Artificer
Base Class: Artificer

Level 3: Tool Proficiencies
You gain proficiency with alchemist’s supplies. If you
already have this proficiency, you gain proficiency with
one other type of artisan’s tools of your choice.
Level 3: Brutewright Spells
As a Brutewright, you always have certain spells
prepared after you reach particular levels in this class,
as shown in the Brutewright Spells table. These spells
count as Artificer spells for you, but they don’t count
against the number of Artificer spells you prepare.
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Artificer Level Spells
3 jump, thunderous smite
5 enhance ability, enlarge/reduce
9 haste, protection from energy
13 freedom of movement, staggering smite
17 destructive wave, greater restoration
Level 3: Brutish Transformation
As a bonus action, you can surrender your keen mind
and give way to a hulking brute. Being in your Brute
form imparts the below effects on you for 10 minutes,
until you become incapacitated, or until you take a
bonus action to end them early. You can use this feature
twice. You regain one expended use when you finish a
short rest, and you regain all expended uses when you
finish a long rest.
Temporary Hit Points. You gain temporary hit points
equal to three times your Artificer level. Any remaining
points go away when the feature ends.
Brutish Strength. You can use your Intelligence
modifier in place of your Strength modifier when
making ability checks, saving throws and attack and
damage rolls using Strength. However, whenever you
make an Intelligence check or saving throw, you don’t
add your Intelligence modifier to the roll, unless it’s
negative.
Smashing Strikes. When you hit with an unarmed
strike, it deals 1d8 + your Strength or Intelligence
modifier bludgeoning damage, instead of the
bludgeoning damage normal for an unarmed strike.
Once per turn when you hit with a melee weapon attack
or unarmed strike, you can deal an additional 1d8
damage of the same type as the attack.

Spell Restriction. You can only cast and/or concen-
trate on a spell if it targets only yourself, or if it appears

on the Brutewright Spells table and deals damage.

Level 3: Mutagenic Shot
While you have your alchemist’s supplies in hand, you
can use your action to touch a creature and briefly
enhance its capabilities. Choose between Strength,
Dexterity and Constitution. The target has advantage on
all attack rolls, ability checks and saving throws using
the chosen ability score until the start of your next turn.
You can’t use this feature while you’re in your Brute
form, and you can only use it a number of times equal to
your Intelligence modifier (minimum once). You regain
all expended uses when you finish a long rest.

v1.1 artificer: brutewright (5e’14) | spaghetti0 homebrew

Level 5: Enhanced Assault
You gain the following benefits.
Extra Attack. While you’re in your Brute form, you
can attack twice instead of once whenever you take the
Attack action on your turn.
Strike Enhancement. While not in your Brute form,
you can administer special mutagens to enhance your
allies’ strikes. Whenever you cast an Artificer spell on
another creature, or use your Mutagenic Shot on one,
the first time that creature deals damage before the
start of your next turn, it can add your Intelligence
modifier (minimum +1) to the damage roll. If the spell
targets multiple creatures, you choose which one gains
the benefit.

Level 9: Augment Specialization
Your mutagenic expertise allows you to shape your
Brute form and your allies to be tougher, faster or
larger. Select one of the options below. You can change
your selection whenever you finish a long rest.
Adrenal Flood. While you are in your Brute Form,
your speed increases by 10 feet and you have a climbing
speed equal to your walking speed. When you deal the
extra damage of your Smashing Strikes, you can move
up to 10 feet without expending movement or provoking
opportunity attacks, provided your speed isn’t 0.
In addition, when you use your Mutagenic Shot
feature, the target moves swiftly until the start of your
next turn. Its speed is doubled and it can make one
additional attack when it takes the Attack action.
Hulking Size. While you are in your Brute form, if you
are smaller than Large, you become Large, and the
damage die for your unarmed strikes increases to 1d10.
If there isn’t enough room for you to increase your size,
your size doesn’t change. When you deal the extra
damage of your Smashing Strikes, you can push the
target 15 feet straight away from you.
In addition, when you use your Mutagenic Shot
feature, the target’s melee attacks are enhanced until
the start of your next turn. Its reach is 5 feet greater
than normal, and on a hit it deals an extra 1d6 damage
of the same type as the attack.
Ironclad Endurance. When you select this option,
choose any two damage types other than force. While
you are in your Brute form, you have resistance to those
damage types. When you roll the extra damage of your
Smashing Strikes, you also gain temporary hit points
equal to that roll.
In addition, when you use your Mutagenic Shot
feature, the target gains the damage resistances you
chose until the start of your next turn. It also gains
temporary hit points equal to your Artificer level.
Level 15: Master of Two Minds
You and your Brutish self have reached a point of
equilibrium, and can work with synergy.
Adapt Augment. You can now change your choice of
Augment Specialization when you finish a short rest.
Free Transformationation. You can remain in your
Brute form indefinitely. Furthermore, you can transform
into your Brute form without expending a use of the
feature. You do not gain any temporary hit points for
transforming in this way.
Devastating Smash. The extra damage of your
Smashing Strikes increases to 2d8.
Supercharged Shot. When you use your Mutagenic
Shot feature, you can extend its benefits, including any
enhancements from your Augment Specialization, to
last for 1 minute. You then can’t do so again until you
finish a short or long rest.

