Artificer
Base Class: Artificer

Life tends to manifest into various and mysterious forms. Ever since the moment of Creation, many are those have attempted to comprehend its essence and manipulate the invigorating force that breathes life into the countless beings who tread upon the worlds. Some seek to do so through the study of the arcane arts. Others, through the advancement of science and technology. In some rare occasion, exceptionally bright individuals prove themselves industrious enough to apply both of these methodologies into practical use. Accomplished arcanists as well as trained physicians, these brilliant artificers deploy their magically enhanced, mechanical contraptions in order to cure the sick, heal the wounded and restore life wherein it has been lost. As front line medics, they have invented ways to not only save lives, but also to protect themselves from harm. Their research is never ending, as they study the mortal biology and strive to discover new ways through which it can be enhanced and preserved.

Orb of Assistance

3rd-level Restoration Speciliast feature

At 3rd level, as an action, you can summon an orb of assistance in an unoccupied space within 15 feet of you. Its speed is equal to your walking speed and it can hover for up to 10 feet away from the ground. It has 5 hit points and 12 AC. A use of mending restores the orb to full hit points. Its saving throws are the same as yours. On each of your turns, you can control the orb as a bonus action to move and do one of the following things:

Restore. A creature of your choice within 5 feet of the orb that has less than half of its maximum hit points, regains hit points equal to your artificer level + your Intelligence score. If the orb uses restore on a creature that has not completed a short or long rest since it last received its benefits, the creature must make a DC 5 Constitution saving throw or take lightning damage equal to your artificer level + your Intelligence score. The DC increases by 5 for every subsequent try.

Assist. A creature of your choice within 5 feet of the orb has advantage on its next attack roll or saving throw.

Distract. A creature of your choice within 5 feet of the orb has disadvantage on its next attack roll.

Zap! You can cast your next spell through the orb.

Lightning Pulse

3rd-level Restoration Specialist feature

At 5th level, whenever a creature regains hit points by you or your orb, you or a creature of your choice within 30 feet of you, gains a number of hit points equal to your proficiency bonus. Alternatively, you can choose to damage a creature within 30 feet of you dealing lightning damage equal to your proficiency bonus. At level 15, you restore hit points or deal damage equal to double your proficiency bonus.

Inner Life Force

9th-level Restoration Specialist feature

At 9th level, whenever you restore hit points to a creature you add your proficiency bonus to the amount restored. Additionally, when you deal damage to a creature, you deal an extra number of radiant damage equal to your proficiency bonus.

Heart of Restoration

15th-level Restoration Specilalist feature

Upon reaching 15th level, you can replace the orb of restoration with your own heart. You stop aging, become immune to lightning damage and no longer need food or water to sustain yourself. Additionally, you can hover for up to 10 feet from the ground. You can still use Orb of Assistance as a bonus action, but it is now centered at you. The range of the effects increases to 30 feet. Finally, if you drop to 0 hit points, you can, instead of rolling a death saving throw, overclock the orb within you to regain 5d8 hit points. When you regain hit points this way, you cannot do so again until you complete a long rest.

Restoration Specialist Image

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