Base Class: Artificer
An Augmenter Artificer is an expert in modifying and improving humanoid physicality, combining delicate craftsmanship with arcane ability. An Augmenter may have gained their interest in body modification from being born without a certain body part/function, may have lost that body part/function throughout their life, or perhaps they have an obsessive curiosity with changing and improving the body of themselves and/or others.
Tool Proficiency
3rd-level Augmenter feature
You gain proficiency with Surgeon’s Supplies. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also have Advantage on Medicine Checks while using your Surgeon’s Supplies.
Augmenter Spells
3rd-level Augmenter feature
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.
Armorer Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Base Augmentations
3rd-level Augmenter feature
Your experimentation with combining your tinkering skills to aid creatures has allowed you to create a number of bodily augmentations. It takes 250gp of materials and 4 hours of concentration to apply any nonmagical physical augmentation surgery to yourself or another humanoid for each augmentation, replacing one or both of your arms, legs or eyes to facilitate the modified components. The creature that was operated on suffers 2 levels of exhaustion after the augmentation is applied. After the base augmentation is applied, you can choose to apply an Arcane Augmentation property at the end of a long rest or at the end of a physical augmentation surgery, choosing from the Arcane Augmentation Table. You must touch the augmentation to apply an Arcane Augmentation feature to it.
A creature must have a base augmentation applied to use the magical properties of the Arcane Augmentation feature. Base Augmentations are nonmagical and function as they normally would for a creature, and are built to facilitate the applicable Arcane Augmentation. You can choose to already have one Base Augmentation to yourself when you choose this subclass at 3rd level.
Arcane Augmentations
3rd-level Augmenter feature
You can apply one Arcane Augmentation to yourself or another creature at 3rd level. If you have multiple Base Augmentations and wish to change your Arcane Augmentation you can do so at the end of a long rest. The number of Arcane Augmentations you can have applied to yourself or any other creature increases to 2 at 9th level, and 3 at 15th level. A creature can only have an Arcane Augmentation applied to their Base Augmentation if their Intelligence score (INT) is 12 or higher.
You can use any of your Arcane Augmentations as a spellcasting focus for your artificer spells. If a spell is cast from an augmentation feature, it applies your Intelligence (INT) score as the modifier. You can choose the appearance of your augmentations, whether they replace the part of the body as constructed prosthetics, whether they appear to be modifications made to flesh and bone, or whether the augmentation appears entirely normal until its abilities are revealed.
The Arcane Augmentations Table describes the benefits of each augmentation you can choose from. You and any creatures you augment are proficient with any weaponised augmentations, and attacks with augmentations are magical for the purpose of overcoming magical resistance. You can infuse Reinforced Fists and Refined Steps as if they were simple or martial Weapons.
Keen Eyes
The arcane augmentation of your eyes enhances your vision. You gain the following benefits:
- You have advantage on saving throws against being blinded
- Your Keen Eyes decipher and translate any written language that it views into a language that you understand. You can read all writing.
- You can see normally in nonmagical darkness to a range of 120 feet
- You have advantage on perception checks based on sight using your Keen Eyes
- You can magnify your vison by 5x with your Keen Eyes
Refined Steps
You've enhanced your legs and feet to deftly divide your enemies. You gain the following features:
Refined Steps. Your augmented legs count as a simple melee weapon with the finesse property, and it deals 1d8 magical piercing or slashing damage on a hit. You also gain the following:
- You gain an additional 10 feet of walking speed
- You can jump 10 feet high and a distance of 15 feet long with ease.
This augmentation can otherwise function as a normal leg and foot when not attacking.
Reinforced Fists
You've enhanced your forearms and fists to deal heavy damage. You gain the following features:
Reinforced Fists. Your augmented fists count as a simple melee weapon while you aren’t holding, and it deals 1d10 magical bludgeoning damage on a hit. Melee attacks with your fists have the seige property, dealing double damage to objects and structures. You also gain the following:
- You have advantage on Strength (Athletics) checks that would use your Reinforced Fists e.g. to push, drag or lift objects, to climb or to grapple and shove.
- Hitting a target with your Reinforced Fists allows you to choose to push the target back 5 feet each time you hit. This can effect creatures up to one size larger than you.
- You count as one size larger when determining your carrying capacity.
This augmentation can otherwise function as a normal arm and hand.
