Base Class: Artificer
These macabre masters of anatomical tinkering know that there is no greater beauty that found in nature and seek to incorporate living parts into their mechanisms.
Some of these Atificers seek to create the perfect being, but most know that perfection is impossible and seek merely to augment their designs with natural parts.
When not tinkering with their fleshy creations, Flesh Artificers make use of their knowledge of anatomy to make a living as traveling doctors to remote communities which could not hope for any medical assistance.
These Artificers are often forced into exile, as their work is often mistaken for necromancy by the uneducated masses.
The Flesh Artificer can use body parts harvested from creatures to create custom Arcane Infusions at the DM's discretion. This creation can be flavor texed however the player chooses (such as charging it with a bolt of lightning, or putting a magical core into a creation to animate it). These Artificers can be quite proficient at augmenting already living creatures, giving them new and enhanced abilities (such as cybernetic enhancements or sewing on a pair of functional wings).
Organa-Tec
Starting at level 3 when you take this subclass, your skills in flesh-crafting allow you to make basic minions using your arcane infusions to fuel them. You can create a Homunculus and/or a Monodrome using your arcane infusions to power and control them. It takes 8 hours to create a construct (the time does not need to be consecutive) and you must have material to create them. You control them psychically as free action on your turn; without an active command they try to protect and preserve the life of their creator. A construct can be healed 1 D4+Int modifier using the mending cantrip. If a construct falls to zero hit points it can be repaired but the arcane infusion that powers it can only be recharged after a long rest. If the caster dies the creation lasts as long as the arcane infusion does.
At level 3 you can create monodrone and a homunculus
At level 5 you can create a duodrone
At level 7 you can create a tridrone
At level 9 you can create a Quadrone
At level 11 you can create a Pentadrone
At level 13 you can create a Manticore
At level 15 you can create a Flesh Golem
At level 17 you can create a Chimera
Supercharged neurotics
At level 5, You can charge one of your creations with an additional arcane infusion, adding your proficiency bonus to attack rolls and damage modifiers, and increasing their maximum health pool by your Int modifier+ half your Artificer level; also they act as a ring of spell storing for the artificer only and they can cast the stored spell using your spellcasting modifier if commanded to.
You have also learned how to augment the design of your minions, taking advantage of the materials available to you. You can now add the the parts scavenged from defeated monsters to your creations, augmenting their attacks, stats and abilities. You can only as many active augments as your Int modifier. It takes one hour to make one modification.
Magic-transistor veins
At level 9, the magical energy animating your creations has imbued their attacks, making them stronger and faster. They gain a +3 bonus to attack rolls and damage modifiers and their attacks are treated as magical for overcoming damage resistances.
Sympathetic bond
At level 15, your prolonged exposure to your creations has allowed you to form a deep, magical bond, allowing them to take damage for you. As long as you are within 30 ft. of one of your creations, you can choose to transfer half the damage you take from any attack you take to one of your creations.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/28/2020 2:10:18 AM
|
12
|
2
|
1
|
Coming Soon
|
|
|
7/28/2020 2:33:33 AM
|
4
|
1
|
--
|
Coming Soon
|
|
|
7/31/2020 6:28:27 PM
|
19
|
2
|
3
|
Coming Soon
|
|
|
12/30/2020 9:06:14 PM
|
236
|
45
|
--
|
Coming Soon
|
Comments