Base Class: Artificer
An artificer who chooses to follow the path of construct's revenge dedicates their essence to the very soul of the craft. This allows them to gain great power, but they become equally as vulnerable. They gain access to the warlock spell list as they sell their existence to the god of the craft in exchange for their power. All sacrifices are permanent.
Revenge's Build
Revenge's Build allows for the construction of an extremely powerful weapon, armor, or companion at a high price. A second build is available at level 9. To make any construct from Revenge's Build the player must make sacrifices. You can get an additional item at level 9.
Weaponry. For every 1d6 or 1d8 damage that the weapon deals (dealt in either bludgeoning or slashing [ranged deals piercing]) the character PERMANENTLY loses 1d4 (or 3) 1d6 (or 5) hp, respectively. Ranged weaponry has a base range of 30/90 and goes to 100/300, 200/400, and 300/600 for each permanent hp loss. The weapon can deal damage magically for another 1d6 (or 5) hp sacrifice. The damage type can also be changed to another for another 1d4 (or 3) hp sacrifice. To add multiple attacks to the created weaponry, the player must give an extra 1d3 (or 2) for each extra attack per action. This weaponry will also return to the player after each long rest. The ranged weapons have no need for ammunition. The design is chosen by the player.
Armor. The player has the choice to create armor. The base AC for this armor is 3. The player must sacrifice hp to increase the AC at a 1:1 scale. After the AC reaches 11 the hp sacrifice increases to two points per AC point. After AC reaches 20 the price increases to 9:2. The armor at this point gives stealth disadvantage as well as being medium armor. To remove the stealth disadvantage, the player must sacrifice a point in dexterity. Two more points may be sacrificed to give stealth advantage. 2 points in strength and/or constitution must be sacrificed to make the armor heavy armor. To make the armor light armor, 2 points in dexterity and/or constitution must be sacrificed. To add the player's dexterity modifier to the armor (capping at 2), the player has to sacrifice 2 points in intelligence and/or wisdom. To remove the cap, the player must pay an extra 2 points in intelligence and/or wisdom.
Companion. To build a companion, the player must sacrifice any amount of d6s (or 5s) of hp. For each d6 (or 5) sacrificed, the companion gets 1d4 of hp as well as an attack of 1d6 slashing damage as a melee attack. To add a ranged attack, the player must sacrifice an extra 1d4 hp, it deals the 1d6 piercing damage as the melee and has a range of 100/300. The companion's AC is equal to 10+every extra point of hp sacrificed to increase AC. The speed of the companion is 30 and can be increased by 5 per each extra 1d2 of hp sacrificed for speed. This speed is applied to walking, climbing, and swimming. To add an extra form of movement, the player must sacrifice (1d2)x2 hp per extra form of movement. The companion has a 12 in each stat, which can be increased by a sacrifice of your own stats, every 1 point of a stat sacrificed allows for 2 points increase. The companion can gain resistances with each extra 1d6 (or 5) hp sacrificed for resistances. When the companion dies, it can only be resurrected by a one-day ritual, this can not be part of a long rest. The design of the companion is chosen by the player, but must be of the same size as the player but can be changed to other sizes for metal worth 5 gp for one size away, 20 gp worth of metal for two sizes away, and 25 for each additional size after 2 away.
Cybernetic Attachment
Cybernetic attachments require a sacrifice of both humanity and pieces of the body. They also make you vulnerable for a frame of time, as it takes two days to attach one attachment, one day to remove the human piece, and one to replace it. It also requires metals to make the cybernetic piece. Some pieces are later in the descriptions, others can be requested by players when talking to their dms. The design of all of these are up to the player's decision as long as it doesn't change the character's size. (All cybernetic attachments can be upgraded later by extra metals, equating for what was left from the original installation, but with having to take the negative effects again until the full reinstallation of the second installation). Two may be taken at 5th level, but can be built at a later time instead of immediately.
Cyberoptics. Cyneroptics require the player's eyes as well as metals that equate to 100 gp, coins can be melted down to perform this as well. After the first day of installing the cyberoptics, the player will be blinded. After the second day, the player will be able to see again. They will also have advantage on perception checks, proficiency (or expertise if already proficiant), be unable to get blinded by any means, and have darkvision of 120 feet for both magical and non-magical darkness. If 100 pp worth of metal is used, the player will also gain truesight.