Tool Proficiencies

You gain proficiency with alchemist’s supplies. If you
already have this proficiency, you gain proficiency with
one other type of artisan’s tools of your choice.

Brutewright Spells

As a Brutewright, you always have certain spells
prepared after you reach particular levels in this class,
as shown in the Brutewright Spells table. These spells
count as Artificer spells for you, but they don’t count
against the number of Artificer spells you prepare.

 

3      jump, thunderous smite
5      enhance ability, enlarge/reduce
9      haste, protection from energy
13     freedom of movement, staggering smite
17     destructive wave, greater restoration

Level 3: Brutewright Spells

As a Brutewright, you always have certain spells
prepared after you reach particular levels in this class,
as shown in the Brutewright Spells table. These spells
count as Artificer spells for you, but they don’t count
against the number of Artificer spells you prepare.

Brutish Transformation

As a bonus action, you can surrender your keen mind
and give way to a hulking brute. Being in your Brute
form imparts the below effects on you for 10 minutes,
until you become incapacitated, or until you take a
bonus action to end them early. You can use this feature
twice. You regain one expended use when you finish a
short rest, and you regain all expended uses when you
finish a long rest.

Temporary Hit Points. You gain temporary hit points
equal to three times your Artificer level. Any remaining
points go away when the feature ends.

Brutish Strength. You can use your Intelligence
modifier in place of your Strength modifier when
making ability checks, saving throws and attack and
damage rolls using Strength. However, whenever you
make an Intelligence check or saving throw, you don’t
add your Intelligence modifier to the roll, unless it’s
negative.

Smashing Strikes. When you hit with an unarmed
strike, it deals 1d8 + your Strength or Intelligence
modifier bludgeoning damage, instead of the
bludgeoning damage normal for an unarmed strike.
Once per turn when you hit with a melee weapon attack
or unarmed strike, you can deal an additional 1d8
damage of the same type as the attack.

Spell Restriction. You can only cast and/or concen-
trate on a spell if it targets only yourself, or if it appears

on the Brutewright Spells table and deals damage.

Enhanced Assault

You gain the following benefits.

Extra Attack. While you’re in your Brute form, you
can attack twice instead of once whenever you take the
Attack action on your turn.

Strike Enhancement. While not in your Brute form,
you can administer special mutagens to enhance your
allies’ strikes.

Whenever you cast an Artificer spell on
another creature, or use your Mutagenic Shot on one,
the first time that creature deals damage before the
start of your next turn, it can add your Intelligence
modifier (minimum +1) to the damage roll.

If the spell targets multiple creatures, you choose which one gains
the benefit.

Augment Specialization

Your mutagenic expertise allows you to shape your
Brute form and your allies to be tougher, faster or
larger. Select one of the options below. You can change
your selection whenever you finish a long rest.

Adrenal Flood. While you are in your Brute Form,
your speed increases by 10 feet and you have a climbing
speed equal to your walking speed. When you deal the
extra damage of your Smashing Strikes, you can move
up to 10 feet without expending movement or provoking
opportunity attacks, provided your speed isn’t 0.

In addition, when you use your Mutagenic Shot
feature, the target moves swiftly until the start of your
next turn. Its speed is doubled and it can make one
additional attack when it takes the Attack action.
Hulking Size. While you are in your Brute form, if you
are smaller than Large, you become Large, and the
damage die for your unarmed strikes increases to 1d10.
If there isn’t enough room for you to increase your size,
your size doesn’t change. When you deal the extra
damage of your Smashing Strikes, you can push the
target 15 feet straight away from you.

In addition, when you use your Mutagenic Shot
feature, the target’s melee attacks are enhanced until
the start of your next turn. Its reach is 5 feet greater
than normal, and on a hit it deals an extra 1d6 damage
of the same type as the attack.
Ironclad Endurance. When you select this option,
choose any two damage types other than force. While
you are in your Brute form, you have resistance to those
damage types. When you roll the extra damage of your
Smashing Strikes, you also gain temporary hit points
equal to that roll.

In addition, when you use your Mutagenic Shot
feature, the target gains the damage resistances you
chose until the start of your next turn. It also gains
temporary hit points equal to your Artificer level.

Master of Two Minds

You and your Brutish self have reached a point of
equilibrium, and can work with synergy.

Adapt Augment. You can now change your choice of
Augment Specialization when you finish a short rest.
Free Transformationation. You can remain in your
Brute form indefinitely. Furthermore, you can transform
into your Brute form without expending a use of the
feature. You do not gain any temporary hit points for
transforming in this way.

Devastating Smash. The extra damage of your
Smashing Strikes increases to 2d8.
Supercharged Shot. When you use your Mutagenic
Shot feature, you can extend its benefits, including any
enhancements from your Augment Specialization, to
last for 1 minute. You then can’t do so again until you
finish a short or long rest.

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