Base Class: Artificer
- Reanimate dead.
- Fighting close.
- Electrocute people.
- Explosion, boom !
- and so much more.
Level 3: Tool Proficiency
3rd-level Dr. Frankenstein feature
You gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Level 3: Dr. Frankenstein Spells
3rd-level Dr. Frankenstein feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Dr. Frankenstein Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Dr. Frankenstein Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
Shocking Grasp, Witch Bolt,Thunderwave |
|
5th |
Shatter |
|
9th |
Lightning Bolt, Call Lightning, Revivify, Thunder Step |
|
13th |
Storm Sphere |
|
17th |
Destructive Wave |
Battle Ready
3rd-level Dr. Frankenstein feature
Your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Level 3: The Perfect Creation
3rd-level Dr. Frankenstein feature
You use body part to create a perfect creature to obey your command.
The damage of the creature is defined by you during creation, bludgeoning, slashing, piercing. It has necrotic and lightning resistance.
The size of the creature and the time to create it depends on how many corpses you use :
Small (2 hours):
HP: 5 + 2 x Artificer level
Attack: 1d4 + PB
Speed: 20 ft.
AC : 16
Medium (12 hours):
HP: 10 + 3 x Artificer level
Attack: 1d8 + PB
Speed: 25 ft.
AC : 15
Large (2 days):
HP: 10 + 4 x Artificer level
Attack: 1d12 + PB
Speed: 30 ft.
AC : 14
Huge (8 days):
HP: 15 + 6 x Artificer level
Attack: 2d10 + PB
Speed: 40 ft.
AC : 13
Gargantuan (30 days):
HP: 15 + 8 x Artificer level
Attack: 3d12 + PB
Speed: 50 ft.
AC : 12
Level 5: Duracell Power
5th-level Dr. Frankenstein feature.
Store and release lightning upon your ennemies.
You can store a number a Duracell Power charge equal to your Proficency Bonus + 1, you can release any number of them when you hit an ennemie with a melee weapon attack or when an ennemie hit you with a melee weapon attack and deal 1d8 lightning damage bonus.
You recover your charge on a Short Rest or when you take Lightning Damage.
Once per Long Rest, as a bonus action, you can use a emergency battery to recover all your Duracell Power Charge.
The damage or the Duracell Power increase with your Artificer level, at level 9(1d10), level 13(1d12), level 17(2d8).
Level 9: Lighting Demon
9th-level Dr. Frankenstein feature
You can use your Duracell Power to perform differents actions.
- On per Long Rest, you can use Revivify without expending a spell slot by using at least 4 Duracell Power charges, it use every charge left and grant 1d12 hp by charge that was left.
- You can use Thunder Step by expending 3 Duracell Power charge and without expending spell slot.
Level 9: Super Perfect Creation
9th-level Dr. Frankenstein feature.
Your creation has now :
- it has + 2 AC.
- it deals 1d8 Lightning damage with his attacks.
- You can detonate your creation dealing damage 2d10 with a small creation and 2d10 for each size over it, the size of the explosion is 5ft. for a small creation and 5 additionnal ft. for each size over it.
Level 15: God of Thunder
15th-level Dr. Frankenstein feature
You can now throw a weapon infuse by yourself to perform a throw weapon attack at 30ft., even if the weapon does not have the throwing property.
When the weapon hit the creature, it does a Strenght saving throw (your spell casting DC), if it fails you can move it 20ft. forward or toward you, the weapon come back in your hand right after the attack.
You can use your Duracell Power like it was a melee weapon attack.
Level 15: Super Dr. Frankenstein
15 th-level Dr. Frankenstein feature.
You can now have two perfect creation at a time.
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