Artificer
Base Class: Artificer

As a mad scientist you may tend to push the boundaries of not only your experiments, but also your mind. As a mad scientist somewhere along the way of your studies your mind has lost its sense of reality and as you begin to hear voices within your own mind, they may begin to take over. Not all mad scientists are born however, mad scientists could be driven mad from a lineage of failed creations or after a large life changing event broke their sense of reality, but one way or another their psyche has been altered for good. Mad scientists have multiple personalities that clash inside their mind for control, as you try to take control of your character itself.

Personality Shift

Starting at 2nd level when you pick this archetype you will begin to loose control of your body due to your deteriorated mind. 6 personalities coexist within your mind alongside your previous mentality and these personalities can take over at any time. Either every 8 hours or at your DM's discretion you must roll a d6 to shift into one of 6 other personalities that exist within your consciousness. You also shift into a personality if you see something that would trigger its occurrence, such as a large pile of gold changing you into a kleptomaniac persona or drinking alcohol changing you into your alcoholic persona. Based upon the roll that alternate personality will take over the mentality of your character until your next personality shift or until the next morning when you wake as your core personality. The abilities of your alternate personality add to your core personality and any spells use up a spell slot for their designated level.

Additionally,  when one of your alter personalities take over, upon being knocked unconscious. you will revert back to your core personality until the next trigger or natural change occurs.

Dice Roll Personality
1 Mute 
2 Crusader
3 Alcoholic
4 Buff
5 Dark Mage
6 Klepto

 

Mute: Although mute may be silent he still has a deep connection with his surroundings and companions. As Mute you know the following abilities. At level 3 you can make a second bonus action and you gain an advantage against being charmed. Starting at level 8 you know the healing word spell and you gain a proficiency in animal handling as animals feel naturally calm around your quiet atmosphere. Starting at level 13 your silence has led to a heightened intellectual skill, when making a tinkering check your proficiency modifier is doubled and can use the message spell.

Crusader: As Crusader you may have a righteous cause but overall you still have a tie to your companions. As Crusader you know the following abilities. At level 3 you know the cure wounds spell and the shield of faith spell.  At level 8 you know the enhance ability spell and you gain proficiency in religion. At level 13 you know the aura of vitality spell and the crusader's mantle spell.

Alcoholic: As Alcoholic you've always got a drink in hand and plenty of friends to associate with. As Alcoholic you have the following abilities. At level 3 you gain a resistance to poison and know the charm person spell. At level 8 you know the calm emotions spell and the detect thoughts spell. At level 13 know the tongues spell and also gain a proficiency in performance. 

Buff: Buff is not one to be intimidated, he is the one who intimidates and he's got the means to fight back. As Buff you know the following abilities. At level 3 you can make an unarmed strike against an enemy as a bonus action for that deals damage equal to your strength modifier + your proficiency modifier + half your levels in the Artificer class. additionally you also gains advantage on strength saves. At level 8 you can force one creature within 30 feet of you to make a wisdom saving throw equal to your intimidation + your proficiency modifier + half your levels in the artificer class. On a failed saving throw the target will become frightened, and at the end of the targets turn they can try to succeed on the saving throw again. At level 13 you gain advantage against grappling targets and gain an advantage against being grappled/restrained. Additionally your natural AC is increased by + 2.

Dark Mage: A side of you has turned towards the darker parts of your subconscious and begun to study the dark arts. As Dark Mage you know the following abilities. At level 3 you know the inflict wounds and the unseen servant spell to allow help in your tinkering along with combat. At level 8 you can use the darkness spell and can use the vampiric touch spell. At level 13 you can bend your shadow to fight at your will. Your shadow companion (https://www.dndbeyond.com/monsters/744976-shadow-companion) can be brought out once per long rest for a duration of 1 minute.

Klepto: Klepto wants all the gold surrounding him and will do all in his power to gain it. As Clepto you know the following abilities. At level 3, your movement speed is increased to 40 and you also gain a proficiency with thieves tools. At level 8 you know the invisibility spell and the pass without trace spell. At level 13 you can use the mirror image spell and you can use the dash as a bonus action.

Mind Break

Starting at level 5 you can force yourself out of whatever personality you are occupying. You will still roll a d6 for which personality takes over and this can be done 1 + your WIS modefier times per day, resetting at dawn. By switching between your personalities more frequently you begin to develop a closer connection with them all, gaining you the following abilities.

Mute: Although he may not express it too often, mute does take in almost all of his surroundings. You gain a proficiency on perception checks as Mute.

Crusader: Crusader isn't one to easily persuade as he sticks true to his principles and goals. You gain a proficiency against being charmed as Crusader.

Alcoholic: As the life of the party you can always talk your way out of a rough situation, or talk your way into one. You gain a proficiency in persuasion as Alcoholic.

Buff: Buff doesn't take anything from anyone. You gain a proficiency in intimidation as Buff.

Dark Mage: Dark Mage has seen many things in his practices of the dark arts that would render most individuals as insane as himself. You gain advantage against being Frightened as Dark Mage.

Klepto: Klepto will do whatever it takes to get his hands on gold, and to keep it for as long as possible. You gain a proficiency in sleight of hand as Klepto.

Successful Experiment

As a mad scientist you have created many magical items and weapons before but now you can add one directly to your arsenal for 1 of your alternate personalities. Starting at level 9 you can create one of the following magical items for one of your personalities. Upon reaching level 18 you can take an additional magical item.

  • Mute's Wraps- These cloths wraps are long and durable. Using Mutes skills you can use these wraps to restrain one enemy of size large or smaller. Choose a creature within a range of 15 feet. The target must succeed on a DC 15 dexterity saving throw or become restrained. The target can use an action to make a DC 15 strength or dexterity saving throw and on a success the target is no longer restrained.
  • Alcoholic's Beer Banjo- This old wooden banjo is made of an old oak with magical strings. The banjo has 4 charges and regains 1d4 charges every dawn. As an action with the Banjo you can cast the spell crown of madness for 2 charges, the spell animal friendship for 1 charge, and the spell hold person for 1 charge.
  • Crusader's Cross Shield- As a reaction this shield can release a charge of unstable magical energy around itself in the shape of a semicircle dome that extends 5-feet in one lateral direction to block damage for one additional ally, if Crusader is directly next to them. Crusader and the possible one additional target gain + 2 to their AC's and gain advantage on Dexterity saving throws until Crusaders next turn when the magical force drops. This shield has 3 charges which reset every dawn. 
  • Buff's Bracers- These magical gauntlets can be worn to add an addition 2d4 to Buff's unarmed attacks.
  • Dark Mage's Goggles- These magical goggles can see through both normal and magical darkness but can also use the detect magic spell once per day on an object the user can see
  • Klepto's Mechanical minion- The small mechanical bird (https://www.dndbeyond.com/monsters/744119-mechanical-minion) understands only your commands and can be used for a variety of reasons but upon loosing all of it's hit points it is badly damaged and will take 1d4 hours to repair. If the damage done should do more than double the Mechanical Minions hit points then it is destroyed and will take 1d4 days to remake.

Déjà vu

When doing somethings in this world, you feel as if you've done them before. It is almost as if you were someone else, and were good at whatever it was. Starting at level 15, you can add half your proficiency modifier to any skills your alter personalities are proficient in.

Also at level 15, having built a strong connection within your mind  your personalities become completely intertwined with your soul. When using Mind Break now you can roll an additional d6 and choose the preferred personality between the two. This ability is performed whenever Mind Break is used. If the same personality is rolled on both dice then you may choose to reroll one.

Mad Scientist Image

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