Base Class: Artificer
First Integration
Integration Table
When you perform an Integration (levels 3, 7, 11, 15, 19), follow this procedure:
Declare your goal trait (always gained).
Roll 1d20 for Critical Failure.
Natural 1 → gain 1 Unstable Mutation trait and all Negative trait rolls have increased chance (roll 1d6, 4–6 = gain).
Roll 1d6 for each Positive Trait (5 entries).
4–6 → gain that positive trait.
1–3 → nothing.
Roll 1d6 for each Negative Trait (5 entries).
5–6 → gain that complication.
1–4 → nothing.
You may gain multiple positives or negatives. Critical failures increase risk.
You will gain the effects in the form of custom feats.
| Trait Type | Roll | Result | Notes |
|---|---|---|---|
| Goal Trait | Automatic | Gain | Always acquired. |
| Positive 1 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 2 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 3 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 4 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 5 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Negative 1 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 2 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 3 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 4 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 5 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Critical Fail | 1d20 | Natural 1 → gain 1 Unstable Mutation + increase Negative trait chance |
Only on nat 1. |
In the event of a critical failure:
| d6 | Mutation Outcome | Effect |
|---|---|---|
| 1 | Trait Amplification | One existing negative trait doubles its penalty. |
| 2 | Radiation Dependency | If you go 3 days without exposure to mana radiation, gain 1 level of exhaustion. |
| 3 | Mutation Spread | A random minor mutation appears (DM’s discretion). In future integration failures, this mutation automatically evolves further. |
| 4 | Instability Surge | Once per long rest, the DM may impose disadvantage on a single roll of your choice. |
| 5 | Necrotizing Fasciitis | You permanently lose 2 HP per character level. This represents progressive tissue degeneration. |
| 6 | Attention of a Higher Being | A powerful entity (archfiend, archangel, archfey, god, etc.) notices you. In crowds, they observe you. They may contact you telepathically to test your usefulness. Details are DM’s discretion. |
Work On A Cure
You may attempt to remove complications during downtime (1 week, find a component with a trait that opposes the trait, check required. Resources for the experiment will cost you 400 gold.)
YOU CANNOT CURE A MUTATION ONCE YOU HAVE ONE.
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Success: removed.
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Failure: remains.
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Critical Failure: gain a permanent mutation related to the component.
Field Chirugeon
Combat Treatment (Bonus Action)
Proficiency Bonus uses per Long Rest.
As a bonus action, a creature within 5 ft may:
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Spend 1 hit die.
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Add your INT modifier.
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Gain temporary HP equal to your proficiency bonus.
Bleeding Control (Action)
As an action:
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End bleeding on a creature within 5 ft.
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Stabilize automatically.
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If stabilized this way, creature regains 1 HP.
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Second Integration
Integration Table
When you perform an Integration (levels 3, 7, 11, 15, 19), follow this procedure:
Declare your goal trait (always gained).
Roll 1d20 for Critical Failure.
Natural 1 → gain 1 Unstable Mutation trait and all Negative trait rolls have increased chance (roll 1d6, 4–6 = gain).
Roll 1d6 for each Positive Trait (5 entries).
4–6 → gain that positive trait.
1–3 → nothing.
Roll 1d6 for each Negative Trait (5 entries).
5–6 → gain that complication.
1–4 → nothing.
You may gain multiple positives or negatives. Critical failures increase risk.
You will gain the effects in the form of custom feats.
| Trait Type | Roll | Result | Notes |
|---|---|---|---|
| Goal Trait | Automatic | Gain | Always acquired. |
| Positive 1 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 2 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 3 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 4 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 5 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Negative 1 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 2 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 3 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 4 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 5 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Critical Fail | 1d20 | Natural 1 → gain 1 Unstable Mutation + increase Negative trait chance |
Only on nat 1. |
In the event of a critical failure:
| d6 | Mutation Outcome | Effect |
|---|---|---|
| 1 | Trait Amplification | One existing negative trait doubles its penalty. |
| 2 | Radiation Dependency | If you go 3 days without exposure to mana radiation, gain 1 level of exhaustion. |
| 3 | Mutation Spread | A random minor mutation appears (DM’s discretion). In future integration failures, this mutation automatically evolves further. |
| 4 | Instability Surge | Once per long rest, the DM may impose disadvantage on a single roll of your choice. |
| 5 | Necrotizing Fasciitis | You permanently lose 2 HP per character level. This represents progressive tissue degeneration. |
| 6 | Attention of a Higher Being | A powerful entity (archfiend, archangel, archfey, god, etc.) notices you. In crowds, they observe you. They may contact you telepathically to test your usefulness. Details are DM’s discretion. |
Emergency Mitigation
Emergency Mitigation
Reaction (1/Long Rest):
When a creature within 10 ft takes damage:
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Reduce damage by 1d10 + your INT modifier.
If damage becomes 0:
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That creature may move 5 ft without provoking opportunity attacks.
Triage
Triage (Action)
Action. INT modifier uses per Long Rest.
Create a 10 ft radius zone centered on you for 1 minute.
While inside the zone:
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Allies have advantage on death saving throws.
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The first time an ally would drop to 0 HP, they drop to 1 instead.
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When an ally spends a hit die, they add your INT modifier.
Third Integration
Integration Table
When you perform an Integration (levels 3, 7, 11, 15, 19), follow this procedure:
Declare your goal trait (always gained).
Roll 1d20 for Critical Failure.
Natural 1 → gain 1 Unstable Mutation trait and all Negative trait rolls have increased chance (roll 1d6, 4–6 = gain).
