Base Class: Artificer
An Artificer who has a perfect understanding of not only machines but also of biological materials. Wielding the ability to fuse inorganic and organic materials, nobody has seen one in hundreds of years, however legends say they are considered to be the most powerful kind of artificer. Almost never seen working, next to nothing is known about how they fuse organic and inorganic material so seamlessly.
Arcane Fusion
At 3rd level you gain access to a weapon fused with your arm. this weapon can be either; a hand crossbow, a pistol or a long/shortsword, attacking with any of these weapons can be used as an attack action or a bonus action. it appears as though the weapon is made of liquid and runs down the character's arm into their hand forming a weapon.
For usage on the weapon you chose just add it to your inventory and use it that way.
At 12th level you gain the ability to choose a weapon for the other arm, the options are: a Double-Bladed Scimitar, an Automatic Pistol, a Shotgun, a Hunting Rifle, or a Flame Tongue Longsword
you can also replace the chosen weapon on the first arm with one from the second table. You cannot have two of the same weapon.
Eldritch Cannon
Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
| Eldritch Cannon | |
|---|---|
| Cannon | Activation |
| Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
| Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
| Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 3d8 + your Intelligence modifier (minimum of +1). |
Arcane Firearm
At 5th level, one of your arms gains runes along its entirety becoming a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
Biotech Enhancement
at 9th level your limbs become stronger and more resilient resulting in increases to your strength score, dexterity score and your armor class. you also gain 20 temporary hit points once per long rest
your strength and dexterity increase by 2, and your armor class increases by 3.
Fortified Position
By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:
- You and your allies have half cover while within 15 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
- You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
- You give each of the cannons different functions from this table
Eldritch Cannon Cannon Activation Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 4d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 4d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 3d8 + your Intelligence modifier (minimum of +1).
Biotech Armor
At 15th level you have become very resilient because of your enhancements and because of this you gain all of the bonuses below. instead of donning the armor, it is always active, however when you choose you can make the armor visible covering your features entirely, it's natural state is invisible. (imagine the visible state of the armor yourself) instead of decreasing any of your stats it increases some of them. once you gain this feat your armor class increases by 5, and both your athletics and acrobatics by 4. you also gain advantage on all stealth rolls due to the camouflaging properties of the armor.
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