Artificer
Base Class: Artificer

A prosthetist is an expert at constructing artificial limbs, and uses their experience to construct extra arms that provide useful functions in combat.

 

Prosthetic Crafter

3rd-level Prosthetist feature

You gain proficiency with weaver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. Also, your talent with precision grants you proficiency with any weapon that deals piercing damage.

If your DM allows it, as a prosthetist you gain the ability to create prosthetic limbs efficiently with basic materials. The downtime required to craft a prosthetic limb is a total of 8 hours, which can be done all at once or spaced out over a longer period of time, and the total cost of the materials required for crafting a prosthetic limb is 20 gp. In order to craft a prosthetic limb in this way, you must use a set weaver's tools during the entire process.

 

Prosthetist Spells

3rd-level Prosthetist feature

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.

Additionally, you learn the mage hand cantrip. If you already know this cantrip, you may choose another cantrip from the artificer spell list to learn.

Prosthetist Spells

Artificer Level Spell

3rd

shield, ensnaring strike

5th

maximilian's earthen grasp, warding bond

9th

phantom steed, spirit guardians

13th

black tentacles, guardian of faith

17th

arcane hand, synaptic static

Superior Prosthetic

3rd-level Prosthetist feature

Your prosthetic tinkering has granted you the ability to construct a unique extra arm. When you finish a long rest, using a set of weaver's tools, you can create one superior prosthetic, which functions as an attachable extra arm. When you create a superior prosthetic, any previous superior prosthetics you made with this feature are immediately destroyed. The superior prosthetic can bear an infusion that doesn’t count towards your maximum infusion count. The superior prosthetic may count as anything feasible for infusions.

The superior prosthetic can be attached to a creature by the creator as an action, removed as an action if the wielder or creator wills it, and can be used in the following ways when attached:

  • It can be used as an additional hand, but can't wield a shield, and can't help wield a two-handed weapon.
  • When attached to small sized creatures it allows them to wield heavy weapons.
  • It grants the wielder proficiency with any weapon you are proficient with.
  • It allows the wielder to use your intelligence modifier when making an attack with a weapon that you or the wielder are proficient with.
  • It can ignore the loading property of crossbows and firearms.
  • It allows the wielder to make an additional object interaction every turn.
  • The wielder can use an item or a set of tools that you or the wielder are proficient with as an action or a bonus action.
  • It can deliver a spell you cast that has a range of touch if it is within 120 feet of you.
 

Extra Arm Attack

5th-level Prosthetist feature

The wielder of your superior prosthetic can attack twice, rather than once, whenever they take the Attack action on their turn. As the creator, if you are the wielder of the superior prosthetic, you can cast one of your cantrips in place of one of those attacks.

 

Prosthetic Multi-Tool

9th-level Prosthetist feature

You've learned how to use your prosthetics and tools with greater efficacy. Any superior prosthetic you make becomes more versatile and now can be used as a set of thieves’ tools or as any set of artisan’s tools that you are proficient with. Furthermore, any check made with the prosthetic multi-tool can be made using your intelligence modifier. 

Additionally as a reaction, after you or an ally wielding the superior prosthetic makes an attack roll, you can use a set of thieves' tools or any set of artisan's tools that you are proficient with to magically enhance the attack to deal an additional 2d8 force damage. You make this decision after you see whether the roll succeeds or fails. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Prosthetic Mastery

15th-level Prosthetist feature

Your mastery with Prosthetics now allows you to create two superior prosthetics after you finish a long rest. Each of your superior prosthetics can bear an infusion that doesn’t count towards your maximum infusion count. The superior prosthetics may count as anything feasible for infusions.

Your superior prosthetics also gain the following improvements:

  • Once per round if one of your superior prosthetics is used to make a reaction, the user of that reaction may regain their reaction.
  • If both superior prosthetics are attached to the same creature, then that creature may make one weapon attack as a bonus action.
  • The extra damage from Prosthetic Multi-Tool increases to 3d8.

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