Artificer
Base Class: Artificer

Normal Artificers like making gadgets tools potions things like that a constructor learned the Art of infusing there bodies with inventions to empower them. a Self-forged Magic user that uses a Assortment of Attached Spell armaments as a reminder of who they were before Forgoing there body with powerful enhancements and controlling a Steam powered Powerful Construct. The Grand Constructor Forges there own body with Experimental Technology onto there own bodies to Create Spell Effects for the constructor. Using Special Technology they developed there able to Turn Corpses into Arcane Steam Thralls that Aid the Constructor and its allies in Battle.

Bone Regalia

3rd-level Grand Constructor feature

Starting at 3ed level You gain proficiency with weaver's tools. and you learn to attach bones to your robes to and make Armor out of it with the arcane Power imbued in your bone armor Gauntlets Greeves and Pauldrens over Robes or Clothing you gain the following benefits:

  • Arcane Armor- When you aren't wearing arm other then your bone armor, your AC is 12 + your Constitution and Intelligence modifier. You can use your bone armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  • Vigor of Undeath-The power of your bone Armor imbues you with undead might wile wearing the armor you gain 1 Hit point Per level in this class to you and your Construct And your undead minions.
  • Might of the Damned-you can use any undead you summon or your construct as a Spellcasting focus as long as there within 150 feet of you 

Construct Formulas

 

3rd-level Grand Constructor feature

Starting at 3rd level, you gain amazing insights into spell effects beyond the reach of most artificers. you gain the spells of a cleric and wizard. This class’s spells become part of your Formula spell list.

When you change your list of prepared artificer spells after a long rest, you can prepare an additional 1st-level spell. This spell must be from your Formula spell list. When you reach certain levels in this class, you increase the number of Breakthrough spells that you can prepare. You can prepare two additional 2nd-level spells at 5th level, an additional 3rd-level spells at 9th level, an additional 4th-level spells at 13th level, and an additional 5th-level spells at 17th level. These prepared spells don’t count against the number of artificer spells you prepare.

When you cast a spell you’ve prepared using this feature, it’s considered to be an artificer spell for you, and Intelligence is your spellcasting ability for it. When you swap a prepared Breakthrough spell for a new spell, you lose any ongoing benefits from having cast it (such as a steed summoned by find steed).

Construct Creation

3rd-level Grand Constructor feature

Your tinkering and study has borne you a faithful companion, a Living Construct. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the construct stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance your choice has no effect on its game statistics.

In combat, the Construct shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your Herbalism kit as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Living Construct returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new Construct if you have your Herbalism kit with you. If you already have a Living Construct from this feature, the first one immediately perishes. The defender also perishes if you die.

Liveing Construct

Armor Class 16 (natural armor)

Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)

Speed 40 ft.

STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
(−2)
WIS
10 (+0)
CHA
6 (−2)

Saving Throws Dex +1 plus PB, Con +2 plus PB

Skills Athletics +2 plus PB, Perception +0 plus PB × 2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10 + (PB × 2)

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Vigilant. The defender can’t be surprised.

Actions

Dark Slash Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB Necrotic damage.

Light Arrow Ranged Weapon Attack: your spell attack modifier to hit, Range 150/600 ft., one target you can see. Hit: 1d8 + PB Radiant damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than 

Construct Graphing

At 3ed level Threw Research you learn to attach several types of magic devices to your construct you may Attach 1 Head 1 Arm 1 Body 1 Leg and the remaining to be misc. attachments
you Gain 3 attachments when you gain this feature and Gain the Attachment Limit increases at Lev 6th,10th,14th and 18th level you may Swap the Enhancements out during a Short Rest

Anti-elemental armor-body

Anti-elemental armor-body enhancement (requires lev 6)
Reduce the damage of an element of Fire Lighting Cold or Force damage by half (construct Gains Resistance of said element)

Cost+1100 gp+ Glass Orb

Anti-grav boots-Leg

Anti-grav boots-Leg Enhancement (Require level 8)
Gives construct the ability to levitate a few inches off the ground granting flight equal to half of the constructs movement speed

Aura-Body

Aura-Body Enhancement (requires lev 10)
the Aura gives off a barrier to all ally's by the Artificers level+ intelligence modifier in temp hit points

Biometric Scanner-head

Biometric Scanner-head enhancement(requires lev 14)
Able to Scan the area for magic items 

Cost: 1500 GP+Scroll of Locate magic item

Blade Up-arm

Blade Up-arm Enhancement
Add +2 to Attack rolls and Damage to Melee Attacks

Buster Up-Arm

Buster Up-Arm Enhancement
Add +2 to attack rolls and Damage to ranged attacks

Defensive Matrix-Body

Defensive Matrix-Body enhancement
Add +2 AC to the construct

Cost: 40gp+ Breastplate

Elemental Shuffler-Misc.