Roll 1d6 for each Positive Trait (5 entries).
4–6 → gain that positive trait.
1–3 → nothing.
Roll 1d6 for each Negative Trait (5 entries).
5–6 → gain that complication.
1–4 → nothing.
You may gain multiple positives or negatives. Critical failures increase risk.
You will gain the effects in the form of custom feats.
| Trait Type | Roll | Result | Notes |
|---|---|---|---|
| Goal Trait | Automatic | Gain | Always acquired. |
| Positive 1 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 2 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 3 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 4 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 5 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Negative 1 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 2 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 3 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 4 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 5 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Critical Fail | 1d20 | Natural 1 → gain 1 Unstable Mutation + increase Negative trait chance |
Only on nat 1. |
In the event of a critical failure:
| d6 | Mutation Outcome | Effect |
|---|---|---|
| 1 | Trait Amplification | One existing negative trait doubles its penalty. |
| 2 | Radiation Dependency | If you go 3 days without exposure to mana radiation, gain 1 level of exhaustion. |
| 3 | Mutation Spread | A random minor mutation appears (DM’s discretion). In future integration failures, this mutation automatically evolves further. |
| 4 | Instability Surge | Once per long rest, the DM may impose disadvantage on a single roll of your choice. |
| 5 | Necrotizing Fasciitis | You permanently lose 2 HP per character level. This represents progressive tissue degeneration. |
| 6 | Attention of a Higher Being | A powerful entity (archfiend, archangel, archfey, god, etc.) notices you. In crowds, they observe you. They may contact you telepathically to test your usefulness. Details are DM’s discretion. |
Surgical Efficiency
Surgical Efficiency (Short Rest Feature)
During a short rest:
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Up to INT modifier creatures may maximize one hit die rolled.
Advanced Surgical Practice
Field Procedure (1 Hour, Out of Combat)
You may perform one of the following on a creature:
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Remove one minor condition.
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Convert 2 spent hit dice into 1 restored hit die.
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Reduce exhaustion by 1 (once per creature per long rest).
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Repair fractured bones or severe non-magical injury.
Requires medical supplies. No limit beyond time and materials.
Fourth Integration
Integration Table
When you perform an Integration (levels 3, 7, 11, 15, 19), follow this procedure:
Declare your goal trait (always gained).
Roll 1d20 for Critical Failure.
Natural 1 → gain 1 Unstable Mutation trait and all Negative trait rolls have increased chance (roll 1d6, 4–6 = gain).
Roll 1d6 for each Positive Trait (5 entries).
4–6 → gain that positive trait.
1–3 → nothing.
Roll 1d6 for each Negative Trait (5 entries).
5–6 → gain that complication.
1–4 → nothing.
You may gain multiple positives or negatives. Critical failures increase risk.
You will gain the effects in the form of custom feats.
| Trait Type | Roll | Result | Notes |
|---|---|---|---|
| Goal Trait | Automatic | Gain | Always acquired. |
| Positive 1 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 2 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 3 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 4 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Positive 5 | 1d6 | 4–6 → gain, 1–3 → nothing | |
| Negative 1 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 2 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 3 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 4 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Negative 5 | 1d6 | 5–6 → gain, 1–4 → nothing | |
| Critical Fail | 1d20 | Natural 1 → gain 1 Unstable Mutation + increase Negative trait chance |
Only on nat 1. |
In the event of a critical failure:
| d6 | Mutation Outcome | Effect |
|---|---|---|
| 1 | Trait Amplification | One existing negative trait doubles its penalty. |
| 2 | Radiation Dependency | If you go 3 days without exposure to mana radiation, gain 1 level of exhaustion. |
| 3 | Mutation Spread | A random minor mutation appears (DM’s discretion). In future integration failures, this mutation automatically evolves further. |
| 4 | Instability Surge | Once per long rest, the DM may impose disadvantage on a single roll of your choice. |
| 5 | Necrotizing Fasciitis | You permanently lose 2 HP per character level. This represents progressive tissue degeneration. |
| 6 | Attention of a Higher Being | A powerful entity (archfiend, archangel, archfey, god, etc.) notices you. In crowds, they observe you. They may contact you telepathically to test your usefulness. Details are DM’s discretion. |
Clinical Override
Complication Override (Action)
Once per Long Rest:
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For 1 minute, you ignore one of your active complications. (Not a mutation.)
Corpsman Extraction (Reaction)
Proficiency Bonus uses per Long Rest.
When a creature within 15 ft drops to 0 HP:
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You may move up to half your speed toward them without provoking opportunity attacks.
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If you reach them, they stabilize immediately.
Pain Suppression Protocol (Bonus Action)
Creature within 10 ft:
For 1 minute:
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Ignores movement penalties.
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Ignores disadvantage caused by injury.
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Cannot be slowed by minor conditions.
After effect ends:
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Gains 1 level of exhaustion.
Permanent Override
Permanent Override
Choose one Complication.
You permanently suppress it.
Not On My Watch (Passive Aura)
While conscious:
Allies within 10 ft:
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Natural 1 on death saves counts as a single failure.
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Creatures at 0 HP may crawl at half speed.
God Complex
Battlefield Preservation Protocol
Once per Long Rest:
For 1 minute, allies within 20 ft may use their Reaction when taking damage to:
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Spend 1 hit die.
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Add your INT modifier.
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Reduce the damage by the amount rolled.
Master Surgeon
During extended downtime:
You may perform an 8-hour reconstructive procedure to:
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Reattach limbs.
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Restore organ damage.
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Permanently remove lingering injuries.
- Fix disfigurement.
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