Artificer
Base Class: Artificer

The art of biology combined with an artificers mind, replacing ones body with mechanical counterparts that do a far greater job than just training muscles, most who go down this path see flesh as something that can be improved with metal, the first Clockwork body artificers served there king, and enhanced his soldiers, creating the ideal that many of this path want, to improve upon there mortal body and enhance it without taking away ones self, "if it isn't broken, do not fix it" is often said amongst these Artificers.

 

Clockwork Re-work

May replace any limbs with mechanical ones using at least 10 lbs of any metal and a short rest. choose an enhancement below. However if you chose not to replace your limbs early and wait till a higher level, you may choose greater options, and the highest level does not require you to replace the limbs or organs to facilitate them, this follows the Clockwork bodies Quantity path allowing you to have a character with no augmentations and 3 of the strongest mechanical upgrades, unfortunately making the subclass lose its main feature until level 12.(so the patience is also a real life affect that could set you back, don't hold back due to grander prize as the mortal path is playable even with full augmentation.) There are 3 choices at levels 3, 8 and 15 and new Re-works are unlocked at 3, 6 and 12.

Clockwork Boosted Heart

An added pump to the heart that injects and distributes a special chemical that you produce through magical means and refuel once per short rest. this chemical is a restorative agent that helps heal the body, once per short rest heal 1d6 + INT using a bonus action. This clockwork Boosted heart can also detect when the heart has stopped and start it up again, if the chemical was not used and the character drops to 0 hit points, this feature will be used automatically with no time restraints.

Clockwork Brutality Enhancement

two mechanical arms that sprout from the shoulder blades and connect and lie upon your original arms, these arms are around double the width of your arms, each hand has sharpened claws used to slash through and brutally tear down any defences. These claws deal 2d8 + INT Slashing damage that is considered magical. These claws deal triple damage to structures and objects. if you deal a critical hit onto a target that targets armour class is reduced by 5 temporarily until the end of your next turn.

Clockwork Burst Spine

A metallic spine that appears on the outside of the body, small cylinder's that emit pressurized steam, propelling the body in a 20ft line, a burst of steam and speed that gets you to any location (25ft and longer not included) within seconds.  

Using a bonus action you can extend your movement another 20 ft in any direction (must be in a line), this does not mitigate fall damage, additionally if you pass by any enemy they do not get an opportunity attack on you, this only applies to the extended movement and not your original speed. (you can also move after using this feature)

Clockwork Chain-blade launcher

a blade mounted on the top of the arm and propelled by a clockwork mechanism, the blade can be launched up to 40/60ft away and retracted back to the arm with a bonus action, the blade has a bonus to hit equal to Proficiency + INT modifier and deals 2d6 piercing damage + INT modifier.

Clockwork Goggles

These Goggles can replace or cover your eyes and cannot be taken from you unwillingly (there may be some exceptions, such as another artificer tinkering with them or someone decapitating you.), these goggles give the player 60ft of dark vision and +3 to passive perception.

Clockwork Lung Enhancer

The lung enhancer aids in breathing and helps people with health problems involving the lungs. However it can be tuned to work a bit too well, using you artificer mind and a few seconds to overclock the Enhancer and you can breathe so hard it sends people flying, literally. A 10 foot line of breath dealing a pure 4d4 + INT force damage the target must make a Dex saving throw equal to your spell save dc, with an additional affect of pushing the target 5ft backwards. this feature has 2 uses before a short rest.

Clockwork Prediction Enhancement

A helmet that that enhances the vision of the user, not interfering with the Clockwork Goggles that can be gained prior to this, the helmet is customizable and only has to cover the top half of the face kind of like a half helm, the helm gives the user the ability to predict attacks, by seeing the minute details, from seeing a muscle flex or a wizard mouthing a phrase the user is sent a warning via magical or other means (depends on flavour) allowing the user to dodge and block attacks with ease. while the Helm is donned the user gains + 3 to armour class.

Clockwork Surgical Hands

A metallic hand that is full of useful tools and medical supplies, and can be designed as the user wishes, want needle hands? that intertwine with wire being produced from the gears within your palm? go right ahead, the way you preform your medical procedures are unique to you.

You can spend 10 minutes, performing medical procedures on one of your allies (or yourself), removing 1 condition and healing 1d12 + INT modifier. this procedure is repeatable up to 3 times per long rest. any materials such as stitches or bandages are magically created during this procedure.

