Base Class: Artificer
Metal limbs artificer lost, willingly or not, some limbs or other parts of themselves. Through their studies of physics and the arcane they were however able to replace those lost parts of themselves with metal echos of what once was. However, modifying their bodies to enhance it or simply fix what's broken comes with a cost, often greater than expected.
Using this subclass you are able to replace limbs with mechanical ones, granting you buffs and abilities depending on the replaced limb. But be careful, the more metal limbs you have, the more stress you accumulate. Are you sure whatever you're doing is worth it ?
Level 3: First metal limbs (level 3)
At 3rd level, you replace your missing limbs with prosthetics known as Metal Limbs. You gain access to four types of Metal Limbs. At any given time, you can have a number of active Metal Limbs equal to your proficiency bonus.
You may equip multiple instances of the same Metal Limb type, as long as it makes sense for your body. For example, a human can have up to two Arm Metal Limbs, while a thri‑kreen could have four. You learn additional types of Metal Limbs as you gain levels in this class.
You can also craft a nonmagical prosthetic limb to replace a missing limb that is not currently a Metal Limb, provided you have tinker's tools or smith’s tools. This prosthetic functions as a normal limb.
Metal Limbs Types
Arm (1 Stress)
Your arm or forearm is replaced with a weaponized prosthetic. The arm contains a nonmagical one‑handed melee weapon or a shield. You cannot be disarmed of this weapon. You may use your Intelligence modifier for attack and damage rolls made with this weapon.
You can extend or retract the weapon as a free action. Any infusion that could be applied to a weapon, shield, or bracer can instead be applied to this prosthetic. You can replace the weapon inside the arm after a long rest, provided you have the new weapon on hand.
Blaster (1 Stress)
Your forearm or hand becomes a conduit for arcane energy. You can make a ranged spell attack using this limb (range 120 ft.). On a hit, the target takes 2d4 + your Intelligence modifier damage. The damage type—fire, radiant, or lightning—is chosen at the end of each short or long rest.
Any infusion that could be applied to a ranged weapon or a bracer can instead be applied to this prosthetic.
Leg (1 Stress)
One of your legs is replaced with a reinforced prosthetic. You may use your Intelligence modifier instead of Strength when determining your carrying capacity, jump distance, and similar calculations. If both legs are replaced, you instead use twice your Intelligence modifier for these calculations.
Any infusion that could be applied to boots can be applied to this prosthetic. Additionally, you gain a bonus to Stealth checks that rely on moving silently equal to half your proficiency bonus per prosthetic leg (for example, your full proficiency bonus if both legs are prosthetic).
You also take half damages from falls. If you have two legs Metal Limbs, you can take a reaction to suffer no damage from the fall, and you always fall on your feet instead of prone.
Protector (2 Stress)
Your torso is reinforced with metal plating. While you are not wearing armor, your AC gains a bonus equal to your Intelligence modifier. You can still wield a shield and benefit from this feature.
Any infusion that could normally be applied to clothing or armor can instead be applied to this prosthetic.
Stress (level 3)
Your brain handling so many new foreign limbs take a toll on you. Depending on your stress threshold you have the following effects applied:
1. Sensory Lag
Your passive Perception is reduced by 2.
2. Cognitive Echo
The first Intelligence ability check you make each short rest is made at disadvantage.
3. Heavy Motor
You sink in water, and are unable to swim
4. Static Interference
You have disadvantage on initiative checks
5. Servo Misalignment
You have disadvantage on Dexterity saving throws.
6. Arcane Feedback
You have disadvantage on Constitution checks made to maintain concentration.
7. Short‑Circuit Pulse
When you roll a natural 1 on a d20 test, you take 1d6 lightning damage
8. Psychic Vulnerability
You gain vulnerability to psychic damage.
9. Overclocked Reflex Failure
If you try to take a reaction, roll a d20, on a 9 or lower the reaction is wasted, but no ressources is expended (no spell slot or flash of genius). You then can take reactions normaly for the next minute
10. Arcane Desync
You lose 2 uses of Flash of Genius.
