Base Class: Artificer
Through mishap or madness, certain misfortunate artificers face amputation in their studies. For these artificers, the next logical step is to delve into the art of the augmentor. These cybernetic scientists specialize in upgrading their prosthetic limbs in the pursuit of bionic perfection. Credits: u/Grimtendo
Augmentor Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augmentor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Augmentor Spells
| Artificer Level | Spell |
|---|---|
| 3rd | chaos bolt, magic missile |
| 5th | Aganazzar's scorcher, gust of wind |
| 9th | lightning bolt, vampiric touch |
| 13th | elemental bane, fire shield |
| 17th | antilife shell, arcane hand |
Magitech Arm
At 3rd level, you develop an advanced magical prosthetic, known as a Magitech Arm. This mechanical arm permanently replaces one of your own arms. For the purposes of physical manipulation, your magitech arm functions as a free hand normally would.
The arm is considered magical; it can be sensed by spells such as detect magic and your unarmed strikes using this arm are considered magical for the purpose of ignoring immunity and resistances to nonmagical weapon attacks. The arm is also extremely resilient, and minor damages can be repaired via the mending cantrip or by repairing it during a rest.
At the end of a long rest, you can craft additional spare arms, spending 50gp of materials for each arm you create. You can only have a number of magitech arms equal to your Intelligence modifier at one time. If you exceed this limit, the first arm created instantly disappears.
While you have multiple magitech arms in your possession, you may swap your currently equipped arm for another one in your possession as a bonus action.
Bionic Infusions
When you choose this subclass at 3rd level, you gain access to the following additional Artificer Infusions specific to the Augmentor:
- Arcane Buster
- Energy Bracer
- Grapple Beam
- Gunpowder Cannon
- Iron Knuckle
- Motorized Weapon
- Remote Glove
- Sonic Pulse
You may add these infusions (listed at the end of this subclass) to the list of Artificer Infusions that you can learn.
When you reach 8th level in this class, you can create enhanced versions of these infusions when you infuse them. These upgrades are described in each infusion's description, labeled "Upgraded Infusion."
Arcane Engine
Starting at 6th level, when you gain the arcane weapon spell, you may choose your magitech arm as the spell's target. When you do so, you can apply the arcane weapon's effects to any unarmed strikes and cantrip damage you deal using your magitech arm.
Arcane Weapon
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You channel arcane energy into one simple or martial weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.
As a bonus action, you can change the damage type, choosing from the options above.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
Magitech Fuel
At 9th level, you can harness and repurpose the magical energy within your magitech arms.
As an action, you can destroy one magitech arm in your possession. When you do so, it dissolves into a stream of magical energy that flows into you. As part of the same action, you can then immediately cast any one spell that you have prepared without expending a spell slot. The spell must have a casting time of one action, and the spell is cast at its lowest level.
Overclock
At 15th as a bonus action can push your magitech elements to work faster giving you benefits as if the haste spell were cast. This effect lasts for 1 minute or can be ended early as a bonus action and does not stack with similar effects. When this effect ends, your character is stunned for one round as you cool down. After using this ability it can’t be used until you complete a long rest.
Infusions
Arcane Buster
Item: your magitech arm
While you wield this infused item, you can cast the eldritch blast cantrip.
Upgraded Infusion: Starting at 8th level, when you cast eldritch blast using this item, you can alter the type of damage it deals. For each blast you fire, you can change the damage type from force damage to your choice of either cold, fire, or lightning damage.
Energy Bracer
Item: your magitech arm
This infused item allows you to cast the absorb elements spell at 1st level while you have it equipped.
You can use this item a number of times equal to your Intelligence modifier. Afterwards, you cannot use this item until you finish a long rest.
Upgraded Infusion: Starting at 8th level, when you use this item to cast absorb elements, you cast it at 3rd level.
Grapple Beam
Item: your magitech arm
While you wield this infused item, you can cast the lightning lure cantrip. When you do so, the range of the spell is increased to 30 feet, and a target you pull with the cantrip can be pulled up to 25 feet.
Upgraded Infusion: Starting at 8th level, the grapple beam can pull you towards other creatures, acting as a grappling hook. When you cast lightning lure using this arm and you target a creature that is at least one size larger than you, you can choose to pull yourself up to 25 feet towards that creature if it fails its Strength saving throw.
This ability can also pull you towards any object that is heavier than you and made of metal.
Gunpowder Cannon
Item: your magitech arm
While you wield this infused item, you can launch powerful explosives using your magitech arm.
As an action, you can launch an explosive cannon at a point of your choice within 60 feet. All creatures within 5 feet of the point you chose must make a Dexterity saving throw against your spell save DC. The affected creatures take 2d6 fire damage on a failed save, or half as much on a successful one.
You can use this item a number of times equal to your Intelligence modifier. Afterwards, you cannot use this item until you complete a long rest.
Upgraded Infusion: Starting at 8th level, the range of this attack's explosion is a 10 foot radius, and the damage increases to 4d6 fire damage on a failed save, or half as much on a successful one.
Iron Knuckle
Item: your magitech arm
When you make an unarmed strike with this infused arm, it deals bludgeoning damage equal to 1d8 + your Strength modifier, instead of the normal damage.
Upgraded Infusion: Starting at 8th level, when you take the Attack action on your turn, you can make an unarmed strike with this arm as a bonus action.
Motorized Weapon
Item: your magitech arm
This infused arm acts as two-handed melee weapon that deals slashing damage equal to 1d12 + your Strength modifier. You are considered proficient with this weapon.
Upgraded Infusion: Starting at 8th level, this weapon scores a critical hit on an attack roll of 19 or 20.
Additionally, when you land a critical attack using this weapon, the attack deals an additional 1d12 slashing damage.
Remote Glove
Item: your magitech arm
This infused arm is equipped with a detatchable hand that can be telepathically controlled.
As an action, you can disconnect your hand and control it for up to 10 minutes as if you cast the mage hand cantrip. When you do so, the hand can carry up to 30 pounds, and can be controlled as long as it remains within 100 feet of you. If the hand moves out of this range, or remains disconnected from you for over 10 minutes, it deactivates and you lose any control over it until you equip it again as a bonus action.
Upgraded Infusion: Starting at 8th level, the remote glove can be controlled as a bonus action. Additionally, you can intantly transport the glove back onto your arm as a bonus action, retaining any objects it may be holding.
Sonic Pulse
Item: your magitech arm
As an action, when you have this infused arm equipped, you may release a burst of sonic energy from your palm. All creatures within a 15 foot cone in front of you must make a Strength saving throw against your spell save DC. On a failure, the creature takes 2d6 thunder damage and is pushed 10 feet away from you. On a success, the creature takes half the damage and is not pushed.
You can use this item a number of times equal to your Intelligence modifier. Afterwards, you cannot use this item until you finish a long rest.
Upgraded Infusion: Starting at 8th level, this attack's range increases to a 20 foot cone and the damage increases to 4d6 thunder damage on a failed save, or half as much on a successful one.
Previous Versions
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