Your body has become the victim of a techno-organic virus. As the virus consumes you it replaces your physiology with bio organic metals and ferrofluid. You gain natural armor & additional abilities, as well as an innate understanding of engineering.
Artificer Features:
Lvl1 • As an action, use tools to give a tiny object a visual, auditory, or olfactory effect (see rules).
Lvl2 • You learn four infusions which you can use on two objects at once (see rules).
Lvl3 • You can take an hour to make a set of artisan's tools (see rules)
•HexTech resiliance: You gain +2 AC of natural armour (Gain an additional +2 at lvls 5, 10, 15. Total of +8 natural Armor at lvl15)
•HexTech ferrofluid: Instead of taking an hour to make a set of artisan's tools (see rules). You control ferrofluid that morphs and adapts too extend your reach and emulate any set of tools and act as a focus for artificer spells and abilities.
•Hextech Tentacles: • Your Ferrofluid can form tendril like appendages. As an action you can attack with them inflicting 1d6 (Slashing, Bludgeoning or Piercing) •Your Tentacle attacks use your Intelligence modifier and are considered magical for the purpose of overcoming damage resistances.
•Mass of tentacles: 1/day as action you can cause dozens of squirming ferrofluid tentacles erupt from you create 15ft radius sphere area of effect for one minute. The tentacles turn the area into difficult Terrain, cutting even the users movement speed in half. When a creature enters the affected area or starts its turn there, the creature must succeed on a Dexterity saving throw or take 2d4 bludgeoning damage per turn and be restrained by the tentacles until the spell ends. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
lvl 4 • ASI or Feat
Lvl 5 •HexTech resiliance: Gain +2 AC natural armor and you no longer sleep. Instead you remain conscious but immobile for 6 hours during a long rest. •Make two attacks with your HexTech Tenticles on your turn
Lvl 6 • Learn two more infusions and have a third active. •Double proficiency with artificer tools/ ferrofluid
lvl7 • Add your Int mod to a save or check within 30 feet (Int mod/day)
lvl8 •ASI or Feat
Lvl 9 •HexTech resiliance: The metal consuming your body causes you to suffer vulnerability to lightning and an inability to equip regular Armour and nolonger gain any benefit to AC from Dexterity. •Gain +2AC and you no longer need to breath.
•Mass of tentacles: Each turn that creatures that start their turn in the area of your and is already restrained by the tentacles must make a constitution saving throw or take 2d4 acid damage and be pulled 5ft in the players direction.
Lvl10 •Learn two more infusions and have a fourth active. •You can make magic items for half the price at x4 speed and can attune a 4th magic item
Lvl11 • You can put a 1st or 2nd level spell within an object (see rules)
Lvl12 •ASI or Feat
Lvl13
Lvl14 • Learn two more infusions and have a fifth active. • You can ignore most magic item restrictions and attune a 5th item
Lvl15 •HexTech resiliance: Gain +2AC and no longer need to eat or drink. Instead subsisting on the life you absorb using your "mass of tentacles" ability. (must consume 2hp a day And "feed" at least once a week or suffer a point of exhaustion. Going a month without feeding causes death) •Mass of Tentacles: Ferrofluid adic damage increases by 2d4 and the caster heals for half the total acid damage that is dealt in this way.
Lvl16 •ASI or Feat
Lvl 17
Lvl18 • Learn two more infusions and have a sixth active. • You can attune a 6th item
Lvl19 •ASI or Feat
Lvl20 •HexTech resiliance: As you are consumed the final vestiges of mortality slip away you cease to age. • As a reaction you can expend an infusion to prevent going unconcious, and item attunement increases saves (see rules)
Your body has become the victim of a techno-organic virus. As the virus consumes you it replaces your physiology with bio organic metals and ferrofluid. You gain natural armor & additional abilities, as well as an innate understanding of engineering.
Artificer Features:
Lvl1 • As an action, use tools to give a tiny object a visual, auditory, or olfactory effect (see rules).
Lvl2 • You learn four infusions which you can use on two objects at once (see rules).
Lvl3 • You can take an hour to make a set of artisan's tools (see rules)
•HexTech resiliance: You gain +2 AC of natural armour (Gain an additional +2 at lvls 5, 10, 15. Total of +8 natural Armor at lvl15)
•HexTech ferrofluid: Instead of taking an hour to make a set of artisan's tools (see rules). You control ferrofluid that morphs and adapts too extend your reach and emulate any set of tools and act as a focus for artificer spells and abilities.
•Hextech Tentacles: • Your Ferrofluid can form tendril like appendages. As an action you can attack with them inflicting 1d6 (Slashing, Bludgeoning or Piercing) •Your Tentacle attacks use your Intelligence modifier and are considered magical for the purpose of overcoming damage resistances.
•Mass of tentacles: 1/day as action you can cause dozens of squirming ferrofluid tentacles erupt from you create 15ft radius sphere area of effect for one minute. The tentacles turn the area into difficult Terrain, cutting even the users movement speed in half. When a creature enters the affected area or starts its turn there, the creature must succeed on a Dexterity saving throw or take 2d4 bludgeoning damage per turn and be restrained by the tentacles until the spell ends. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
lvl 4 • ASI or Feat
Lvl 5 •HexTech resiliance: Gain +2 AC natural armor and you no longer sleep. Instead you remain conscious but immobile for 6 hours during a long rest. •Make two attacks with your HexTech Tenticles on your turn
Lvl 6 • Learn two more infusions and have a third active. •Double proficiency with artificer tools/ ferrofluid
lvl7 • Add your Int mod to a save or check within 30 feet (Int mod/day)
lvl8 •ASI or Feat
Lvl 9 •HexTech resiliance: The metal consuming your body causes you to suffer vulnerability to lightning and an inability to equip regular Armour and nolonger gain any benefit to AC from Dexterity. •Gain +2AC and you no longer need to breath.
•Mass of tentacles: Each turn that creatures that start their turn in the area of your and is already restrained by the tentacles must make a constitution saving throw or take 2d4 acid damage and be pulled 5ft in the players direction.
Lvl10 •Learn two more infusions and have a fourth active. •You can make magic items for half the price at x4 speed and can attune a 4th magic item
Lvl11 • You can put a 1st or 2nd level spell within an object (see rules)
Lvl12 •ASI or Feat
Lvl13
Lvl14 • Learn two more infusions and have a fifth active. • You can ignore most magic item restrictions and attune a 5th item
Lvl15 •HexTech resiliance: Gain +2AC and no longer need to eat or drink. Instead subsisting on the life you absorb using your "mass of tentacles" ability. (must consume 2hp a day And "feed" at least once a week or suffer a point of exhaustion. Going a month without feeding causes death) •Mass of Tentacles: Ferrofluid adic damage increases by 2d4 and the caster heals for half the total acid damage that is dealt in this way.
Lvl16 •ASI or Feat
Lvl 17
Lvl18 • Learn two more infusions and have a sixth active. • You can attune a 6th item
Lvl19 •ASI or Feat
Lvl20 •HexTech resiliance: As you are consumed the final vestiges of mortality slip away you cease to age. • As a reaction you can expend an infusion to prevent going unconcious, and item attunement increases saves (see rules)