Base Class: Artificer
There is a great deal of questioning on the validity of War Forged, on whether or not their construction was right or wrong. Some see them as a mistake made during war. Some see them as a blessing, and the proof that anything is possible within the realm of science and magic. And some, see them as the perfect life form to aspire to.
Self Forged are Artificers that decided to become one with their constructs, favoring slowly replacing themselves to become more machine than flesh. Using the 'Battlefist', a weapon that can be as versatile as the Artificer itself. Slowly, the flesh vanishes, replaced by cold and unfeeling machine.
Battlefist Augmentation
Tool Proficiency
When you adopt this specialization at third level, you gain proficiency with Smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Self Forged Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Self Forged Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| 3rd | Armor of Agathys, Inflict Wounds |
| 5th | Blur, Enhance Ability |
| 9th | Lightning Bolt, Spirit Shroud |
| 13th | Dimension Door, Otiluke's Resilient Sphere |
| 17th | Banishing Smite, Conjure Volley |
Battlefist
Beginning at 3rd level, you've replaced a hand with a Battlefist. A Battlefist serves as a functional part of the body, allowing the Artificer to manipulate their tools, acting as a normal hand. It also serves as a weapon, allowing the Artificer to use a variety of abilities as long as they remain connected to it. You may use Intelligence in place of Dexterity of Strength when using the Battlefist, and can use it to do one of the following.
-As a melee weapon, it deals 1d8 plus your intelligence modifier bludgeoning damage. It is considered an unarmed attack that you have proficiency with. This increases to 1d10 damage at level 11.
-As a ranged weapon it has a range of 60/120 feet, it deals 1d6 plus your intelligence modifier Force damage, forcing the target to make a Strength saving throw equal to your spell DC. On a failure, the target is pushed or pulled 10 feet in a direct path to, or away from you. If this would cause them to collide with another object, they take an additional 1d4 bludgeoning damage. This increases to 1d8 at level 11l.
-As a bonus action, you may choose to place a shield around yourself or another creature within 30 feet of you. The shield equals 1d4 plus your intelligence modifier temporary hit points.
The attacks are considered magical for the sake of damage type. Beyond this, the Battlefist acts as a spell focus for Artificer spells, and can have your infusions on, gaining the infusion effect. The number of infusions you may place on the Battlefist is equal to your Proficiency Bonus. You may use an Infusion to augment your Battlefist in one of the following ways.
-Elemental Thrower: Instead of a melee and ranged attack, your attack is instead a 15 foot cone. When you choose this option, choose Poison, Fire, Cold, Acid, or Lightning damage. Creatures within the cone make a Dexterity saving throw (DC equals 8+Proficiency Bonus+Intelligence modifier), on a failed save the target takes 1d8 damage of the chosen type. This damage increases by 1d10 damage at level 11.
-Energy Lance: Instead of a melee or ranged attack, your attack is instead a 30 foot line. When you choose this option, choose Poison, Fire, Cold, Acid, or Lightning damage. Creatures within the line make a Dexterity saving throw (DC equals 8+Proficiency Bonus+Intelligence Modifier), on a failed save the target takes 1d10 of the chosen type. This damage increases by 1d6 damage at level 11.
-Empowered Battle Fist: Your melee attacks instead deal 2d6 bludgeoning damage, and 1d10 force damage for ranged attacks. This damage increases to 2d8 bludgeoning damage for melee, and 1d12 force for ranged attacks at level 11.
-Resisting Matrix: When you shield a target, you may choose to give them Resistance to Fire, Cold, Lightning, Acid, or Lightning damage. The resistance lasts until the start of your next turn. Temporary hit points increase to 1d4+Proficiency Bonus+Intelligence Modifier at level 11.
Leg Augmentation
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Leg Augmentation
Starting at 5th level, you've replace your legs with a mechanical one, further augmenting yourself. When you reach 5th level in this subclass, you may choose one of the following leg augmentations.
Climber's Augment: You gain a Climb Speed equal to half your movement speed. You may use an Infusion to instead make the climb speed equal to your normal movement speed.
Runner's Augment: Your movement Speed is increased by 10. You may use an Infusion to also gain the ability to cast Jump a number of times equal to your Proficiency Bonus without expending a spell slot.
Cleated Augment: You ignore difficult terrain when moving through it. You may use an Infusion to decrease forced movement inflicted on you by 10 feet.
Arcane Overcharge
Starting at 5th level, you're able to overcharge your Battlefist, gaining the ability to boost damage and shielding. Starting at 5th level, when you hit a creature with Battlefist's melee, ranged, Elemental Thrower, Energy Lance, or use the Battlefist bonus action to give Temporary Hitpoints, you may expend a spell slot to roll additional die equal to the spell slot used. The increase is 2d8, plus an additional 1d8 per spell level use, up to a maximum of 5d8 additional force damage or temporary hitpoints. This damage is increased by 1d8 against Constructs.
When dealing damage with the Energy Lance or Elemental Thrower, this damage is only applied to one creature that has failed the saving throw.
Dermal Augment
Starting at 9th level, you've replaced the better part of your flesh with a form of wood and metal, becoming more and more akin to warforged. At 9th level in this subclass, you may choose one of the following traits to augment your character with.
Steel Skin-You've replaced your flesh with a durable, steel like substance that mimics skin, and makes your flesh nigh impervious to damage. While not wearing armor, you gain an Armor Class of 12 plus your Intelligence and Constitution modifier. You may use an Infusion to make it Adamantine, negating critical hits against you, turning them into normal ones.
Flail Snail Shell Skin- You've replaced your flesh with portions of Flail Snail shell. You gain a +1 bonus to your saving throws against magical effects. You may use an Infusion to make it into a Spell Guard shell, losing the +1 bonus to saving throws, but gaining Magic Resistance instead.
Shock Skin- You've replaced your flesh with portions of a magical alloy. Whenever you are grappled, the target takes 1d4 lightning damage. You may use an infusion to turn it into feedback skin, allowing you to cast Hellish Rebuke a number of times equal to your Proficiency bonus without expending a spell slot, only it deals Lightning instead of Fire damage.
Mastercraft Body
Most of your body is mechanical, machine, with magic acting as your blood. Starting at level 15, most of your body has been replaced by machine, with you no longer being a humanoid. Whether you are cold and unfeeling, or simply a ghost in the machine, who could say? You gain the following benefits.
-You no longer need to eat, sleep, or breath.
-Instead of a long rest, you may instead take 6 hours of light activity to gain the benefits of a long rest, while still having complete awareness of your surroundings.
-You are immune to Poison damage, and spells or effects that would put you to sleep are ignored.
In addition, you may use an infusion to gain one of the following effects.
-Resistance to Bludgeoning, Piercing, and Slashing damage from non-magical attacks.
-Immunity to Fear and Charm Effects
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/9/2021 1:02:30 AM
|
7
|
1
|
--
|
Coming Soon
|
|
|
12/9/2021 1:06:26 AM
|
5
|
1
|
--
|
Coming Soon
|
|
|
6/28/2022 3:25:48 AM
|
43
|
15
|
--
|
Coming Soon
|
|
|
9/24/2022 10:19:06 PM
|
45
|
4
|
--
|
Coming Soon
|
|
|
9/26/2022 2:38:36 PM
|
54
|
1
|
--
|
Coming Soon
|
Comments