Vibro-Shatterbox. The vibro-shatterbox requires the player's voice box as well as metals that equate to 100 gp. After the first day of installation, the player will be unable to talk and will automatically fail any checks relating to charisma. After the second day, the player will no longer be mute or automatically fail checks relating to charisma. They will also have advantage on all charisma checks as well as proficiency in all skills related to charisma (expertise for those that are already proficient). The player will also have a new attack called "glassbreak scream" that is in 30 foot radius sphere around the character. All creatures in the sphere will have to make a DC 15 constitution save or take 2d8 force damage on a fail or half as much on a success. All glass within range will shatter, the shards dealing 1d4 per glass pane (with a 13 to hit) if they hit a creature. If the metal is worth 200 gp, the glass break scream can also push creatures back to the edge of the sphere or in toward the player, on the player's choice.
Mechanical arms. Mechanical arms require the player's arms as well as metals equating to 100 gp. After the first day of installing mechanical arms, any actions that would regularly require arms automatically fail. After the second, they will no longer automatically fail. Mechanical arms make unarmed strikes, dealt by hands or arms, deal 1d4+(current damage for unarmed strikes) and deals the damage type that the character would normally deal for unarmed strikes. Mechanical arms also give advantage on strength checks. They also give proficiency in all skills related to strength (expertise for those that are already proficient). Mechanical arms allow for a size increase when determining what the player can push, pull, or otherwise (NOT CARRYING) move objects. If the metal is worth 500 gp, the arms also allow for two extra attacks per turn, and for every extra 100 past this an extra attack is added. With a maximum of 4 extra attacks.
Steampunk wings. Steampunk wings require the player's back as well as metal worth 100 gp. After the first day of installation, the player is paralyzed. After the second day, the player will no longer be paralyzed. The steampunk wings will also add 50 flying speed. The player will also gain advantage on all attacks made while flying. They will also give a divebomb attack that allow for an addition of 2d4 to a melee attack made while flying. This requires the target to be in the 50 foot range, but if there is extra flight movement after the melee attack hits, the player may keep flying away. If the metal is worth 300 gp, the wings also have a burst of speed that increases flight speed to 150 once per day.
Hydrolic legs. Hydrolic legs require the player's legs as well as metals equating to 100 gp. After the first day of installation, the player is forced prone and unable to stand up. After the second day, the player is able to stand up. Hydrolic legs make unarmed strikes, dealt by feet or legs, deal 1d4+(current damage for unarmed strikes) and deals the damage type that the character would normally deal for unarmed strikes. Hydrolic legs also increase walking, crawling, swimming, and climbing speeds by 30. Hydrolic legs also give advantage on dexterity checks. They also give proficiency in all skills related to dexterity (expertise for those that are already proficient). If the metal is worth 1,000 gp, there is no more carrying capacity limit for the player.
Nano-Tech
Nano-tech allows for access to small spaces, constrictive power, remote workings, and the construction of extremely small items. Only one of the following can be used, the choice must be made at level up and CANNOT be changed later.
Nano-droids. Nano droids a tiny, functional, mind-powered robots that the player controls (more than one can be made and used at a time, the limits are 3 for 9th level with it increasing by two droids for each level). To make a nano droid the player must use 5 gp worth of metals. The droid has an AC of 18, an hp of 35, and is tiny with a minimum size of 2 cubic inches. The player can cast spells through the nano droid as if it were the player; however, they cannot be verbal, as the nano droids cannot speak. The player can also make attacks using the nano droids that have a +5 to hit and deal 2d4 force damage. They can also move objects up to 10x their size. They have a movement speed of 50. The player can see through nano droids as if they were a part of the player. The nano droids can also make any action that the player would normally be able to make in the situation the nano droids are in, as they are an extension of the player. Note: when nano droids make any action, the player takes 1d4 (or 2) psychic damage.
Nano-equipment. The player may instead choose the ability to make nano equipment. Nano equipment allows for being able to weaponize anything, as the player can attach the nano equipment to any object. This also allows for adding magical effects to things that didn't originally have the effect of the item tied to that magical effect or even increasing the AC of objects. To make nano equipment, the player must have the item they want to make into nano equipment and work for 2 days uninterrupted on it. During this time, the player has the incapacitated condition. Once nano equipment is attached to an object, it can be removed, but upon removal, it is destroyed. This may be used up to three times at a time, after which the earlier nano-items are destroyed (If the nano-item is magical it takes up 2 items instead of 1).
True Vengeance
True Vengence allows for increased physical and mental ability through major modification of the body. When an artificer reaches this point, they must pay their livelihood to gain this power. The player will no longer be considered as a fully alive being, but as a construct, like a warforged or other "living" constructs, this also causes a permanent loss of 2d6 (or 7) hp due to psychological damages of never being themselves again. True Vengence allows for 2 extra attacks to be made per turn. The player also gains advantage on all ability and skill checks and saving throws.
Previous Versions
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7/30/2022 8:02:03 PM
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