Artificer
Base Class: Artificer

The artificer has taken the wizard’s pursuit of arcane power through study and harnessed it into the form of scientific advancement.
While artificers are spellcasters, their magical ability is focused on infusing items with arcane power. You have taken it a step further
and decided to to make your own body the focus of your arcane power by taking a page from the warforged made by your fellow artificers by
replacing parts of your body with armor, arcane prosthetics and other body modifications. 

At lvl.3 you get 6 arcane charges and you gain 2 charges on each lvl in artificer after that. Arcane charges save DC = 8 + your proficiency bonus + your intelligence modifier

 

Anchored boots

Your boots have retractable spikes in the front and the back of them this gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed and advantage on saving throws from spells and abilities that would push or pull you from where you are. 

Arcane Charges

At lvl3 you get 6 arcane charges and you gain 2 charges on each lvl in artificer after that.

Arcane charges save DC = 8 + your proficiency bonus + your intelligence modifier

Modified Body

Your body has built-in defensive layers, which can be enhanced with armor:

You gain a +1 bonus to Armor Class.

You can don only armor with which you have proficiency. To don armor other than a shield, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

While you live, the armor incorporated into your body can’t be removed against your will.

Constructed Fortitude

You have created yourself to have remarkable fortitude, represented by the following benefits:

You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

You don’t need to breathe.

You are immune to disease.

Arcane Resistance

At the beginning of the day you are able to modify you body to magically to resist against your chose of any damage.

Lightning Movement

10ft of speed added to your walking speed.

Living Lighting Rod

if a spell is cast or would enter a range of 15ft of you, you may use your reaction to absorb the spell, roll a D20 + your intelligence bonus if it beats the spell casters spell DC you absorb the spell and refill arcane charges equal to the spells level. if you roll a 20 on your roll you can send the spell back at the caster.

You are resistant to lightning damage.

lvl 10 you gain immunity to lighting damage.

Wrist Grapple

You shoot a cable with a claw at the end from your wrist that strikes at one creature, surface or object of your choice that you can see within 20 feet of you. The creature or object takes a D4 of piercing damage and must succeed on a Strength saving throw or be pulled up  in a straight line toward you. If you would grapple a surface you pull yourself to that point.

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