Base Class: Artificer
Clockwork Replacers are artificers who have realized that the fleshy and blood filled body they posse is flawed and destroyable. They choose to focus their brilliant mind into replacing as much of their body with arcane clockwork technology as possible. Becoming more and more constructs as they go
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Artificial Replacement
At 3rd level you have decided to replace one of your fleshy bits with a sophisticated arcane machine. Choose one of the following replacements, each replacement grants benefits and bonuses. The one gained by this or other levels are free, should you wish to create additional replacements consort your DM as to the price of parts and time to make. Each part can gain subsequent upgrades that makes the parts more powerful.
Arms: You may hide one weapon inside each arm that can be held with one hand, and you may also use your intelligence modifier for Melee weapon attacks.
Legs: You gain the ability to jump 10 ft vertically and 20ft horizontally with or without a running start. You may also use your intelligence modifier for stealth checks and acrobatic checks
Mechanized arms
You may hide one weapon inside each arm that can be held with one hand, and you may use your intelligence modifier for Melee weapon attacks.
Mechanized Legs
You gain the ability to jump 10 ft vertically and 20ft horizontally with or without a running start. You may also use your intelligence modifier for stealth checks and acrobatic checks
Technological Senses
At 5th level you have learned how to replace more delicate parts such as your eyes or ears. You have also learned how to upgrade your older parts.
Ears: You gain advantage in the perception skill that relies on hearing. You may also hear through walls as thick as 1 foot stone, 2 foot wood and half a foot iron.
Eyes: You gain advantage in perception that relies on sight, you can zoom in and can see things clearly from a mile away.
Arms upgrade: You gain expertise in the athletic skill when it comes to lift, hold up and push objects. If you don't already have it you gain powerful build. Lastly you do double damage to structures. In addition your unarmed strikes deal 1d4 points of bludgeoning damage
Legs upgrade: your jump height and length is increased with 10ft. In addition your movement speed increases to 40 feet.
Arms Upgrade
You gain expertise in the athletic skill when it comes to lift, hold up and push objects. If you don't already have it you gain powerful build. Lastly you do double damage to structures.
The damage these fists do also increase to 1d6
Leg upgrade
your jump height and length is increased with 10ft. In addition your movement speed increases to 40 feet.
Mechanical Ears
You gain advantage in the perception skill that relies on hearing. You may also hear through walls as thick as 1 foot stone, 2 foot wood and half a foot iron.
Tech Eyes
You gain advantage in perception that relies on sight, you can zoom in and can see things clearly from a mile away.
Adaptive Replacements
At 9th level you have learned the benefits of your clockwork replacements and have decided to do bigger changes. You can now install flight, digging or swimming adaptions.
Flight: You install someway to grant you flight. this may be rocket boots, wings or anti gravity spinal cord. whatever it is you gain a flying speed of 30 feet and you can hover
Burial: You install some way to grant you the ability to dig through earth and rock, you gain a burrow speed of 25 feet through soil and earth, and 10ft through stone
Underwater: you install some way to grant you swift movement and survivability in deep water, this grants you a swimming speed of 30 ft and the ability to breathe underwater.
Eye upgrade: you gain the ability to see heat, letting you see creatures through fog, smoke, and magical darkness. This also grants you the ability to see creatures that normally would be invisible to creatures with darkvision
Ear upgrade: You can now sense the heartbeats of creatures close to you. While within 10 feet of someone you have advantage on insight checks to discern lie from truth. You can also hear anything that enters your 10 foot radius. This does not work through walls
Advanced Eyes
you gain the ability to see heat, letting you see creatures through fog, smoke, and magical darkness. This also grants you the ability to see creatures that normally would be invisible to creatures with darkvision
Advanced Hearing
You can now sense the heartbeats of creatures close to you. While within 10 feet of someone you have advantage on insight checks to discern lie from truth. You can also hear anything that enters your 10 foot radius. This does not work through walls
Aquatic Adaption
you install some way to grant you swift movement and survivability in deep water, this grants you a swimming speed of 30 ft and the ability to breathe underwater.
Burrowing Tech
You install some way to grant you the ability to dig through earth and rock, you gain a burrow speed of 25 feet through soil and earth, and 10ft through stone
Clockwork wings
You install someway to grant you flight. this may be rocket boots, wings or anti gravity spinal cord. whatever it is you gain a flying speed of 30 feet and you can hover
Advanced Replacement
At 15thl level you have reached the peak of artificial replacement technology and have learned how to make parts that grant you magic powers or abilities.
Spine: You replace parts of your spine and neck with crystalline arcane tech. Granting you the power to teleport as a bonus action. The teleportation has a range of 30 feet to a point you can see within range. You can not bring other people with you.
Heart: Your mechanical heart allows for an influx of powerful magical adrenaline. you can spend one of your infusion charges to gain 15ft extra movement speed, and an extra action similar to the spell haste. This does not stack with the actual spell
Brain: you gain the ability to concentrate on spells better. You have advantage on maintaining concentration on spells
Adrenaline Pump
Your mechanical heart allows for an influx of powerful magical adrenaline. you can spend one of your infusion charges to gain 15ft extra movement speed, and an extra action similar to the spell haste. This does not stack with the actual spell
Automated Memory
you gain the ability to concentrate on spells better. You have advantage on maintaining concentration on spells
Dimensional Spine
You replace parts of your spine and neck with crystalline arcane tech. Granting you the power to teleport as a bonus action. The teleportation has a range of 30 feet to a point you can see within range. You can not bring other people with you.
Comments