Artificer
Base Class: Artificer

Augmenters are artificers who specialize in the art of biomechanical augmentation; a path which requires determination and a skewed sense of morality, for these artificers do not merely tinker with gadgets but with living bodies. Using specially designed magical augments, they replace limbs and vital organs with gears, cables and pistons, all in the name of furthering the abilities of mortalkind. For some, this process changes them in ways they couldn’t have predicted; becoming more machine than humanoid.

Biomechanical Arm

Beginning when you choose this specialization at 3rd level, you’ve begun your bodily experimentation, creating a biomechanical arm. You gain one Biomechanical Arm option of your choice, from the list below. Each option counts as a magical weapon for the purpose of overcoming resistance and immunity to non-magical attacks and damage, and uses your Intelligence modifier, instead of Dexterity or Strength, for its attack and damage rolls. As part of a long rest, provided you have a set of Tinker's tools, you can change the form of your Biomechanical Arm to a different one.

Gripclaw Launcher

A harpoon-like device has been embedded into your Biomechanical Arm. It counts as a simple ranged weapon with a normal range of 20 feet and no long range, and deals 1d6 piercing damage on a successful hit. In addition, when you hit a creature with this weapon you can force it to make a Strength (Athletics) check against your spell save DC. On a failed check, a creature is pulled to within 5 feet of you. If the target of the attack is an object no greater than Small in size that isn’t being worn or carried, it is immediately pulled to you, without requiring a check.

Integrated Focus

An arcane focus has been embedded in your Biomechanical Arm. It functions as a spellcasting focus for your artificer spells and counts as a simple ranged weapon with a normal range of 60 feet and a long range of 120 feet. It deals 1d6 force damage on a successful hit. In addition, once per turn when you cast an artificer spell of 1st level or higher while using it as your arcane focus, you can add your Intelligence modifier to the spell’s damage.

Pneumatic Fists

Your fists have been reinforced and magically empowered. They count as simple melee weapons and deal 1d8 bludgeoning damage on a successful hit. In addition, once per turn when you hit a creature with your Pneumatic Fists, you can attempt to grapple it as part of the attack.

Retractable Blade

A special concealed blade has been embedded in your Biomechanical Arm. It counts as a simple melee weapon and deals 2d4 slashing damage on a successful hit. In addition, you score a critical hit with this weapon on a 19-20.

Augmenter Spells

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

Augmenter Spells
Artificer Level Spell

3rd

false life, thunderwave

5th

aid, heat metal

9th

lightning bolt, tongues

13th

arcane eye, death ward

17th

legend lore, telepathic bond

Advanced Augments

Also at 3rd level, you’ve supplemented your Biomechanical Arm with other bodily augments. You gain three augments of your choice, chosen from the list below. You gain two additional augments of your choice at 5th, 9th, and 15th level.

Adamantine-Fused Skeleton

Any critical hit scored against you becomes a normal hit. In addition, any bludgeoning, piercing or slashing damage you take is reduced by an amount equal to your proficiency bonus.

Aquatic Adaptation

You gain a swimming speed equal to your walking speed and can breathe underwater.

Arcane Core

Whenever you cast an artificer spell of 1st level or higher, you gain a number of temporary hit points equal to your Intelligence modifier + the spell’s level.

Bionic Mind

You have resistance to psychic damage and you are immune to having your thoughts read. In addition, a creature cannot speak to you telepathically unless you allow it.

Cerebral Scanner

You gain 15 feet of blindsight.

Electric Nervespike

You have advantage on saving throws to resist being incapacitated, stunned or paralyzed.

Fine-tuned Joints

You can take the Dash or Disengage actions as a bonus action.

Heavyweight Bracers

You gain proficiency in the Strength (Athletics) skill. Your carrying capacity is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Medical Pump

Whenever you regain hit points, you regain additional hit points equal to your Intelligence modifier. In addition, your hit point maximum cannot be lowered.

Ocular Lenses

You gain proficiency in the Wisdom (Perception) and Intelligence (Investigation) skills. In addition, you gain 120 feet of darkvision. If you already have darkvision, its range is instead increased by 60 feet.

Padded Fittings

You gain proficiency in the Dexterity (Stealth) skill. In addition, whenever you take [Tooltip Not Found], you can use your reaction to reduce the amount you take by an amount equal to three times your artificer level.

Reinforced Exoskin

When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Spiderwalk Attachments

You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Steel Tendons

You have advantage on saving throws made to resist being knocked prone, grappled or restrained.

Vital Purifier

You are immune to poison damage and the poisoned condition.

Vocal Mixer

You gain proficiency in the Charisma (Deception) and Charisma (Persuasion) skills. You can perfectly mimic any sounds you have heard, such as a person’s voice or the caw of a raven. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your artificer spell save DC.

Extra Attack

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Mechanized Vitality

At 9th level, your body is more synthetic than organic. You no longer need to eat, drink or sleep, and are immune to disease. To gain the benefits of a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Biomechanical Perfection

At 15th level, you’ve perfected your first augment. The options for your Biomechanical Arm improve in the following ways:

Accelerated Pistons (Pneumatic Fists)

After using your action to attack with your Pneumatic Fists, you can make another attack as a bonus action.

Boosted Coil (Gripclaw Launcher)

As a bonus action, you can empower your Gripclaw Launcher until the end of your turn. For the duration, its range increases to 30 feet and all Strength (Athletics) checks made to avoid being pulled by the Gripclaw Launcher are made at disadvantage.

Honed Edge (Retractable Blade)

Once per turn when you make an attack with your Retractable Blade, you can choose to make it with advantage.

Mechanized Casting (Integrated Focus)

After using your action to make an attack with your Integrated Focus, you can cast an artificer cantrip as a bonus action. The cantrip must have a casting time of 1 action.

Augmenter Image

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