Elemental Shuffler-Misc. Enhancement
Allows you to Switch the Elements of damage (must be declared in advance) to another element the weapon damage stays that element for 1 attack Benefits the construct only

Enhance attack-Misc

Enhance attack-Misc. Enhancement (requires Lev 5)
gives +1 to every party members damage rolls within 15 feet

Enhance Defense-Misc

Enhance Defense-Misc. Enchantment
Gives+1 to every party members AC Must be within 15 feet

Heart arrow-Arm

Heart arrow-Arm Enhancement (requires lev 10)
Replaces Light strike with Heart strike healing the target for 2d6+proficentcy 

Cost:5 healing potions

Heart aura-Body

Heart aura-Body enhancement (requires lev 6)
the construct gives off a aura that heals minor wounds healing 2d6+profiecentcy

Muti-strike Protocol-Arm

Muti-strike Protocol-Arm Enhancement (requires lev 15)
Allows construct to attack 1 extra time

Nigh eyes-Head

Nigh eyes-Head enhancement
your construct gains the ability to see in darkness (non magical)

Overclock Protocol-Misc

Overclock Protocol-Misc. Enhancement 
Grants Haste twice per long rest to 1 party member (including self) to 1 party member without exhaustion

Regenerator Alpha

Regenerator Alpha-Head enhancement
at the end of your turn the construct restores 1d4 Damage

Regenerator Beta-head

Regenerator Beta-head enhancement (requires Lev 10)
At the end of your turn the construct restores 2d4 Damage

Cost-100 GP to make

Shield Arm-Arm

Shield Arm-Arm Enhancement
Adds +2 to Ac and +1 to spell saves Does not stack with Defense Matrix

Shoulder Mounted Cannon-Body

Shoulder Mounted Cannon-Body enhancement (requires lev 6)
Adds the Shoulder blaster Action to constructs Attack List Replacing Light shot doing 2d8+proficency Force damage

Speed Enhance alpha-leg

Speed Enhance alpha-leg Enhancement Adds 10 feet to constructs movement

Speed enhance Beta-Legs

Speed enhance Beta-Leg Enhancement adds 20 feet to constructs movement

Tesla Arc-Body

Tesla Arc-Body enhancement (requires lev 6)
the Construct Emits an Aura Dealing 1d6 Lighting damage in a 15 foot Aura around the construct

Titanium boots-Leg

Titanium boots-Leg Enhancement 
Grants the ability to not be knocked prone but Gains venerability to Lighting damage and reduce constructs movement by 10 feet

Living Runic Tools

5th-level Grand Constructor feature

You Learn to Make a Living Runic Blaster shield and and will Gain the following benefits

  • Runic Arm Blaster: Add 2d8 to your Spell casts for your breakthrough or Artificer spells the runic blaster Latches into your arm and cant be removed against your will 
  • Runic Shield Resonator: You gain a +2 to your Armor Class Level You Cannot use Shields wile this is Equipped but Gain a Expertise in medicine in Medicine Cannot be removed against your will

After being Fitted for the runic blaster and shield you must wait 1d6+2 long rests to safely remove it from your body you may use a Wand Firearm staff or Rod with the Living runic weapons other Weapons will interfere with casting

 

 

Undeath Adeptation

9th-level Grand Constructor feature

  • At 9th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

    Whenever you create an undead using a necromancy spell, it has additional benefits:

    • The creature’s hit point maximum is increased by an amount equal to your Artificer level.
    • The creature adds your proficiency bonus to its weapon damage rolls.
    • Sacrificing Creatures Made by Animate Dead Empowers construct by 1d8 up to a 4d8 until the next Long Rest

Living Construct Mastery

15th-level Grand Constructor feature

Your Liveing Runic Tools and Liveing Construct get Stronger in the following ways

  • You Gain Living Runic boots Increasing your flying by 15 feet
  • Your Construct gains a +2 bonus to Armor Class.
  • Whenever your Construct uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier
  • Your Construct may Attack Twice instead of once using actions in its Attacks Block

Previous Versions

Name Date Modified Views Adds Version Actions
5/3/2022 2:00:02 AM
119
11
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes