Base Class: Artificer
A Polymelian develops mechanized, prehensile appendages or tentacles that they control as easily as their hands. An artificer may take to this strange specialization in pursuit of accounting for a disability, an obsession with spiders, octopuses, or other polypods, or merely out of a desire to do more things at once. Polymelians often act as one-man research teams, working tirelessly in their laboratories while their additional arms allow them to do the work of many men, simultaneously writing and tinkering and measuring and testing their gadgetry with so many artificial hands. Yet when one of these artificers leaves their lab to the field of war, their curious synthetic arms prove to be intimidating forces of speed and destruction.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Polymelian Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Polymelian Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
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Polymelian Spells |
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Artificer Level |
Polymelian Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
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Automatonic Arms
Beginning at 3rd level, your machinations and gadgetry have led you to creating mechanized appendages that can perform articulate actions as additional arms. When you finish a long rest, you can create a number of Automatonic Arms, provided you have smith’s tools or tinker's tools in hand. When you do so, choose one of the following arm patterns: Precision or Strength. The pattern you choose allows you to create a different number of Automatonic Arms with special benefits.
Precision. You engineer your Automatonic Arms to be as functional as your hands, capable of complex and precise manipulations. You create up to two Precision-pattern Automatonic Arms. They have the following features:
- Secondary Arms. Your Automatonic Arms function like your primary arms, with the exceptions that they can’t wield weapons that do not have the light property or shields. They have a reach of 5 feet, and they can lift a number of pounds equal to 30 times your Intelligence score.
- Engineered Prowess. When you attack with a weapon wielded by one of your Automatonic Arms, you add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
- Automated Strikes. When you make an unarmed strike with your Automatonic Arms, you deal bludgeoning, piercing, or slashing damage (your choice) equal to 1d4 + your Intelligence modifier, instead of the bludgeoning damage normal for an unarmed strike.
Strength. You emphasize the raw power of your Automatonic Arms to confer increased might and speed. You create up to four Strength-pattern Automatonic Arms. They have the following features:
- Powered Arms. You can grasp things with your Automatonic Arms. They have a reach of 10 feet, and each can lift a number of pounds equal to 120 times your Intelligence score. You can use them to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. They can’t wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.
- Constrict. As a bonus action, you can attempt to grapple a creature with one of your free Automatonic Arms. Until this grapple ends, the target is restrained.
- Mechanized Strikes. When you make an unarmed strike with your Automatonic Arms, you deal bludgeoning, piercing, or slashing damage (your choice) equal to 1d8 + your Intelligence modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Self-Lift. Each of your Automatonic Arms can support your weight and lift you up to its reach when holding onto a sturdy surface, such as ground or stone.
- Arm Sprint. When at least three of your Automatonic Arms are free, your walking speed increases by 10 feet.
- Wall-Climbing. When at least two of your Automatonic Arms are free, you gain a climbing speed equal to your walking speed, and you gain the ability to move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.
You determine the arms’ appearance. Some artificers prefer mechanical tentacles or spider-like limbs, whereas some like floating holographic hands or realistic humanoid arms with false skin.
Your Automatonic Arms can grapple opponents and make unarmed strikes like your primary arms. When you attempt a grapple with one of your Automatonic Arms, you make an Intelligence (Arcana) check, instead of a Strength (Athletics) check, contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). And similarly, when you make an unarmed strike with one of your Automatonic Arms, you add your Intelligence modifier to the attack roll, instead of Strength.
Whenever you take damage greater than one-third your hit point maximum in a single turn, one your Automatonic Arms is destroyed. It is unusable until you recreate your Automatonic Arms at the end of a long rest. When you create any number of Automatonic Arms, any Automatonic Arms you previously created disappear.
Flurry of Tentacles
Starting at 5th level, you can take an additional reaction each round for each of your Automatonic Arms that are free. These additional reactions can only be used to make an opportunity attack with one of your free Automatonic Arms, and you can only use one reaction per turn.
In addition, other creatures provoke an opportunity attack from you when they enter the reach of your Automatonic Arms or when they make an attack against a target other than you within reach. You can only make this opportunity attack with one of your free Automatonic Arms.
Telescoping Reach
Beginning at 9th level, the reach of your Automatonic Arms doubles as a result of your superior engineering and craftsmanship. In addition, whenever you cast an artificer spell on your turn, you can cast it as if you were in a space within the reach of your Automatonic Arms, instead of your own.
Hekatonkheir
At 15th level, you can briefly possess manifold arms. As a bonus action, you can magically overclock or duplicate your Automatonic Arms, giving you functionally infinite Automatonic Arms for 1 minute. You are considered to have any number of free Automatonic Arms for any tasks or effects, such as allowing you to hold any number of items, attempt and maintain grapples against any number of creatures within reach, and take an additional reaction every turn to make opportunity attacks with your Automatonic Arms.
You determine the appearance of your manifold arms. Additional physical arms like your other Automatonic Arms may whir to life, powered temporarily by a large expenditure of energy, seemingly innumerable in the heat of combat, or your arms may divide and become ramulose. Alternatively, your existing Automatonic Arms may move at lightning speeds that can’t be followed by the naked eye, allowing them to juggle multitudinous tasks in a blur. Otherwise, your limitless arms may appearance spectral or ethereal, superimposed on your normal Automatonic Arms.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 4th or 5th-level spell slot to use it again.
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