Artificer
Base Class: Artificer

You are an expert in modifying prosthetics and improving the body.

Tool Proficiency

3rd-level Prosthetic Expert feature:

You gain the benefits of the Healer Feat.

  • When you use a Healer's Kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a Healer's Kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Prosthetic Expert Spells

3rd-level Prosthetic Expert feature:

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

Prosthetic Expert Spells

Artificer Level Spell

3rd

Cure Wounds, Mage Armor

5th

Aid, Alter Self

9th

Haste, Water Breathing

13th

Fabricate, Stoneskin

17th

Greater Restoration, Mislead

Improved Prosthetics

3rd-level Prosthetic Expert feature:

You know the Artificer Infusion "Replicate Magic Item: Prosthetic Limb"; this does not count against the number of Infusions known.  You may use this infusion to create a prosthetic limb or a prosthetic to replace a sensory organ, such as an eye or an ear.  This prosthetic will function as the body part it replaces, including any the senses that the equipped creature has from their race or class features.

You may apply an Infusion to a Prosthetic that would normally need to be applied to armor or a weapon. If the Infusion was meant for armor, you must not be wearing armor to gain the effects.  If the Infusion was meant for a weapon, it only applies to your unarmed attacks.

If you consistently use one of your Infusions to create and maintain a Prosthetic Limb during your Long Rests for one month; it will become a permanent Prosthetic Limb and no longer require a use of your Infusions to maintain.

You may use a prosthetic attached to your body as a spellcasting focus for your Artificer Spells. 

During a Long Rest, you may enhance a Prosthetic with one of the effects from the Prosthetic Enhancement Table below.  This enhancement will last a number of days equal to your Intelligence modifier or until you enhanced another prosthetic.  At higher levels in this class you may have more active enhancements at the same time; 2 enhancements at 6th level and 3 enhancements at 15th level.  Unless specified, a prosthetic may only have one enhancement at a time. 


Prosthetic Enhancement Table:

Enhancement Effect
Night Vision You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of green.  
Seismographs Gain TremorSense up to 20 feet of you. (increase TremorSense by 20 feet if you already have it) 
Thermal Vision Gain have BlindSight up to 10 feet of you. (increase BlindSight by 10 feet if you already have it) 
Brace plating Add your Intelligence modifier to the damage of your unarmed attacks.
Lightweight Increase your movement speed by 5 feet.
Homing Beacon  You know the direction of the prosthetic, so long as you are within 5 miles of it.
Imbedded Tool You may build any set of tools into the prosthetic. (Hand-held tools only; no vehicles) They can’t be removed from you against your will.
Hidden Compartment You have constructed a hidden compartment inside of the prosthetic limb and may store a tiny object in it.  You have advantage on Sleight of Hand checks to store or retrieve the item without being noticed.  Creatures have disadvantage on Investigation and Perception checks to find the compartment. 
Armblade You may use and attune an Armblade as if you were a Warforged
Replicate Magic
Item Effects
When you replicate a magic item with an Infusion; you may have a prosthetic have the item's properties instead of creating a separate magical item.  You must still attune the item if it requires attunement to use.
 Natural Appearance This prosthetic looks like your natural body part that it is replacing.  Creatures have disadvantage on Investigation and Perception checks to discern that it is a prosthetic.  This Prosthetic Enhancement can be applied to a prosthetic that already has an enhancement on it.

 

*"Enhanced Prosthetic:..." items have been created for the effects above to help manage effects in the character builder/sheet. 

Extra Attack

5th-level Prosthetic Expert feature:

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Advanced Prosthetics

9th-level Prosthetic Expert feature:

You have mastered enhancing your prosthetics.  The number of Enhancements that you may have active at any one time increases by 2 and you may now select prosthetic enhancements from the Advance Prosthetic Enhancement Table below, however you may not have more than 2 Advanced Prosthetic Enhancements active at a time. 

Advanced Prosthetic Enhancement Table:

Enhancement Effect
Sonar You can see things that are invisible, as if under the effects of the See Invisibility spell, up to 15 feet from you.
Improved Hydraulics  You have advantage on Athletics checks and Strength saving throws.
 Advanced Targeting Add your Intelligence modifier to Ranged Attack rolls.
Advanced Motor Control Add your Intelligence modifier to Melee Attack rolls.
 AI Formulas Increase the Save DC of your Artificer Spells by 1.
 Reinforced Increase your AC by 2. 
Mobility Boosters You know the Expeditious Retreat Spell and my cast it without using a spell slot.
Faraday Lining You have Immunity to Lightning Damage.
Air Conditioning You have Resistance to Fire and Cold Damage.
Improved Armblade You may attach any one-handed weapon to a prosthetic as if it was an Armblade and as if you were a Warforged; it will retain any other magical properties it already had. (Doing so will require Attunement if it did not already required Attunement)  
Extra Infusion You may apply an Infusion to this Prosthetic without expending a use of your Artificer Infusions.

 

*"Advanced Prosthetic:..." items have been created for the effects above to help manage effects in the character builder/sheet. 

Full Metal

15th-level Prosthetic Expert feature:

You've gone beyond simply replacing lost limbs and have completely replaced every part of your body; and gain the fallowing benefits:

  • Your torso is considered a prosthetic and can host an enhancement. 
  • You are immune to Poison Damage and the Poisoned Condition.
  • Add your Intelligence modifier to your AC when you are not wearing armor. .
  • You're considered a Construct for your creature type.

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