Clockwork Traversal Enhancement

Boots that would make even the smallest of races intimidating, Clockwork and metal plates hide the inner workings that contain and enhance the power of pressure, pressure enhanced enough to propel a person, this pressure enhancement requires a magical fuel that is refuelled on a long rest, the pressure is released on the sole or mainly the bottom of your heel where it sends the user flying in the direction they aim at, this is not designed for combat but can be used in ways that are not typically safe. With a use of an action the user can propel themselves 150ft (must be a line) in any direction they choose, the boots can halve fall damage as an added bonus, however it cannot reduce it completely. opportunity attacks still affect you unless specified elsewhere E.g. a feat. after going 50ft in a line the user takes 1d10 bludgeoning damage (not fall damage, but rather hitting something really fast damage) per 10 ft moved when hitting something, additionally halve this damage and deal it to whatever you hit, this does not take into affect when not hitting something 

The Traversal Enhancement holds 1 charge that refuels on a long rest.

Clockwork Body Spells

3rd-level Clockwork Body feature

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

Clockwork Body Spells

Artificer Level Spell

3rd

healing word, Detect Poison and Disease

5th

Lesser Restoration, Heat Metal

9th

Haste, Mass cure wounds

13th

blight, death ward

17th

Greater Restoration, raise dead

Clockwork Constitution

Replacing many of your organs and limbs as well as constant work into Bio mechanics has given you the necessary constitution allowing for your body to take more hits before going down. Increase Hit points by 2 per level.

Enhanced Biomechanics

Having a prolonged exposure to the Bio Mechanics within your body has changed your understanding on how bio mechanics work and interact with you, giving you a general body enhancement that improves the functions of your body. Gain immunity to poison and add 2 attribute points to either CON or WIS.

Biomechanical Perfection

Choose Quality or Quantity, whatever path you chose is your idea of perfecting the biomechanical structure that is now your body:

Path of Quality

You chose this path when you have heavily modified your body, not caring about only fixing the broken limbs and organs but rather replacing them with something better and more improved upon in your eyes. you functionally become immortal, living forever unless something decides to kill you along the way, you still require food and water for fuel for your clockwork body, you may switch that to another source of fuel for flavour reasons, such as oil or flames to fuel your fire inside your body that power you, nevertheless you still require a fuel to keep on living.

You gain immunity to the frightened condition and immunity to the exhaustion condition due to your body forming into a mechanical immortal being, not needing to sleep (still need to long or short rest for spells and "refueling") and no longer fearing what happens to your body as it can always be replaced. Also gaining + 2 to your armour class permanently due to your "improvements" that some would call horrifying.

 

Path of Quantity

You specialize in having more gadgets available to you, because having more variety and tools helps in many and almost all situations to you.

Quantity to you means more tools and more variety to control, perfection in your eyes is not hyper focusing on 1 thing and trying to better it, its all about solving problems with another gadget within your belt. with this feature you gain the ability to be able to create temporary tools that do solve problems for you.


You can use 3 tools per short rest, these tools all cost a bonus action to use, and disappear after being used.

[Damage Tool] - Add another 2d8 damage die temporarily to a weapon attack, the damage type is decided by the weapons damage type, this applies to one attack.

[Shield Tool] - Give 2d10 temporary Hit points to yourself or an ally within 30ft and within sight.

[Resistance Tool] - the next attack that hits you, until the start of your next turn, gets its damage reduced by 16 to a minimum of 0, this affects every type of damage.

[Diplomacy Tool] - For the next 10 minutes you gain advantage on skill checks related to Charisma (Intimidation, Performance, Persuasion, Deception).

[Studying Tool] - For the next hour you can add half your Artificer level (rounded down) to one skill of your choice, you can only apply this to one skill temporarily per tool used.

[Tremor Tool] - you gain tremor sense in a 20ft radius for 12 seconds.

 

Previous Versions

Name Date Modified Views Adds Version Actions
6/17/2023 11:03:59 AM
8
1
1
Coming Soon
6/19/2023 12:26:00 PM
3
0
--
Coming Soon
7/10/2023 8:47:28 AM
14
1
2
Coming Soon
9/1/2023 3:31:54 PM
22
2
2.1
Coming Soon
9/2/2023 7:08:11 AM
23
1
3
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes