Artificer
Base Class: Artificer

There are those who say that the creation of life is the domain of gods. That the the forces of life and rebirth should not be meddled with. You disagree with those opinions. You are working on one of the greatest feats of magic: to create life. Maybe you just always interested in this study. Or perhaps you were driven into the field by grief and the return of someone that can't be brought back be normal means. Whatever the case, you are working a way to bring life to the lifeless. What happens after that, who can say?

Tool Proficiency

3rd-level Life Crafter feature

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.

Life Crafter Spells

3rd-level Life Crafter feature

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

Life Crafter Spells

Artificer Level Spell

3rd

cure wounds, longstrider

5th

enhance ability, lesser restoration

9th

animate dead, gaseous form

13th

freedom of movement, polymorph

17th

animate objects, awaken

Skilled Surgeon

3rd-level Life Crafter feature

You are a trained and gifted surgeon. You gain proficiency in the Medicine skill.

Body Tinkering

3rd-level Life Crafter feature

Your skill with magic that alters the body allows you to transfer it to others. When you cast a transmutation spell that has a range of self, you can change that range to touch. Spells cast this way have half the normal duration.

Brought to Life

3rd-level Life Crafter feature

Your meddling with the powers of life have finally paid off. You have created you a faithful companion, a artificial being. It is friendly to you and your companions, and it will generally obey your commands. See this creature’s game statistics in the Artificial Being stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the artificial being shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the artificial being can take any action of its choice, not just Dodge.

The artificial being can be healed by any spell or ability that restores hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The artificial being returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new artificial being if you have your alchemist's supplies with you. If you already have a artificial being from this feature, the first one immediately perishes. The artificial being also perishes if you die.

artificial being

Armor Class 14 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the being has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

ChallengeProficiency Bonus (PB) equals your bonus

Vigilant. The being can’t be surprised.

Actions

Grown Weapons. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB bludgeoning, piercing, or slashing damage damage.

Thrown Shard. Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB bludgeoning, piercing, or slashing damage damage.

Regeneration (3/Day). The cells inside the being restore 2d8 + PB hit points to itself or to one creature within 5 feet of it.

Reaction

Deflect Attack. The being imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the being.

Additional Modifications

5th-level Life Crafter feature

You can further modify you Artificial Being. This doesn't cause pain or suffering to your Artificial Being. At 5th level, you can pick one modification that you qualify for. At 8th, 11th, 14th, 17th, and 20th levels, you can select another modification.

Ability Enhancement

Required Level: 14th

You have further enhanced you artificial being. Your artificial being gains a permanent +4 bonus to one ability score of your choice. 

Adaptive Camouflage

Required Level: 8th

You gave your artificial being stealth capabilities. Your Artificial Being gains proficiency in Stealth, and gains the ability to cast Invisibility on itself. At 14th level, this spell is replaced by Greater Invisibility. Your being regains the ability to cast this spell once you finish a short rest.

Aquatic Adaption

Required Level: 5th

You have modified your artificial being to be comfortable in the water too. Your artificial being can breath underwater, and gains a swim speed of 40 ft.

Armored Skin

Required Level: 11th

Your Artificial Being's skin grows tough scales, thick fur, or some other cosmetic change. Your Artificial Being gains +2 to its Armor Class.

Elemental Breath

Required Level: 11th

Your Artificial Being gains a breath attack. Pick one of the following elements: acid, cold, fire, or lightning, Your Artificial Being gains a breath attack that goes in a 20 ft. cone and deals 12d6 of the chosen type. Creatures that succeed a Dexterity saving throw (DC=your spell save DC) take only half damage. Your being regains usage of this ability after you finish a long rest.

Elemental Protection

Required Level: 8th

Pick one damage type: acid, cold, fire, lightning. Your Artificial Being becomes immune to that damage type.

Magical Aptitude

Required Level: 8th

You have imprinted magical power into your artificial being. Your artificial being learns how to cast a 1st level spell 3 times. The DC is equal to your spell save DC, and your being regains all uses of this spell after you finish a long rest.

Powerful Regeneration

Required Level: 11th

Your Artificial Being's healing power is extra potent. Your Artificial Being gains two extra uses of its Regeneration ability, and the amount of hit points heals increases to 6d8 + PB.

Shapechanger

Required Level: 14th

Your artificial being has a more malleable form. Your Artificial Being gains the ability to cast Polymorph on itself. Your being regains the ability to use this after you finish long rest.

Skill Training

Required Level: 5th

You have trained your artificial being in skills. Your Artificial Being gains proficiency in 2 skills of your choice.

Venomous Strikes

Required Level: 5th

Your artificial being now naturally produces venom. Your artificial being deals an additional poison damage equal to your profecency bonus when it deals damage with an attack.

Wings

Required Level: 14th

Your artificial being grows either draconic, demonic, insectile, or some other type of wings. Your artificial being grows wings and gains a fly speed of 40 ft.

Self Modification

9th-level Life Crafter feature

You can mimic the modifications of you Artificial Being. You can spend 1 action to mimic a modification that your Artificial Being has. This lasts for 10 minutes.

Once you use this ability, you can't use it again until you finish a long rest.

Sacrifice for the Creator

15th-level Life Crafter feature

Your Artificial Being is willing to give its life for you. If you drop below 0 hit points, your Artificial Being dies and you regain 5d8 hit points.

Once you use this feature, you can't use it again until one week has passed.

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