Artificer
Base Class: Artificer

The Enhanced are those who have broken the barriers between man and machine, incorporating arcane technology into themselves and others to achieve what the ordinary body cannot do. Inventors, visionaries, and mad scientists, improved, use arcane science to fuel their abilities, drawing on the inventions they install as part of the improvements that create their new form. The arcane technology used by the Enhanced can be used to protect allies from harm, break through enemy ranks with merciless optical lasers, and steal secrets directly from the minds of those they touch.

Enhanced Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augmented Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Augumented Spells
 
Spell Level Spells
1st zephyr strikelongstrider
2nd nystul's magic auramisty step
3rd hastepulse wave
4th fabricatedeath ward
5th skill empowermentsteel wind strike

 

Arcane Implants

At 3rd level you first begin to combine your flesh with steel. Your unarmed strikes deal 1d6 bludgeoning damage and you can use intelligence for their attack and damage rolls. You can apply an infusion to your unarmed strikes as if they are a simple weapon.

In addition to this you also gain access to a list of experimental infusions called Augments. These infusions are applied to your own body rather than an item, and your body can support up to 4 of these infusions at once.

At 5th, 9th, 13th and 17th level you gain a new Augment infusion slot which can be used to apply any Augment infusion to yourself.

Like standard infusions, the Augments can be changed at the end of a long rest

Also at 3rd level you learn to empower your Augments beyond their normal capabilities. You have a pool of Overdrive points equal to your proficiency bonus, which can be used to activate the Overdrive of any Augments you have installed. You regain all lost Overdrive points at the end of a long rest.

Actuated Appendages

For you mind IS matter. You can use your intelligence score instead of strength for strength checks and saves. Once per turn when you hit an enemy with an unarmed strike you can attempt to shove or grapple them as part of the same action.

As a bonus action spend a point to give yourself advantage on strength checks and saving throws for 1 minute.

Adreanline Booster

After defeating an enemy you can use your adrenaline to heal yourself 2d6 hit points

You can spend one overdrive point, as a bonus action to heal after hitting enemy instead.

Armaments Incorporated

Over the course of 1 hour, which can be during a short or long rest, you build a melee weapon into your arm which can be extended or collapsed into your arm as a bonus action. Once incorporated the weapon cannot be disarmed from you, you are proficient with the melee weapon and can use your intelligence for attack and damage rolls with the weapon.

As a bonus action spend one Overdrive point to charge your weapon with electrical energy. Attacks with this weapon deal an extra 1d4 lightning damage for 1 minute.

Artficers Aegis

You gain a +2 bonus to your AC and you can't be forced prone.

As a reaction spend a point to summon a dome around you and any creatures within 5ft. The dome prevents any creatures, objects or spells from passing through either side until the dome ends at the start of your next turn.

Biomonitor

After having hit points reduced to half your maximum, you can instantly regain 2d4 hit points. You can't use it until a long rest.

You can spend one overdrive point to regain additional hit points equal to your proficiency bonus.

Bioplastic Blood Vessels

On each of your turn, you regain 1d4 hit points.

You can spend one overdive point, as a free action, to regain additional hit points equal to your proficiency bonus

Blood Filter

You have a resistance to poison damage, regardless of how it gets into your body

You can use an overdrive point, as a reaction, to get an immunity instead.

Blood Pump

You have a limited well of health that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain Hit Points equal to 1d6 + your Artificer level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.

You can spend one overdrive point to regain 2d6+your Artificer level instead

Gill Implant

This arcane augment allows you to breathe underwater and gives you 30 feet of swimming speed.

You can spend one overdrive point, as a bonus action, to get 120 feet of swimming speed for one turn

Grapplers Hook

As an action choose a point within 30ft in line of sight and fire your Grapplers Hook at it. You move towards the point in a straight line so long as your path towards the point remains uninterrupted. If you are within 5ft of a willing small or smaller creature, you can grab ahold of them and bring them along with you.

Spend a point to target a creature within 30ft with your Grapplers Hook and pull it up to 30ft towards you. Unwilling creatures can make a strength save against your spell save DC to avoid being moved.

Hidden Crossbow

Fit a ranged weapon to your arm which deals d6 piercing damage and has the ammunition property and a range of 60/180. You can use intelligence instead of dexterity for attack and damage rolls with this weapon.

As a bonus action load an explosive bolt into your gauntlet. The next time you hit a creature with this weapon in addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it take an extra 1d4 lightning damage.

