Artificer
Base Class: Artificer

Artificers who specialize in Mechanized Ascension see
themselves as both creator and creation. Unlike their
counterparts who focus on external inventions, these
innovators gradually transform their own bodies into masterpieces of engineering, replacing flesh with precision-
crafted components that channel arcane energy with unprecedented efficiency.
Through careful self-experimentation, these specialists
develop enhancements that transcend the limitations of
their natural forms—reinforced skeletal structures,
integrated tool systems, and enhanced sensory arrays. For
them, the pursuit of mechanical perfection begins with their
own transformation, making them living proof of their
technical expertise.

Level 3: Mechanized Ascension Features

Artificer Level Feature:
3rd Self-Modification, Tool of the Self
5th Enhanced Attunement
9th Arcane Locomotion
15th Complete Integration

Self Modification

You gain the
following benefits:
You can use thieves’ tools to perform maintenance
on yourself. Once per short rest, you can use thieves’
tools to recover hit points equal to 1d8 + your
Intelligence modifier.
You count as both a humanoid and a construct for
effects that target either creature type.
You use the Enhanced Ability spell as an infusion on
yourself (maximum of 1). This infusion have no
duration limit and doesn’t require spell slot to use.
Your mechanical modifications are visible as metal
plates, gears, or other components that have partially
replaced your flesh, though they can be concealed
under clothing.

Level 3: Self Modification

You gain the
following benefits:
You can use thieves’ tools to perform maintenance
on yourself. Once per short rest, you can use thieves’
tools to recover hit points equal to 1d8 + your
Intelligence modifier.
You count as both a humanoid and a construct for
effects that target either creature type.
You use the Enhanced Ability spell as an infusion on
yourself (maximum of 1). This infusion have no
duration limit and doesn’t require spell slot to use.
Your mechanical modifications are visible as metal
plates, gears, or other components that have partially
replaced your flesh, though they can be concealed
under clothing.

Level 3: Tool of the Self

You gain the following benefits:
You gain proficiency with two tools of your choice.
You have advantage on ability checks made with any
tool you’re proficient with.
You can integrate tools into your body during a long
rest. Choose a number of tools you’re proficient with
equal to your Intelligence modifier (minimum of
one). These tools cannot be removed from you
without your consent, do not count against your
carrying capacity, and cannot be lost or stolen. You
can change which tools are integrated during a long
rest.
As an action, you can extend or retract any
integrated tool from your mechanical appendages.
While extended, you can use the tool as if you were
holding it, even if your hands are full or bound.
Additionally, when you use your Magical Tinkering
feature, you can produce twice as many effects on different
objects at the same time.

Level 5: Enhanced Attunement

You gain the following benefits:
You can attune to up to five magic items at once
(instead of the normal maximum of three).
When you use a magic item that requires
attunement, you can add your Intelligence modifier
to any ability checks, saving throws, or attack rolls
you make with the item.
When you use your Infuse Item feature, you can
apply an additional infusion to an item you wear or
hold. This infusion doesn’t count against your
maximum number of infused items.

Level 9: Arcane Locomotion

You gain the following benefits:
Your walking speed increases by 10 feet.
You gain proficiency in Strength (Athletics) and
Dexterity (Acrobatics) checks. If you’re already
proficient in either skill, your proficiency bonus is
doubled for checks made with that skill.

Complete Integration

You gain the following
benefits:

You gain immunity to disease and the poisoned
condition, and resistance to poison damage.
You no longer need to eat, drink, breathe, or sleep,
but you still need to rest to gain the benefits of a long
rest. During a rest, you enter a maintenance cycle
instead of sleeping.
As an action, you can perform a complete systems
overcharge. For 1 minute:
Your walking speed increases by 20 feet
You have advantage on Strength and Dexterity
ability checks and saving throws
You can make one additional weapon attack
when you take the Attack action
Once on each of your turns when you hit a
creature with a weapon attack, the target
takes an additional 1d8 force damage
Your mechanical components visibly surge
with arcane energy, glowing with power and
emitting a faint hum
Once you use this overcharge feature, you can’t use it
again until you finish a long rest. When the effect ends, you
gain one level of exhaustion.

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