Artificer
Base Class: Artificer

"Knowledge is Power and Information, is to be exploited."

While those around you worked in conjunctions to the rules that reality has put before you, you have always seen things a bit differently. After all, every single moment in time and every particle in existence is pure information. Data to be understood. Data to be processed. Data to be calculated and data to operate on. Reality is a huge cyberspace, and you can see and slip between the seams of this massive system. You reach deeper, pushing past the fabric of reality that separates the Front End that everyone perceives from the Back End that you slowly breach deeper into, plunging you further into the world of what is behind the scenes of the most complex system in existence, the Weave itself. 

As a CyberTechnician, you understand the laws and rules of reality and all the glitches that litter it entirety, while playing and experimenting with all the assets at your disposal, you learn mold the world itself, for better or for the worse. After all, all the world's a game, and all the men and women merely players. 

Expanded Spell List

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

3rd- Bless, Bane   
5th- Detect Thoughts, Borrowed Knowledge
9th-  Counterspell, Nondetection
13th- Dimension door, Raulothim's Psychic Lance
17th- Scrying, Synaptic Static

Access Dashboard

Starting at level 3, you are able to use the programming of Weave, folding the code of reality into something that allows you a much cleaner access into its mechanisms. You gain access to your Access Dashboard, allowing you access into the back-end protocols of the reality around you. The Access Dashboard acts as a spellcasting focus for your artificer spells.

- You gain proficiency in Jeweller's Tools. If you already have proficiency in Jeweller's tools, pick another tool.

- You can now create ear pieces with your Magical Tinkering using your Access Dashboard. Any creature who has an ear piece affixed to themselves can communicate telepathically with any other creature with an ear piece created by you as long as you are on the same plane of existence for a number of hours equal to your intelligence modifier.

Cheat Engine

Reality is all a simulation and you can see between all the lines, allowing you to manipulate the strings in favor of your friends and against your foes. 

Starting at level 3, as an bonus action, you can choose a number of allies (including yourself) equal to your Intelligence modifier (minimum of 1), allowing them respective buffs. This feature lasts for a minute and requires concentration. They gain a bonus of d4 to their attack rolls, saving throws and deal an additional 1d4 force damage on attack rolls.

The dice for the buffs increase to from d4s to d6s at level 9.
You can use this feature a number of times equal to your intelligence modifier (minimum of 1) per long rest. You can also expend a spell slot of 1st level or higher to regain a charge back.

Logic Bomb

Starting at level 5, reality is a game, and everyone you see are mere toys. You learn that your enemies, not matter how complex are nothing more than creations of the code of reality. And in the end, all of it can be exploited.

- As an action using your access dashboard, you can choose a target within 60ft of yourself. The creature must succeed on an Intelligence saving throw or take 2d10 force damage plus your intelligence modifier, half as much on a successful one. On a failure, The creature has disadvantage on its first saving throw it makes until the start of your next turn. If the creature is a construct, it has disadvantage on the saving throw and takes an additional 1d10 force damage. The damage die increases to 3d10 at level 11 and 4d10 at level 17.

Backdoor Access

Limitations of reality start to fade around you as you slam further and further into the backend of all that keeps the universe running. Starting at level 9, you are able to smash deeper into the psyche of your prey, locking down what it can or cannot do while being able to stay in touch with your allies via the means of the CyberSpace.

- Any creature who fails the saving throw for your Logic Bomb feature must choose whether it gets a move, an action, or a bonus action; it gets only one of the three, until the start of your next turn. 

- You gain a bonus to the damage of your artificer cantrips equal to your intelligence modifier.

CyberSpace Database

Starting at level 15, you have reached the Core of the Weave itself, and understand how the arcane truly functions. The ins and outs of spells that have always eluded you, and with finally learned the language of the Weave, wielding the power to mold its very essence, and taking whatever you can for yourself.

Whenever you finish a long rest, pick any spell for each artificer spell slot level you have, one each from a cantrip to level 5. These spells are added to your artificer spell list and can be be prepared by you. These count towards the total number of spells you can prepare.

Previous Versions

Name Date Modified Views Adds Version Actions
12/10/2022 10:15:08 PM
13
0
--
Coming Soon
12/11/2022 1:02:45 PM
10
0
--
Coming Soon
12/11/2022 2:23:44 PM
14
0
--
Coming Soon
12/12/2022 8:46:26 AM
15
0
--
Coming Soon
12/12/2022 12:39:50 PM
14
0
--
Coming Soon
12/12/2022 2:22:41 PM
16
0
--
Coming Soon
12/12/2022 2:25:54 PM
17
0
--
Coming Soon
12/13/2022 11:56:05 PM
32
0
--
Coming Soon
2/9/2023 12:47:04 AM
91
6
--
Coming Soon
Cybertechnician Image

Comments

Posts Quoted:
Reply
Clear All Quotes