11. System Lock
You cannot take the Dash, Dodge or Disengage action.
12. Arcane Instability
When you cast a spell of 1st level or higher in a situation of stress (such as a fight), roll a d20. On a 1–2, the spell fails and the slot is wasted.
13. Neural Burnout
You have disadvantage on death saving throws.
14. Feedback Loop
When you take damage, make a DC 15 Constitution saving throw or suffer an aditional 1d6 psychic damage
15. Cognitive Collapse
Your cannot benefits from proficiency in any Intelligence, Wisdom or Charisma saving throw
16. Overheat Meltdown
At the start of each of your turns, you take 1d6 psychic damage.
17. Sensory Blackout
Attack rolls have advantage against you
18. Hostile Override
At the start of every turns, make a wisdom saving throw dc 15. On a fail, you find unable to defirentiate friend from foe.
19. Neural Fragmentation
You have disadvantage on all saving throws.
20. Core Failure Imminent
When you reach 20 Stress, you must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
Stress Overload (When Stress > 20)
If your Stress is 21 or higher at the start of your turn, you must make a Stress Overload roll.
Roll 1d20:
- 20 -- your stress decreases by one.
- 15 to 19 — Nothing happens. You remain conscious and functional, but your Stress does not decrease.
- 10 to 14 — You fail one death saving throw, even though you remain conscious and able to act. If you fail three death saving throw, you immediatly die.
- 9 or lower — Core Meltdown You immediately drop to 0 hit points and fall unconscious. Proceed with death saves as normal. Continue to roll this dice
You continue making this roll at the start of each of your turns as long as your Stress remains above 20.
Level 5: Advanced Metal Limbs (Level 5)
At 5th level, you gain access to improved versions of your Metal Limbs. These upgraded prosthetics count toward your maximum number of active Metal Limbs and use the listed stress cost. You can decide to take the level 3 version of Metal Limbs instead.
Face (1 Stress)
Your facial structure is replaced or augmented with adaptive metal plating and sensory arrays.
-
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks.
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You can cast disguise self once per long rest without expending a spell slot.
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This casting cannot be perceived as an illusion by features such as truesight; the disguise appears physically real.
Arm + (2 Stress)
This upgraded limb enhances your weaponized prosthetic.
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It retains all benefits of the Arm Metal Limb.
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When you take the Attack action using this limb’s weapon, you can attack twice instead of once.
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If the weapon inside the limb is nonmagical, it gains a +1 bonus to attack and damage rolls.
-
This does not make it a magical weapon for infusion purposes, but it does count as magical for overcoming resistance and immunity.
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This bonus does not stack with infusions or features that grant a similar bonus.
-
-
You can now install magical weapons inside the limb.
Blaster + (2 Stress)
Your arcane emitter is reinforced and precision‑tuned.
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You crit on a 19 or 20 with your Blaster attacks.
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You gain a +2d4 bonus to the damage dealt by your Blaster attacks.
Leg + (2 Stress)
Your legs are rebuilt for extreme mobility.
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Your movement speed increases by 10 feet.
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You are always under the effects of the jump spell.
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You can walk along vertical surfaces and ceilings without needing to make ability checks.
- Once per turn, when you move at least 10 feet before making a melee attack, you deal an extra 1d8 damage
Protector + (3 Stress)
Your torso plating is reinforced with shock‑absorbing alloys.
-
You reduce nonmagical bludgeoning, piercing, and slashing damage you take by an amount equal to your Intelligence modifier (minimum 1).
Level 9: Mechanical overdrive (Level 9)
You have learned to mentally suppress the strain caused by your Metal Limbs, forcing your body into a state of extreme overclocking.
Once per long rest, you can enter Mechanical Overdrive as a bonus action. For the next minute, you ignore all negative effects caused by your current Stress.
