Base Class: Artificer
The Grafted Artificer can replace arms, legs, eyes, ears, and even parts of their torso with mechanical creations to allow for better dodging, better protection, or even offensive options.
Machine Learning
3rd-level Grafted feature
You gain proficiency in Arcana. If you already have this skill proficiency, you gain proficiency with one other intelligence based skill of your choice.
Grafted Spells
3rd-level Armorer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Grafted Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Armorer Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Prosthetic Enhancement: Arms
3rd-level Grafted feature
Your pursuits into the improvement of the self have led you to grafting parts onto your body. Using time and gold you can remove or graft a new part onto your body. You gain Slots. At third level you unlock the knowledge to create parts for and fill an arm slot. At later levels you will unlock a head slot, a leg slot, and a torso slot.
At third level you gain the knowledge of certain creations that will help you fill your arm slot and improve your arms. You may only have one enhancement active from this list at a time at a time. You may swap out for any at this list upon level up.
- Emergency Flame Vent - you can spend a bonus action to shoot fire. Dealing 1d6+Int fire damage in a ten foot long 5 foot wide line in front of you. The creature must make a dex save equal to your spell save, taking half damage on a success.
- Hyper Dense Thew Bundle - you gain advantage on strength checks.
- Adamantine Joint Catch - if you have a creature grappled you may use your action to make another grapple check. If you succeed you and the creature are both Restrained until the grapple end.
- Quick Weapon - You can create a simple melee weapon that can fold into your arms and be hidden. You choose the damage type; slashing, piercing, or bludgeoning, and they do 1d6 + Int damage. You may use a bonus action to reveal or hide-away the weapon. You may also use an action once the weapons are revealed to imbue the weapons with magical energy, making the weapon magical for the purpose of overcoming resistances.
- Motive Attack Compressor - You install an enhancement that allows you to use a bonus action to take an extra attack. You may use this feature a number of times equal to your Int modifier (min 1)
- Quick-shot Grapnel - you install an enhancement that allows you, on a bonus action, to shoot out a 30 foot cable with a grappling hook attached to it.
- Quintessent Siege Battery - you install an enhancement that allows you to do double damage to structures and fortifications with any unarmed or weapon attack.
- Telesco-jointed dendrite - You install a third arm on your body that you can control with thought. This arm can carry up to 30 pounds unassisted. It has a reach of +10 feet. You may make an unaramed strike with it to deal 1d4+int+proficiency blunt damage.
- 10,000 Hour Rule - when you install this enhancement you may choose an additional tool kit proficiency. You may choose this enhancement multiple times, only upon level up, replacing the previous toolkit proficiency with a new one.
Prosthetic Enhancements: Legs
5th-level Grafted feature
You now have access to the knowledge in order to create and graft on leg enhancements. You may only choose only one option from the list. You may swap out upon leveling up.
- Locomotive Shunts - Using a bonus action you may use the magically activated actuators in your leg to teleport yourself to any space within 30 feet that you can see.
- Mobility Actuators - Your walking speed increases by 10 feet.
- Talon Grips - You gain a climbing speed of 30 feet.
- Erective Kickstand - If you are prone you spend only 5 feet of your movement to stand up.
- Density Downflux Collator - you become resistant to being knocked prone. Using a bonus action you may reduce your speed by ten feet and become immune to being knocked prone. The effect lasts until the start of your next turn.
- Reinforced Joint Compressor - You ignore fall damage equal to 10 times your intelligence modifier.
- Terrain Nullifiers - You are not effected by rough terrain.
Prosthetic Enhancements: Head
9th-level Grafted feature
You now have access to the knowledge in order to create and graft on head enhancements. You may swap out with a different enhancement upon levelling up. You may only have one enhancement active at a time. You may swap out at any time provided you spend the time and gold in order to complete the process.
- Focusing Aperture - You gain advantage on perception checks related to sight.
- Auditory Amplifier - You gain advantage on perception checks related to sound.
- Olfactory Resonator - You gain advantage on perception checks related to smell.
- Cortisol Regulator - You gain advantage on checks against being frightened
- Intellect Recorder - You have perfect recall on any events or information that you were involved in or learned in the last 30 days. You gain advantage on intelligence checks related to recalling information outside that 30 day mark.
- Memorographic Playback Override - You may spend 10 minutes studying the handwriting of an individual. You may copy the handwriting. A creator may make an investigation check equal to your spell save dc to discern if it is fake or not.
- Investigative Profile Compiler - you install an enhancement that feeds you information about a person you have been interacting with based on their behavior, pheremones, and other information. You have advantage on insight checks.
Prosthetic Enhancements: Torso
15th-level Grafted feature
You now have access to the knowledge in order to create and graft on torso enhancements. You may swap out for any enhancement upon levelling up. You may only have one active from this list at a time.
- Toxin Neutralization Bundles - You install an enhancement in your stomach that leads to your mouth. You gain immunity to poison damage and the poisoned condition.
- Life Force Projector - You install an enhancement in your chest that stores energy. As an action you may unfold the chest plates and shoot a beam of energy in a 40 foot long 5 foot wide line. Any creature in that line must make a dex save equal to your spell dc. Taking 8d8 force damage, half on a successful save. You may only use this once per long rest.
- Epithelial Weave - You install enhancements to reinforce the skin on your torso. As a bonus action you may activate and harden these fibers to increase your AC by 2 until the beginning of your next turn. You may do this a number of times equal to your Int mod (min 1)
- Planar Anchorite - You are immune to any effect that sends you to another plane. This enhancement allows the user to choose if the planar teleportation effect works or not.
- Resuscitative Generator - If you were to take damage that would reduce you to 0 hit points, at the start of your next turn, before you roll death saves, you gain 10 hp. In addition creatures within a 10 foot radius of you must make a dex save equal to your spell save dc. on a fail they take 2d6 lightning damage, half on a success.
- Gravitic Entropy Field - on a bonus action you gain a flying speed of 60 feet. This effect works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
- Cellular Reinforcement Mites - you age 1 year for every 5, and you become immune to effects that magically age you.
- Subdermal Thermic Shielding - you become resistant to fire damage.
- Thermal Micro-Insulation - you become resistant to cold damage.
- Short Term Gravitic Manipulation Field - you can use your action to cast reverse gravity
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