Artificer
Base Class: Artificer

Your knowledge of the inner workings of technology has allowed you to create simple technological constructs with ease, hack into private networks and closed circuits easier than people who have trained their entire life. Upon gaining this subclass, gain Proficiency in all Intelligence based skills as well as gaining Expertise in the abilities you already had proficiency in. Additionally, you have advantage against technology in a closed system with spells or making simple technology.

Ingenious Crafting

Beginning at level one, you can craft one of following as an action: a crude bomb, a simple virus, or a small device, simple in complexity. at higher levels, given enough resources, you can create more and more complex objects. The amount of items you create is equal to your Proficiency Bonus +1. Higher levels use charges equal to their quality and power Below are the descriptions of the objects you can make

Crude Bomb- You create a bomb the size of your hand. Range of 30 ft, Diameter of 10 ft. All targets in the area must make a DC 10 Dexterity Saving throw. On a fail, all affected creatures take 1d6+2 damage of an element of your choosing (Acid, Cold, Fire, Lighting, Poison, or Thunder)

At higher levels, you can create a more powerful bomb given the resources, which gives you an additional damage die per power level of the bomb

 

Simple Virus- you create a simple computer virus. Affecting any target you see within 30ft. The target must make a DC 13 Intelligence saving throw or the target will be imposed with disadvantage on their next attack roll

At higher levels, you can create a more potent virus, infecting an additional one person per power level of the virus (minimum of one)

 

Small Device- You create a device the size of your palm that can stun, shock, or launch a small ballistic object. You may choose up to one target (+1 per level of power) to stun, stunning a target requires them to fail a DC 13 Dexterity Saving throw, on a failed save, they become stunned, or be stunned until the end of their next turn. You may choose up to one target (+1 per level of power), the target needs to make a DC 13 Constitution saving throw or have Disadvantage on attack rolls until the end of their next turn

At higher levels , you can increase the potential of these devices, increasing the DC of the Saving throws by 1 per level

Security Intel

You learn the Scrying Eye spell. You can cast this spell without expending a spell slot once with this feature, you cannot use this feature like this again until you have completed a long rest

Unrivaled Intellect

 

 

 

Kill Switch- Your knowledge of how to destroy technology has grown larger, allowing you to cause as much damage as you can. Any Device you Disrupt goes haywire and damages any creature in a 10 foot radius, all creatures within radius must make a DC 15 Dexterity saving throw, on a failed save, the creature take 2d8 lightning damage, an additional 1d6 per level of power on the Device, or half as much on a successful save

 

Overload- Your ability to cast spells on modern technology has grown to be proven quite useful, allowing you to cast spells more quickly, as well as your many mistakes that you made along the way, making you more resilient to certain things. You now have the ability to cast Overheat and Remote hack as a bonus action. Additionally, you gain Immunity to lightning damage and resistance to Fire damage

 

Meltdown- Your dealings with a lot of common devices has allowed you to learn how to cause massive damage to devices of all sorts. You deal maximum damage with Overheat to and with devices not being worn or carried by a creature. Additionally, any damage you would to a creature from Overheat is doubled

Kill Switch

Your knowledge of how to destroy technology has grown larger, allowing you to cause as much damage as you can. Any Device you Disrupt goes haywire and damages any creature in a 10 foot radius, all creatures within radius must make a DC 15 Dexterity saving throw, on a failed save, the creature take 2d8 lightning damage, an additional 1d6 per level of power on the Device, or half as much on a successful save

Meltdown

Your dealings with a lot of common devices has allowed you to learn how to cause massive damage to devices of all sorts. You deal maximum damage with Overheat to and with devices not being worn or carried by a creature. Additionally, any damage you would to a creature from Overheat is doubled

Overload

Your ability to cast spells on modern technology has grown to be proven quite useful, allowing you to cast spells more quickly, as well as your many mistakes that you made along the way, making you more resilient to certain things. You now have the ability to cast Overheat and Remote hack as a bonus action. Additionally, you gain Immunity to lightning damage and resistance to Fire damage

 

Hardware

You grow adept in the type technology you use most, allowing you to do more with what you're good at doing. Choose between 1 of three different sub-types of fighting: Hacking, Disruption, or Surveillance

Hacking- You gain advantage on attack rolls or ability checks on Hacking or against being Hacked

 

Disruption- You gain the ability to impose the targets you hit with a melee weapon with disadvantage for their next attack, ability check, or saving throw, whichever comes first

 

Surveillance- The creatures you spot through cameras are now spotted even after leaving line of sight of the camera for 1 round, additionally, you and your allies can see the location of the creature through walls and know one stat of the casters choice for the duration of the effect

Disruption

You gain the ability to impose the targets you hit with a melee weapon with disadvantage for their next attack, ability check, or saving throw, whichever comes first

 

Hacking

You gain advantage on attack rolls or ability checks on Hacking or against being Hacked

Surveillance

The creatures you spot through cameras are now spotted even after leaving line of sight of the camera for 1 round, additionally, you and your allies can see the location of the creature through walls and know one stat of the casters choice for the duration of the effect

Shock Resistant Clothes

Your many encounters with being shocked whilst making devices has led you to believe that you needed clothes to help prevent you from minor inconvenience. You gain resistance to lightning damage

Better Technology

Your aptitude for creating technology has grown and so has your power. You can now make 2 Devices or 2 Bombs or one of each at Tier 2 power or lower. Additionally, your Shock Device now has the ability to affect targets at a range. At higher levels, this feature gives you the ability to make Tier 3 power devices and bombs at 9th level and Tier 4 power devices and bombs at 15th

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