When the effect ends, you take psychic damage equal to your Stress level × 1d6. If this damage reduces you to 0 hit points, you die instantly, as your mind collapses under the sudden feedback surge.
overclock burst (level 9)
Also at 9the level, You can decide to take on more stress for more power. Be careful what you wish for.
Overclock Burst (+4 Stress, lasts 1 minute)
Once per turn, you can take one additional action, but only to:
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Attack (one weapon attack)
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Dash
-
Disengage
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Use an item
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Make a Strength or Dexterity check
Nuclear Heart (+6 Stress, lasts 1 round)
For 1 round, you gain:
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A full second action
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Advantage on all weapon attacks
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Resistance to all damage except psychic
- At the end of your turn, make a con save DC 18 or have the incapacitated condition until the end of your next turn
Reconstruction Surge (+2 Stress)
As a bonus action, you immediately regain hit points equal to 5 × your Intelligence modifier.
If this healing would bring you above half your maximum hit points, you instead regain hit points up to half your maximum.
You cleanse stress accumulated this way at the end of a short or long rest.
Apex of machinery (level 15)
At 15th level, your Metal Limbs are at the apex of their strength
Brain Chip (4 Stress)
A crystalline arcane processor is implanted directly into your brain.
-
You have advantage on all Intelligence ability checks.
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You are concidered as having expertise in any skill check you are proficient in
- You cannot be charmed or frightened while you are conscious.
Digital Immortality Protocol
If you die but your brain remains intact, an allied creature can implant your Brain Chip into another humanoid corpse or living willing creature.
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If the host body is alive, you immediately awaken inside it.
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If the host body is dead, you must immediately begin making death saving throws.
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If you succeed, you awaken in the new body.
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If you fail, your consciousness dissipates permanently.
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After successfully transferring into a new body:
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Your Stress is considered maximum for a number of days equal to your Intelligence modifier.
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Once you use this feature, you cannot use it again for a number of days equal to twice your Intelligence modifier.
Arm ++ (3 Stress)
Your weaponized arm reaches its final form.
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You retain all benefits of Arm and Arm+.
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When you take the Attack action using this limb’s weapon, you can make three attacks instead of two.
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If the weapon inside the limb is nonmagical, it gains a +2 bonus to attack and damage rolls, if the weapon is magical it is +1 instead.
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This counts as magical for overcoming resistance and immunity, but not for infusion requirements.
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This bonus does not stack with similar bonuses from infusions or magic items.
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Blaster ++ (3 Stress)
Your arcane emitter becomes a devastating energy cannon.
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Your Blaster attack now deals 6d4 + your Intelligence modifier damage on a hit.
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When you hit a creature, you may force it to make a Constitution saving throw (DC = your spell save DC).
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On a failure: the creature takes full damage and is paralyzed until the end of your next turn.
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On a success: the creature takes half damage from the attack.
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You can use this paralyzing blast a number of times equal to your Intelligence modifier, regaining all uses after a long rest.
Leg ++ (3 Stress)
Your legs become hyper‑advanced mobility engines.
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You gain a bonus to initiative rolls and Dexterity saving throws equal to your Intelligence modifier per prosthetic leg.
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You ignore difficult terrain.
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You are immune to the grappled and restrained conditions, and to any effect that would reduce your speed.
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You have advantage on saving throws against being paralyzed or stunned.
(This is now extremely strong—on par with the other ++ upgrades.)
Protector ++ (4 Stress)
Your torso is reinforced with adaptive alloy plating and internal hazard‑neutralizing systems.
-
You are immune to poison damage and the poisoned condition.
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As a bonus action on each of your turns, you can grant yourself resistance to one damage type among: acid, cold, fire, lightning, necrotic, radiant, or thunder until the start of your next turn.
Face + (3 stress)
Your face emits subtle psychic interference.
-
You are immune to divination magic that would detect your presence, reveal your identity or true intentions. (detect thoughts, zone of truth, scrying, etc.).
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You can cast mislead once per long rest without a spell slot or material components.
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