Internal Archive

You have an advantage on all history, religion, arcana, and nature checks

You can spend one overdrive point to succeed automatically

Limbic System Enhancement

While having this augment, having 19 on dice, making attack roll, it counts as a critical hit for you.

When you roll 18 on your dice you can spend one overdrive point to make a critical hit as well.

Mecha-Metaboliser

You gain immunity to disease and the poisoned condition, and resistance to poison damage.

Run maintenance on yourself as a bonus action, healing yourself for 1d8 per point spent. You can spend a number of points equal to 1/4 your artificer level rounded up.

Microgenerator

When you get your hit points reduced to less than half your maximum, every enemy within 5 feet around you has to make a constitution saving throw and take 3d4 lightning damage on failure, or half as much on success

You can spend one overdrive point to deal additional lightning damage equal to your proficiency bonus

Nasal Filters

You gain a resistance to poison damage providing it is inhaled

You can use an overdrive point, as a reaction, to get immunity to poison instead, for one turn

Neo Fiber

You get +1 to your AC and +2 to any dexterity-based checks.

You can spend one overdrive point to take a dodge action as a bonus action

Occulus Magnifica

By installing a monocular eye you can see objects from afar, viewing small details within 250ft and general objects up to 600ft.

As an action you can spend a point and gain 120ft magical darkvision for 10 minutes.

Optical Camouflage

You get an advantage on stealth checks.

By using one overdrive point you can become completely invisible for six second.

Pocket Flamer

You are resistant to cold and you learn the produce flame cantrip as an artificer cantrip. The cantrip is cast from the flamer itself and does not count against your total cantrips.

As an action blast a gout of flame in a 15ft cone infront of you. Creatures in this cone must make a dexterity save against your spell save DC and take 2d8 per point spent on a failed save, or half as much on a success. You can spend a number of points equal to 1/4 your artificer level rounded up.

Power-Assisted Prowlers

Your movement speed increases by 15ft and your jump distance and height are doubled.

Spend a point to dash as a bonus action, and for the rest of your turn your jump height/distance are further doubled.

Second Heart

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

As a reaction you can spend one overdrive point to make an additional melee attack, or cast a cantrip

Spatial Dislocator

Through technology you master movement. Gain a flight speed and swim speed of 30ft.

As a bonus action spend a point to become ethereal until the end of your turn.

Synaptic Accelerator

You can use a bonus action whenever you are detected by enemy creature

By spending one overdrive point you can make an action instead

Syntetic Lungs

With this you can take two bonus actions on your turn.

By spending one overdrive point you can do two actions as well.

Visual Cortex Support

When making critical attack you can roll three weapon damage dice instead of two

You can use a bonus action to spend an overdrive point and add your proficiency bonus to the damage of your critical attack.

Vocal Mixer

You can perfectly record, playback and mimic any voice you hear, as well as shift the pitch and volume of your voice.

Spend a point as an action to gain advantage on charisma checks for one minute.

Wired Nerves

Add your intelligence modifier to initiative checks, and you cannot be surprised.

Once per round spend one point to take an additional reaction.

Wrist Wand

Install a spell focus into your arm which you can use to cast artificer spells. Also you learn one additional cantrip from the artificer spell list, which you may only cast with this focus.

You may spend one Overdrive point to cast your additional cantrip as a bonus action.

Enhanced Abilities

At 5th level you can enhance on of your ability scores with additional augment, by 2.

Adamant Bones: You get +2 to strength score, and maximum strength score. Also you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Microrotors: You get +2 to dexterity score, and maximum dexterity score. Also your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Bionic Lungs: You get +2 to constitution score, and maximum constitution score. Also you get resistance to necrotic damage.

Intelligence Boost: You get +2 to intelligence score, and maximum intelligence score. Also you can cast any artificer, wizard, or blood hunter cantrip as a bonus action.

Mind Core: You get +2 to wisdom score, and maximum wisdom score. Also you gain resistance to psychic damage.

Arcane Soul: You get +2 to charisma score, and maximum charisma score. Also you gain additional spell from sorcerer spell list.

Self Sustained

Staring at 9th level magic fully suffuses your body, you no longer need to eat, drink or sleep.

 

Catalytic Conversion

At 15th level you can as a Bonus Action on Your Turn expend one spell slot and gain a number of Overdrive points equal to the slot's level.

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