Base Class: Artificer
"I used to believe that anything worth doing, was worth doing with my own two hands. However, that was before they cut off my gods-be-damned arms! It's okay though, no really, it is! I'll be the one having the last laugh about it, 'cause they really should have carved out my brain with a soup spoon instead. I'll bet they never realized precisely what this thing's truely capable of once given purpose...but they're about to find out soon enough. Then they'll really see what these two hands can do..."
Tragedy struck, but you didn't take that lying down, did you? Whether due to a freak accident, collateral of a war you were lucky enough to return home from, or merely a debt collector, come for their due—two of your limbs are the price you paid. However, rather than cursing and resigning to your fate, you set a task before yourself and utilized what would undoubtedly be your greatest strength: your insidiously capable mind. It took everything you had. Long nights were spent by candlelight, frantically turning the pages with your feet if you had to, determined to study every dusty old tome you could find, every manual. They called you insane, a madman; they said you were unable to cope like any sane person should with the reality before you. Yet you persisted, pleaded aid from the able-bodied, begged, toiled, and even tightened screws with your tools between clenched teeth when others finally grew weary or impatient with you. They simply did not understand your passion and lacked your vision, and while that's more than understandable—they don't have a shiny, destructive new pair of prosthetics, now do they? No, honestly...it wouldn't appear that they do at all.
A Pair of Unbridled Demolition
Godhands are known for bringing their thirst for innovation into the fold via a pair of powerful artificial limbs. Godhand Artificers are particularly known for their penchant for destructive weaponry built into their prosthesis, often wielding science and magic in tandem. A common philosophy for them is to bring an arsenal into virtually every situation that could call for one, even menial tasks, believing they'll never fall prey to what cost them their original limbs again. Godhand Artificers prioritize function over form and utilize whatever they can to build with, pull from a wide array of skillsets, and are known for their dogged persistence in making their aspirations (or their vengeance) tangibly a reality.
Creating a Godhand
As you create your Godhand Artificer character, you will need to decide which of their two limbs were lost. It can be any combination of arms or legs but can be no more than two appendages, which you may then customize and upgrade. Consider how these limbs were lost; were they severed in a violent exchange, was it an accident, or perhaps it was a willing sacrifice in the name of science? With these details in mind, their new prosthetic limbs should be crafted for a particular specialization (combat, mobility, utility, etc).
A Call to Arms
3rd-level Godhand feature
In your time of greatest need, you have crafted powerful prosthetic limbs to replace the ones you've lost. Though it took countless months, blood, sweat, and tears, you have managed to build the biomechanical hardware to reinforce your spine, mapped out the neuro-magical pathways to synchronize your retrofitted construct arms with your central nervous system, and finely tuned your new prosthesis to function at full efficiency. With these highly specialized arms, you aim to become a living legend. These limbs can do everything your original ones could do and more. Godhand Artificers fall into one of three subtypes: Twohanders, known for their unarmed and grappling prowess; Duelsprinters, feared for their high mobility and hit-and-run tactics; or Twinsplitters, who are all-rounders specialized in utility without sacrificing power or speed. You may choose on of the following subtypes below.
Dualsprinter
You have crafted a pair of prosthetic legs.
- You may use Intelligence instead of Strength for acrobatics checks and jumping.
- You may kick as an unarmed strike, even if you are holding an item in both hands. Your unarmed strikes count as a martial melee weapon with the heavy property and can deal bludgeoning damage equal to 1d8+(your Intelligence modifier) on a hit.
- Your speed increases by 5 (may have to edit manually on sheet).
Twinsplitter
You have crafted one prosthetic arm and one prosthetic leg.
- You may use Intelligence instead of Strength or Dexterity for either athletics or acrobatics checks.
- You can detach or reattach your prosthetic arm below the bicep and it transforms into a ranged weapon you are proficient with that can deal force damage equal to 2d6+(your Dexterity modifier) on a hit.
- If you are wielding a melee weapon with the light property it transforms with your arm and becomes mounted like a bayonet, allowing you to continue wielding it.
- Other creatures provoke an opportunity attack from you when they enter within 5 feet of you.
Twohander
You have crafted a pair of prosthetic arms.
- You may use Intelligence instead of Strength for athletics checks.
- Your unarmed strikes count as a martial melee weapon with the heavy property and can deal bludgeoning damage equal to 1d8+(your Intelligence modifier) on a hit.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Innovative Upgrade
3rd-level Godhand feature
Starting at 3rd level, you gain one upgrade and may select another at 6th and 9th levels:
Aether Carronade
5th-level Twinsplitter Upgrade
You sacrifice mobility for sheer destructive power. While prone, as an action:
- You reduce your speed to 0 for 2 turns and remain stationary, removing your prosthetic leg and combining it with your prosthetic arm to form a shoulder-mounted Aether Carronade and begin charging it to fire, using the Ready action each turn to charge. The Aether Carronade counts as a siege weapon and deals double damage to structures.
