by your resilience implant increases to +2, and its duration extends to 1 hour.

  4. Empowered Boldness: The bonus to attack rolls and saving throws provided by your boldness implant increases to 1d6.

  5. Extended Flight: The duration of your flight implant increases to 1 hour, and the flying speed increases to 30 feet.

  6. Masterful Transformation: The duration of your transformation implant increases to 1 hour, and you can choose two alterations instead of one when activating the implant.

  7. Potent Strength Enhancement: The bonus to strength-based ability checks and saving throws provided by your strength enhancement implant increases to advantage.

  8. Precision Initiative Booster: You gain a bonus to your initiative equal to your Intelligence modifier multiplied by 1.5 (rounded down).

  9. Adaptive Armor Enhancement: The bonus to your AC provided by your armor enhancement implant now counts as your proficiency bonus multiplied by 1.5 (rounded down).

  10. Swift Reflex Booster: The number of times per long rest you can use your reflex booster implant increases to your proficiency bonus multiplied by 1.5 (rounded down).

  11. Evasive Damage Reduction: The damage reduction provided by your damage reduction implant increases to 2d10.

  12. Enhanced Arm Blade: The damage provided by the Arm Blade implant increases to 2d8+dex.

Cybernetic Mastery

At 15th level, your mastery of cybernetic augmentation transcends the limitations of conventional technology. You gain the ability to perform intricate and powerful cybernetic enhancements on yourself and others with unparalleled precision.

As an action, you can perform a cybernetic mastery procedure on yourself or a willing creature within 5 feet of you. Choose one of the following effects:

  1. Augmented Resilience: The target gains resistance to all damage types for the next 10 minutes.

  2. Enhanced Reflex Matrix: The target gains the ability to take an additional reaction each round for the next 10 minutes.

  3. Neural Overclock: The target's movement speed doubles, and they gain advantage on all Dexterity checks and saving throws for the next 10 minutes.

  4. Integrated Arsenal: The target's integrated weapons (if any) deal an additional 2d6 damage, and their unarmed strikes gain the benefits of the Magic Weapon spell for the next 10 minutes.

Once you use this feature, you must finish a long rest before you can use it again. Additionally, a creature can only benefit from one instance of Cybernetic Mastery at a time.

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