Base Class: Artificer
While other artificers were busy tinkering with the arcane weave and their curious mechanical inventions, the biomechanists were busy tinkering with themselves. Many would shun their practice as they often border the inhumane, though practical. Over time, their mechanical augmentations brings them closer to the perfect life form, away from the impurity of flesh. Their mechanical ingenuity allows them to be swift, sturdy, and lethal, while being truly unique to each other.
The practitioners of this art would wear their prosthetics and augmentations with pride, as the same people who turned them away would one day come and beg for their mercy, when their flesh fails them.
Tools of the Trade
3rd level Biomechanist feature.
When you reach level 3 in this class, you gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Biomechanist Spells
3rd-level Biomechanist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Biomechanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Biomechanist Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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|
17th |
Integrated Weaponry
3rd level Biomechanist feature.
When you’ve reached level 3 in this class, you’ve learned how to integrate weaponry directly to your body. At the end of a long rest you may choose up to two weapons that lacks the heavy property. You integrate those weapons replacing or as part of your arms, one weapon for each arm as integrated weapons until you use this feature again. You gain the following properties:
- You gain proficiency with the integrated weapons if you haven’t already
- Whenever you make an attack with your integrated weapons, you may use your Intelligence modifier instead of your Strength or Dexterity modifiers for the attack and damage rolls.
- When drawn, your integrated weapon can be used as a spellcasting focus for your artificer spells
- Your integrated weapons cannot be disarmed or thrown
- You can draw or sheath the integrated weapons on your turn without using object interaction
- When the weapon is drawn, your hand is considered holding the weapon
Not automated in DDB.
Bionic Awakening
3rd level Biomechanist feature
When you reach level 3 in this class, you have learned to augment your body with machinery. You may choose and install two augmentations from the list of augmentations to yourself. You install additional one augmentation from the list at 5th, 9th, and 15th levels each for a total of five augmentations.
Mk.I Autorepair Nanomechanites
Prerequisite: 3rd level Artificer.
Once on each of your turns, as long as you have at least 1 hit point, as a bonus action you may expend and roll one Artificer Hit Die to regain hit points equal to the number rolled + your Constitution modifier.
Not automated in DDB.
Mk.I Exodermal Plating
Prerequisite: 3rd level artificer.
You graft a piece of armor with which you are proficient to yourself, instead of wearing it normally. Your integration with the armor has allowed you to wield it with expertise. You gain these bonuses:
- You gain the Defense fighting style, giving you +1 bonus to your AC while you are wearing armor.
- To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
- While you live, your armor can't be removed from your body against your will.
Fully Automated in DDB.
Mk.I Grappling Hook
Prerequisite: 3rd level artificer.
You graft a grappling hook somewhere on your body. By spending a use of this feature, as a bonus action you can launch a grappling hook up to 30 feet away to a point you can see.
- If the hook collides with a small or tiny object that is not worn or carried, you can pull it to your location on the ground or onto your empty hand.
- If the hook collides with a terrain or a medium or larger object, you can move yourself in a straight line towards the target’s location.
- If the hook collides with a creature no more than one size larger than you, make a grapple check against that creature. If you succeed, you can pull the creature up to 25 feet. The creature can choose to fail this check.
You can use this feature a number of times equal to your proficiency bonus, and you recover all expended uses at the end of a long rest.
Fully automated in DDB.
Mk.I Livewire
Prerequisite: 3rd level artificer.
You graft a capacitor that enables you to store static electricity, which you direct to your integrated weapons. Once per turn when you hit a creature with your integrated weapon attack, you can deal an extra 1d6 lightning damage to the target. When you reach 9th level in this class, the extra damage becomes 2d6.
Automated as an Avrae snippet.
Mk.I Oxidium Marchers
Prerequisite: 3rd level artificer.
You gain 10ft extra walking speed and your jump height and distance are doubled. When you reach the 9th level in this class you gain climbing speed equal to your walking speed.
Walking speed automated in DDB.
Mk.II Extra Attack
Prerequisite: 5th level Artificer.
You can attack twice, rather than once, whenever you take the Attack action with your integrated weapons on your turn.
Fully automated in DDB.
Mk.II Hypercondensed Actuators
Prerequisite: 5th level Artificer.
You replace your muscles with hypercondensed material. You gain proficiency with Athletics. If you are proficient already, you gain expertise instead. Additionally, whenever you make a Strength check you can use your Intelligence modifier instead of your Strength modifier when determining the result of the check.