- On your following (3rd) turn, you may use an action to fire a beam of crackling energy in a 15 foot wide, 90 foot line. Each creature in that area must make a Dexterity saving throw of DC(8+proficiency bonus+Intelligence modifier). A creature takes 16d6+(Intelligence modifier) force damage on a failed save or half as much damage on a successful one. You can use this once per long rest.
- Following firing the Aether Carronade, you are shoved 15 feet and take the following penalties until your next long rest: your speed and maximum hit points are reduced by half, you have disadvantage on all skill checks, you have disadvantage on all attack rolls, and you have disadvantage on all saving throws.
- You cannot benefit from the Kickstint upgrade or any features, spells, or items that affect being shoved.
- You can use this with Flash of Innovation.
- Charging the Aether Carronade creates a roaring, bright aetherial conflux that may reveal you, even if you are hidden or invisible (at DM's discretion).
- You must take one turn to reattach your leg after firing, doing nothing else on that turn. If you decide to move without reattaching your leg, you must crawl in prone.
At 10th level, you understand the Aether Carronade fundamentally. You require only 1 turn to charge the Aether Carronade and take no penalties from firing.
(This is a love letter for anime fans.)
Booster Unit
3rd-level Dualsprinter Upgrade
Your prosthetic legs feature a propulsion system that activates whenever you jump.
- Your jumping distance is doubled.
- Your walking speed increases by 10 (may require manual adjustment on sheet).
Defibrilator
5th-level Twinsplitter Upgrade (Healer's Kit req.)
Your devotion to keeping your companions alive makes you the deciding factor between life and death. As an action:
- When using a Healer's Kit, you use a pulse of your artifice to stabilize a dying creature, restoring (your proficiency bonus x 2)+1d4 hit points. You can use this once per long rest.
- This cannot be used in conjunction with the Longshot Gauntlet.
- This can be used with Flash of Innovation.
Enhanced Servomotors
3rd-level Twohander Upgrade
Your prosthetic arms have been specialized for clutching and grasping.
- You have advantage on attempts to grapple creatures.
- You can grapple up to one size larger (ex: Medium-->Large becomes Medium-->Huge).
Flight Thrusters
5th-level Dualsprinter Upgrade
Your prosthetic legs are equipped for flight. As an action:
- You may engage thrusters and gain a flight speed of 30 feet, up to 10 minutes. You may use this 2 times per long rest.
- Your walking speed increases by 5 (may require manual adjustment on sheet).
Flux Discharge
3rd-level Twohander Upgrade
After grappling a creature, you may use a bonus action to discharge electricity.
- You brace the arm you are using to grapple with with the opposite arm as a beam of crackling energy surges into a grappled creature, forming a sustained current of electricity between you and the target. A grappled creature takes 3d6+(your spellcasting ability modifier+Proficiency bonus) lightning damage, and on each of your turns for the duration, you can use your bonus action to deal 3d6+(your spellcasting ability modifier+Proficiency bonus) lightning damage to the target. This can be used in conjunction with the Longshot Gauntlet. The ability and the grapple end if you use your action to do anything else.
Force Shields
3rd-level Twohander Upgrade
Your arms feature protective bulwarks of force energy against warding off attacks. As an action:
- You gain +1AC.
At 9th level, you gain the ability to extend the benefits of your +1AC bonus to 3 creatures of your choosing (within a 30 foot range) for 1 minute. You may use this once per long rest.
Hover Unit
3rd-level Dualsprinter Upgrade
Your prosthetic legs are equipped with a hover unit that allows you to stand and move six inches above the ground. As a bonus action or a reaction (still counts toward your total usage):
- You can hover a number of feet equal to five times your proficiency bonus without provoking opportunity attacks. You can use this feature only if your speed is greater than 0. You can use this (your proficiency bonus) per long rest.
- You ignore difficult terrain when moving this way.
Hydraulic Cannon
5th-level Twinsplitter Upgrade
Your prosthetic arm is equipped with a pressurized water jet. As an action:
- You fire a stream of pressurized water in a 30 foot line from your Hydraulic Cannon. Each creature in that area must make a Dexterity saving throw of DC(8+proficiency bonus+Intelligence modifier). A creature takes 4d10 bludgeoning damage on a failed save and is knocked prone, or half as much damage on a successful one and is not knocked prone.
