Artificer
Base Class: Artificer

You have always been interested in evolution how to improve the normal body, how to be better faster stronger and you found out how by intergrating magic and metal into yourself.

Tool Proficiency

When you pick this subclass, you gain proficiency in smith's tools, if you already have proficiency, you gain proficiency with another artisan's tools.

Edgerunner spells

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

Level              Spells

   3         Grease, Distort Value

   5     Hold person, Visious Mockery

   9    Counterspell Sending

  13   Freedom of Movement, Fabricate

  15   Synaptic static, Geas

Cyber infusions

You gain new infusions that go directly into your body you will learn more as you level up and be able to use more as well. Currently, you can use only one at 9th level 2 and 15th level 3

Arm extensions

If you pick this infusion, you gain the long-limbed feature and a +2 bonus to sleight of hand.  If overdrive is active, the bonus is doubled and you get an extra attack

Gorilla arms

Must be level 5. Your arms become big, note this is not compatible with arm extensions.  You gain a +2 bonus to athletics checks with your arms and deal 1d8 with unarmed strikes with your fists. If overdrive is active the bonus is doubled and you gain a +1 to your strength modifier.

Koroshi implants

If you chose Koroshi implants your eyes become more powerful, granting you darkvision of 60ft and a +2 bonus to perception. if overdrive is active then the bonus is doubled and you gain 15ft truesight. 

Sandevestein

Must be level 9.  As a bonus action, you can activate the sandevestein. It lasts 12 seconds while it is active; your speed is multiplied by 5, and you do not provoke opportunity attacks. You can use it twice per short rest. If overdrive is active, you gain an action surge when using the sandevestein and an extra attack. 

Second Heart

Must be level 9.  If you would be reduced to 0 hit points without outright dying, you can activate your second heart, bringing you back to 1 hit point and granting you 20 temporary hitpoints. if overdrive is active, then you gain a +1 bonus for con saving throws, and if overdrive is active when you are knocked unconscious, then you gain 40 temporary hitpoints instead.

Spring joints

If you pick this infusion, you can double your jumping height and gain a +2 bonus to Athletics checks involving your legs.  If overdrive is active you triple your jump height and the ability  bonus is doubled and you gain +15ft to your movement speed. 

Titanium bones

Must be level 5. Your bones harden make you tougher. You gain a +1 bonus to your ac and a +1 bonus to con saves. if overdrive is active then you gain a +2 bonus to AC and you gain a +1 to your con modifier.

Overdrive

Starting at level 5. You can activate overdrive which powers up your implants to the max. You can activate as a bonus action, and it lasts 2 minutes. You can use it a number of times equal to the amount of cyber infusions. 

Street Legend

Starting at level 9. With your various adventures, you have become an NC legend. This allows you to channel other legends once per long rest. You can activate one of these features as a bonus action

Smasher when you activate this feature, you overdrive is automatically activated without consuming a use, and you gain resistance to physical, fire and lightning damage it lasts for 1 minute

Martinez, If you have a sandevestein, spring joints or Gorrila arms, they go into overdrive for the duration of this feature, for the next minute you gain a flying speed of 15ft this affected by your sandevestein by half you also gain a +3 bonus to all strength checks.

Silverhand,  you gain a +4 bonus to all charisma checks. You also deal an additional 1d6 damage with unarmed strikes and gain proficency with STR DEX CON and CHA saving throws. this lasts 3 minutes

 

CyberPsychosis

Starting at level 15. You have changed so much that you have begun to lose yourself. As a bonus action, you can enter a state of combat where all your dice from this subclass become d12s, and you gain a +3 to attack and damage rolls. Overdive is activated without consuming a use, and any legend effects end instantly and cannot be activated until this ends. It lasts for 2 minutes. You can not end it early; you must make a DC 10 Wisdom saving throw upon entering this combat state. If you fail, you take 2d12 psychic damage, and you enter a frenzy, attacking whoever is closest to you, friend or foe. The DC increases by 5 each time you use it; it resets to 10 after a long rest. 

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