Automated in DDB and Avrae as a snippet.
Mk.II Ocular Magnifier
Prerequisite: 5th level Artificer.
You replace one or both of your eyes with their mechanical counterparts. Your integrated weapon attacks score a critical hit on a roll of 19 or 20. Additionally you can see fine details within 250 feet without difficulty as if they are 1 foot away instead.
Automated as an Avrae snippet.
Mk.III Bioshock Amplifier
Prerequisite: 9th level Artificer.
You graft an amplifier in your organs that enables you to generate and store lethal amounts of bioelectricity. When you hit a creature with an integrated weapon attack you can expend one use of this feature to deal lightning damage to the target, in addition to the weapon's damage. You can expend a spell slot to further increase this damage. The damage is 2d6 for no spell slot used, plus 1d6 for each level of the spell slot you expend, to a maximum of 7d6. The damage further increases by 1d6 if the target is soaked or underwater, to a maximum of 8d6.
You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Not automated in DDB.
Mk.III Extra Arm
Prerequisite: 9th level Artificer
You install one secondary arm on your body, which can take any form you designate. Your choice of form does not grant any mechanical benefit. The secondary arm can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. This secondary arm can be used to install an integrated weapon, increasing the maximum number of integrated weapons on your person, as well as the number of weapons you can integrate at the end of a long rest, to three.
Not automated in DDB.
Mk.III Neural Enhancer
Prerequisite: 9th level artificer.
You graft a cerebral implant that helps your brain to make calculated decisions even under duress. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Additionally when you make an Intelligence check, you can treat a roll of 9 or lower on the d20 as a 10.
Automated in DDB and in Avrae as snippet.
Mk.IV Bioenhancer
Prerequisite: 15th level Artificer.
You have learned to operate on your allies, giving them power similar to your augmentations albeit temporarily. As part of a long rest, you may choose to enhance the corporeal body of a willing creature not including yourself. They gain expertise in one skill they are already proficient with.
As a bonus action on their turn, they can gain the following additional effects for one minute:
- They gain a +2 bonus to Armor Class.
- Their movement speed increases by 10 feet.
- Their weapon attacks each deal an additional 1d6 lightning damage.
Only one creature at a time can benefit from this feature. If you operate on another creature, all the benefits currently in effect on the previous creature is lost.
Not automated in DDB.
Mk.IV Overdrive Matrix
Prerequisite: 15th level Artificer.
As a bonus action, you enter a state of overdrive for 1 minute. While in overdrive, you gain the following benefits:
- You have advantage on Intelligence checks and Intelligence saving throws.
- Your integrated weapon attacks deals 2d6 additional weapon damage.
- You can make a single integrated weapon attack as a bonus action on each of your turns after this one.
- Your walking speed increases by 10 feet.
Your overdrive ends early if you are knocked unconscious or you choose to end it as a bonus action.
Immediately after the overdrive ends, you must succeed on a Constitution saving throw with DC 13 + the number of your turn ended with the overdrive active or suffer one level of exhaustion.
You can use this feature this way once for every long rest. Alternatively, you can spend a 3rd level spell slot or higher to enter a state of overdrive again.
Automated in DDB and Avrae as a snippet.
Mk.IV Titanium Heart
Prerequisite: 15th level Artificer.
You have modified your heart and form, becoming more machine than your innate nature. You gain the following benefits:
- If you are affected by a spell or magical effect, you can choose to consider yourself a construct instead of your other creature types.
- You become immune to diseases and no longer needs to eat, drink, or breathe and magic can't put you to sleep.
- You have advantage on saving throws against being poisoned, and you have resistance to poison.
- You suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.
- You can cast Stoneskin on yourself without spending a spell slot and without any spell components once for every long rest.
Fully automated in DDB.
Mechanical Revolution
5th level Biomechanist feature
When you reach level 5 in this class, you have furthered your efforts to perfect yourself. You may choose and install one additional augment from the list of augments to yourself.
Peerless Excellence
9th level Biomechanist feature
When you reach level 9 in this class, you have made a breakthrough in your research and your final evolution is within sight. You may choose and install one additional augment from the list of augments to yourself.
Mechagenesis
15th level Biomechanist feature
When you reach level 15 in this class, you have reached the final steps of perfection in form. You may choose and install one final augmentation from the list of augmentations to yourself.
Previous Versions
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