Base Class: Artificer
In a war like the one once waged in eberron, crippling or fatal injuries are more than common. clerics And paladins with enough devotion to gain power from there god are hard to come by. If you need medical attention your best option is a combat medic. and as a prosthetist, your the best combat medic around. Not only do you provide your comrades with medical help but you can use your engineering prowess to replace lost flesh and even whole limbs with metal and clockwork (your healing spells are encouraged to be reflavoured as you replacing the lost flesh with cybernetics but you can just not do that if you want). But replacing stuff isn’t all you can do. You can use your cybernetics implants to enhance and upgrade others. great for use on soldiers and adventurers alike.
Skill proficiency
When you adopt this specialization at 3rd level, you gain proficiency with the medicine skill. If you already have this proficiency, you gain proficiency with one other skill of your choice.
Prosthetist spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Prosthetist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Prosthetist spells
Artificer level. Prosthetist spells
- 3rd Cure wounds, mage armour
- 5th Aid, enhance ability
- 9th Elemental weapon, haste
- 13th Death ward, stoneskin
- 17th Greater restoration, mass cure wounds
Mechanical replacement
At 3rd level you gain have the “replicate magic item: prosthetic limb” infusion (if you already have this infusion you learn one new infusion of your choice). You need a piece of non-magical armour that fully covers the limb your trying to replicate in order to create this infusion. Unlike your other infusion, you can have more than one of this type of infusion and these infusions don’t count against the max number you can have active at once. This infusion does not count against your number of infusion known.
War medic
At 5th level you become an expert at tending to wounds in the middle of battle. You gain the healer feat (if you already have this feat you can substitute it for a new one). Additionally you can use a healers kit as a bonus action. When in downtime, you can spend 10 minutes with tinkers tools and a healers kit with 9 or less uses remaining to regain one use of the kit. Instead of the normal contents of a healers kit you fill it with clockwork bits and small metal plates you can use to make quick and temporary cybernetic replacements for lost flesh.
Cybernetic enhancement
At 9th level you can make cybernetic implants can do more than just replace muscle and flesh but actually give permanent upgrades to people. You can spend 4 hours with tinkers tools and a willing creature that is unconscious from magical means or can’t feel pain at the moment for whatever reason. At the end of that time make a medicine check and a tinkers tools check and take the average of those numbers. This number determines the success of the operation, 1-5 means the operation was a complete failure and the creature just takes 2d6 damage, 6-9 means the operation was unsuccessful but the damage was able to be repaired, 10-15 means the operation was successfully and 16-20 means the creatures hit points max increases by 2d4 as a result of the more duration metal. The possible upgrades are as follows: the creature gains a plus 2 to their armour class, the creatures movement speed and max jump hight increase by 5, the one of creature’s ability scores of your choice increase by 3, the creature gains resistance to one type of damage that isn’t psychic, radiant or necrotic, the creature gains a plus 1 to either ranged attack rolls, melee attack rolls or spell attack rolls. You can only attempt the operation on a creature once and if it fails you can’t try it on that creature again until you level up. A creature can only have one upgrade at a time.
Enchanted armour grafting
At 15th level you can integrate magic armour into your prosthetics. When making a prosthetic limb you can use the arm or leg parts of a magical set of armour as the base for your prosthetic. If the armour doesn’t fully cover certain areas like for example the hands or inner elbow, you will need to use the parts of a different set of armour to replace that bit. The limb grants the benefits of the armour but only if you use the entire arm/leg piece, you cant just take the shoulder pad off some demon armour, slap it on some adamantine armour and go chat with the demogorgan. If it isn’t armour but instead a ring or bracelet or something, you can attach the item to a piece of limb armour and still get its effects. If the item is actually two items that have to go on two different parts of the body like ogre gauntlets, you only need the parts that go on one arm. If the magic item is one of your infusions the limb is treated as if it was still the type of infusion it was before in terms of the rules for how many you can have at a time. You cant have more than one magic item on this prosthetic.
Comments