Artificer
Base Class: Artificer

To wield tools or weapons and don armor is just not enough for a Grafter. To fuse these things with the body, to suffuse technology with flesh, is to attain true mastery over all things an Artificer must be. Their skin will be their armor, their bones the structure of mechanisms, their veins the coolants of logic machines.

Tool Proficiency

3rd-level Grafter feature

You gain proficiency with leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Grafter Spells

3rd-level Grafter feature

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

Battle Smith Spells

Artificer Level Spell

3rd

armor of agathys, shield of faith

5th

mirror image, pass without trace

9th

fly, thunder step

13th

greater invisibility, stoneskin

17th

enervation, wall of force

Art of Grafting

3rd-level Grafter feature

Learning how to successfully graft armor, tools, and weapons to your body gives you special advantages over those who are not grafted. At the end of a long rest, you can fuse a single suit of armor in addition to three items to your body. These items gain the following benefits:

  • You are considered proficient with any armor, weapon, or set of tools grafted to your body.
  • Armor grafted to your body that normally has a Strength requirement lacks that requirement for you.
  • Items and armor grafted to your body cannot be dropped or removed.
  • Items grafted to your body cannot be stored in any containers, instead you can retract them harmlessly into your body.
  • You cannot graft any more armor to your body than listed above. The same rule applies to items until later levels.
  • The armor and items stay grafted to your body until you spend an hour removing them. This hour can take place during a long rest.

(only choose from the extra proficiencies offered by the feature when you graft an armor or item which you are not proficient with to your body.)

Altered Biology

3rd-level Grafter feature

You can change the way your body functions for better synergy with your grafts. When you gain this feature, choose one of the following Biological Changes: Arcane Nervous System, Expanded Limb System, Predatory Locomotion, or Truncal Replacement.

Once you choose an altered biology, you cannot change to another one.

Arcane Nervous System

Your nervous system connects to the weave through mechanical or magical bridges which heightens your sensitivity to and understanding of all things magic. You gain the following features:

Arcane Repository. Once per long rest, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your proficiency bonus (rounded up).

Arcane Sensitivity. When you are subjected to the initial saving throw of a spell and succeed, you gain a bonus to your spell attack bonus and spell save DC. This increase is equal to half (rounded down) of the level of the spell you saved against (minimum of +1). This increase lasts until the end of your next turn.

Expanded Limb System

By grafting and altering your body with a mixture of surgery and mechanics, you have given yourself additional limbs. You gain the following features:

Extra Arms. You gain an extra set of arms. These arms can manipulate and hold object just as your other arms are capable of. You can wield weapons and shields in these hands. You decide where these arms sprout from but cannot change it.

Universal Limbs. You gain a pair of unique limbs that give you a 30ft. climbing and 30ft. swimming speed. You also have the ability to climb vertical and horizontal surfaces while leaving all your hands free.

Predatory Locomotion

By changing your skeletal and muscular systems in both dramatic and subtle ways, you have become an engineered predator; a creature of intentional design to hunt and fight. You gain the following features:

Heightened Speed. Your walking speed increases by 10ft. If you take the dash action on your turn, you can make one melee weapon attack as a bonus action.

Ambush Epidermis. You gain a +1 bonus to your AC. When you attack a creature that hasn't taken a turn in combat yet, you have advantage on that attack.

Truncal Replacement

Your very core has been enhanced, your whole body changed to be as adaptive as possible. You gain the following features:

Bio-mechanical Nature. You don't need to eat or drink. You have advantage on saving throws against being poisoned and have resistance to poison damage. When you finish a short rest, you lose one level of exhaustion and when you finish a long rest, you lose all levels of exhaustion.

Coolant Blood. You are considered a creature without blood. Once per short rest, you can regain 1d8 lost hit points by concentrating for 1 minute (as if concentrating on a spell).

Extra Attack

5th-level Grafter feature

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

Extra Grafting

5th level Grafter feature

You can now graft an additional three items to your body with the Art of Grafting feature.

Arcane Accumulation

9th-level Grafter feature

As an action on your turn, you can choose one magic item that you are attuned to and that is grafted to your body. That item regains charges as though a whole day has passed. Once you use this feature, you cannot use it again until you finish a long rest.

You can now graft an additional three items to your body with the Art of Grafting feature.

 

True Amalgamation

15th-level Grafter feature

Your Altered Biology is now indistinguishable from your original form. You are now a true amalgamation of man and machine. You have additional features based on your Altered Biology feature.

Arcane Nervous System. When a creature within 60 feet of your casts a spell, you can use your reaction to sap from the ripples in the weave. Make an Intelligence (Arcana) check against the spell. The DC equals 10 + to the level of the spell. If you succeed, you have advantage on all saving throws against that spell and the caster has disadvantage on any attack rolls it makes for that spell if they target you.

You can use this reaction a number of times equal to your Intelligence modifier. You regain all expended used when you finish a long rest.

Expanded Limb System. When you take the Attack action on your turn, you can attack with each weapon your are holding rather than the usual one.

Predatory Locomotion. Your walking speed increases by an additional 10 feet. You have advantage on attack rolls if an ally is within 5 feet of your target. Your attacks score a critical hit on a roll of 19 or 20.

Truncal Replacement. You are immune to disease, the poisoned condition, and poison damage. Your Constitution score and Constitution score maximum increases by 2.

True Amalgamation - Arcane Nervous System

When a creature within 60 feet of your casts a spell, you can use your reaction to sap from the ripples in the weave. Make an Intelligence (Arcana) check against the spell. The DC equals 10 + to the level of the spell. If you succeed, you have advantage on all saving throws against that spell and the caster has disadvantage on any attack rolls it makes for that spell if they target you.

You can use this reaction a number of times equal to your Intelligence modifier. You regain all expended used when you finish a long rest.

True Amalgamation - Expanded Limb System

When you take the Attack action on your turn, you can attack with each weapon your are holding rather than the usual one.

True Amalgamation - Predatory Locomotion

Your walking speed increases by an additional 10 feet. You have advantage on attack rolls if an ally is within 5 feet of your target. Your attacks score a critical hit on a roll of 19 or 20.

True Amalgamation - Truncal Replacement

You are immune to disease, the poisoned condition, and poison damage. Your Constitution score and Constitution score maximum increases by 2.

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