Extra Attack
5th-level Armorer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Advanced Modifications
9th-level Augmenter feature
You gain access to Advanced Modifications of your Arcane Augmentations. Your Arcane Augmentations act as prerequisites for Advanced Modifications for the correlating features. Once you choose an Advanced Modification, you can’t change your Advanced Modification or the correlating Arcane Augmentation until the end of a long rest. If you change your Arcane Augmentation, you must also change your Advanced Modification. The Advanced Modification Table describes the upgraded benefits of each Arcane Augmentation.
Advanced Keen Eyes
You have enhanced the functions of your Keen Eyes. You gain the following features:
- Your Keen Eyes store magical energy that can be expended to see what others cannot. You can cast Detect Magic and See Invisibility once each with this trait. Casting these spells in this way does not require consuming a spell slot and does not require components. You regain all expended charges at the end of a long rest. You can also choose to cast these spells using a spell slot that you have available.
- Spying Eye. You can magically eject one of your Keen Eyes from your head as an action, allowing you to see through both the ejected eye, and the eye in your body if you have one, though you will have to shift your concentration onto one at a time. You can magically move the eye up to 30 feet using an action, as it hovers to a maximum range of 200 feet. If you move further than 200 feet from the eye, it drops to the ground, you lose connection and you must retrieve the eye. You do, however, always know in which direction your eye is from you unless you remove this Advanced Modification. You retain your resistance to blindness and ability to see in darkness while using your Spying Eye vision. Once you use this feature, you cannot use it again until you finish a long rest.
Advanced Refined Steps
Modifying your Refined Steps grants you new features using your augmented legs. You gain the following:
- You can now dash with a Bonus Action
- You gain a new Sweep attack, which deals no damage but forces a creature of medium or small size prone on a hit with your Refined Steps. You can attack normally with your Refined Steps and choose to replace the damage with a sweeping attack.
- Soft Landing. When you land from a fall, you can use your reaction to reduce any falling damage you take by 3 times your Artificer level
Advanced Reinforced Fists
You have upgraded your Reinforced Fists to be more lethal in combat. You gain the following features:
- You gain the Counterattack reaction. When a target misses you with a melee attack, you can use your reaction to punch the target with an attack from your fist
- When attacking with your reinforced fists, you land a critical hit on a roll of 19 or 20 on the d20.
- You can use a bonus action to transform one of your Reinforced Fists into a buckler (shield) with which you are proficient (granting +2 to AC). You can still attack with this fist while it is in its shield form, but you can’t equip other items until it transforms back into a hand
Mastered Augmenter
15th-level Augmenter feature
You gain resistance to poison damage and immunity to the poisoned condition due to the intense alterations to your body.
At 15th level, you can also choose which augmentation to master, which you can change only when you level up. When you gain this feature, you cannot change the Arcane Augmentation or the Advanced Modification of the corresponding Mastered Augmentation until you change those features, as they are prerequisites of this feature. In addition to all previous corresponding features of the chosen augmentation, you gain the relevant features in the Master Augmenter Table.
Mastered Keen Eyes
You have mastered the enhancement of your vision. You gain the following:
- You can choose to forego the ability to cast See Invisibility and Detect Magic from the Advanced Modification of your Keen Eyes, to instead cast the Scrying spell without requiring a spell slot or components. If you have already cast either of those spells, you are unable to channel enough magical energy from your eye to cast Scrying in this way. You can choose to cast Scrying using an available spell slot. You regain the ability to cast all of these spells from your keen eyes after completing a long rest.
- You can ritually cast the Identify spell by focussing on the item being identified. Instead of touching the item, the spell has a range of 5 ft., which cannot be increased by any means. Identifying magical properties in this way requires no verbal or material components.
Mastered Refined Steps
You have mastered the enhancement of your legs. You gain the following:
- You gain a swim speed equal to your walking speed
- You cannot be forced prone unless you are restrained or incapacitated
- Spider Climb - You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- You gain Advantage on Dexterity saving throws
Mastered Reinforced Fists
You have mastered the enhancement of your fists. You gain the following:
- Hitting a target with your Reinforced Fists now allows you to choose to push the target back 10 feet each time you hit. This can effect creatures up to one size larger than you.
- Your Reinforced Fists allow you to cast Enlarge on yourself without components or expending a spell slot. The duration for this spell is instead 10 minutes with this feature. You cannot cast this spell in this way again until you complete a short rest.
- You gain Advantage on Strength saving throws.
Comments