- Using the Hydraulic Cannon without the Kickstint upgrade fires pressurized water 15 feet, immediately shoves you 15 feet from the direction you aim, and knocks you prone. You can use this 3 times per short rest.
Kickstint
3rd-level Twinsplitter Upgrade
Your prosthetic leg features automatic struts that project into the ground for added traction and stabilization. As a reaction:
- You gain advantage on athletics checks against being shoved or knocked prone.
- Upon a failed check, you cannot be shoved more than 5 feet against your will.
- You are not shoved when using the Sonic Mine Launcher and Hydraulic Cannon upgrades.
- You cannot be knocked prone when using the Sonic Mine Launcher upgrade.
Longshot Gauntlet
3rd-level Twinsplitter Upgrade
Your prosthetic arm has been specialized for reaching and towing.
- The prosthetic temporarily has the thrown property, with a normal range of 20 feet and a long range of 60 feet. As an action, the prosthetic's hand detaches and propels toward a target, connected by a length of retractable chain. If the target is a surface or structure that you can grasp, you may use a bonus action to pull yourself 15 feet towards it each turn. If the target is a creature, you may make an unarmed strike only if the creature is within normal range (20 feet). Whether you hit or miss, the prosthetic immediately returns to you and reattaches. Alternatively, you may forego an attack and attempt to grapple. If you succeed and the creature is your size or smaller, you may use a bonus action to pull the creature 15 feet towards you each turn. If the creature is larger than you, you pull yourself 15 feet towards it. If the creature breaks free, your hand immediately retracts and reattaches.
Longshot Gauntlet (x2)
3rd-level Twohander Upgrade
Your prosthetic arms have been specialized for reaching and towing.
- Your prosthetic arms temporarily have the thrown property, with a normal range of 20 feet and a long range of 60 feet. As an action, your hand detaches and propels toward a target, connected by a length of retractable cable. If the target is a surface or structure that you can grasp, you may use a bonus action to pull yourself 15 feet towards it each turn. If the target is a creature, you may make an unarmed strike only if the creature is within normal range (20 feet). Whether you hit or miss, the prosthetic immediately returns to you and reattaches. Alternatively, you may forego an attack and attempt to grapple. If you succeed and the creature is your size or smaller, you may use a bonus action to pull the creature 15 feet towards you each turn. If the creature is larger than you, you pull yourself 15 feet towards it. If the creature breaks free, your hand immediately retracts and reattaches. You may use the Longshot Gauntlet with one or both arms and attempt to grasp up to 2 targets this way. You cannot take the attack action while using both arms to grapple. The grapple immediately ends if a creature moves more than 60 feet from you.
Mediserum
3rd-level Twinsplitter Upgrade
You trade in raw destructiveness for a Hippocratic Oath. As an action:
- You touch a willing creature and inject a medicinal healing serum, healing them for 3d4+(your spellcasting ability modifier) hit points. This can be used in conjunction with the Longshot Gauntlet.
- This can be used with Flash of Innovation. This can be used 3 times per long rest.
At 10th level, your healing becomes 5d4+(proficiency+your spellcasting ability modifier).
Medivapor
3rd-level Twinsplitter Upgrade
You learn how to apply a healing medicinal serum via inhalant. As a bonus action:
- You disperse your healing serum through vapors. A 10 foot cloud of vapor spreads from your position. Each creature that begins its turn in that area starts healing 1d4 hit points on each of its turns for 3 turns You can use this 2 times per long rest.
- This cannot be used with Flash of Innovation.
At 10th level, your healing becomes 2d4.
Mesh Net Launcher
5th-level Twinsplitter Upgrade
Your prosthetic arm is equipped with a net launcher. As an action:
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You may use an action to launch a specialized wire mesh net. The net has a normal range of 10 feet and a long range of 25 feet. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless or creatures that are Huge or larger. A creature can use its action to make a contested Strength check against (8+Intelligence modifier+proficiency bonus), freeing itself or another creature within its reach on a success. Dealing a total (10+your character level+Dexterity modifier+Intelligence modifier) slashing damage (which shares your base armor class+3) also frees the creature without harming it, ending the effect and destroying the net. The launcher contains 1 net. You must repair any destroyed nets before you can use them again. You may use this (your proficiency bonus) times per long rest.
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You must currently be carrying a net to use your Mesh Net Launcher. You may use a bonus action to load or reload a net.
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During any long or short rest or taking 30 minutes of your time, you may reinforce any nets you own to create a Wire Mesh Net that shares the aforementioned HP and AC stats (edit manually on sheet).
Minewalker
9th-level Twinsplitter Upgrade (Sonic Mine Launcher req.)
You increase the effectiveness of your mine, turning it into a mobile construct. As a bonus action:
- After using your Sonic Mine Launcher, or if you currently have any mines actively on the field, you can activate one remotely. It sprouts legs and joins the initiative order immediately following your turn. You define the look and design of your mine (manually add the Minewalker creature to your sheet).
- When attached to (grappling) a creature, it may use a bonus action on its turn to Electroshock, dealing 3d6+(your spellcasting ability modifier+Proficiency bonus) lightning damage.
- You may use this (your Intelligence modifier) times per short rest, but may only have 2 active Minewalkers at a time.
Napalm Flamethrower
3rd-level Twinsplitter Upgrade
Your prosthetic leg features a Napalm Flamethrower built into the knee. As a bonus action:
- You stand on one leg and raise your knee, activating the Napalm Flamethrower. It sprays a stream of ignited Alchemist's Fire (napalm) that does 3d6 fire damage in a 15-foot cone. If any creatures are caught in the attack, they must make a Dexterity saving throw and take half as much on a success. Regardless, any creatures hit by the sticky napalm must use its action to make a DC10 Dexterity check to extinguish the flames or continue taking 1d4 fire damage at the start of each of its turns. You can use this (your proficiency bonus) number of times per short rest.
At 6th level, your damage die becomes 6d6 and the rage increases to 20 feet.
Overclocked Aether Actuators
9th-level Twohander Upgrade (Enhanced Servomotors req.)
Your prosthetic arms have been finely adjusted for punishing opponents and fortified structures alike.
- Your unarmed strikes count as siege equipment and deal double damage against structures.
- You roll two additional damage die against structures.
- Your damage die is upgraded to 1d10.
- You may make Unarmed Strikes while maintaining the Flux Discharge upgrade.
Seismic Disruptors
5th-level Twohander Upgrade
Your prosthetic arms are equipped with Seismic Disruptors that produce thunder damage. As an action:
- You perform a quick leap up to 10 feet without costing movement and does not provoke opportunity attacks. As you land, you slam both hands down against the ground and send a shockwave erupting out from your position in a 15 foot radius. Each creature in that area must make a Dexterity saving throw of DC (8+proficiency bonus+Intelligence modifier) or take 3d12 thunder damage on a failed save, half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain for three turns. You can use this (your proficiency bonus) number of times per short rest.
At 12th level, your damage die becomes 4d12.
Sonic Mine Launcher
3rd-level Twinsplitter Upgrade
Your prosthetic arm is equipped with a Sonic Mine Launcher. As an action:
- You fire a ranged mine attack at a target (60/90 feet), which does 1d6 bludgeoning damage if it hits. The mine attaches itself to the target and can be detonated on your next turn, dealing 4d6 force damage in 5 foot radius (sphere).
- Using this attack without the Kickstint feature shoves you 15 feet away from the direction you aim. If you are aiming more than 45°, angled upward—it immediately knocks you prone. You can use this up to your (Intelligence modifier) number of times per long rest.
Spider Frame
3rd-level Dualsprinter Upgrade
As a bonus action, you transform your lower torso into 8 slender spider-like legs that grant you the following benefits:
- You gain a climbing speed equal to your walking speed (set manually on sheet).
- In addition, you can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free. You may end your turn on any surface with a successful athletics check with a DC(your base armor class).
- When you use the Dash action in this way, difficult terrain doesn't cost you extra movement on that turn.
- You cannot use other Dualsprinter leg upgrades while vertical or inverted.
Switchkick Module
3rd-level Dualsprinter Upgrade
Your prosthetic legs are specialized in kicking.
- After you make an unarmed strike (kick) and hit, you may use a bonus action to make another unarmed strike by swiftly switching your stance to the opposite leg. This kick deals +5 damage on a hit.
At 15th level, your damage increases +10.
Web Spinner Modifications
9th-level Dualsprinter Upgrade (Spider Frame req.)
Your Spider Frame is further equipped with an abdomen featuring web-shooting spinnerettes. As an action:
- Spinnerettes contain 3 charges of the Web spell and regain all expended uses of it when you finish long rest.
- You may, as a reaction to falling, fire a web line from your spinnerettes and slow your descent to 60 feet per round. If you slow your landing before impact with the ground, you take no falling damage and can safely land on your feet. You may also use any nearby vertical surface.
- You may use your webs to grapple a creature up to one size larger than you. On a success, grappling the creature again on your next two turns will apply the restrained condition. The webs are flammable. Any webs exposed to fire burn away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
- Your abdomen is a storage container that holds up to 3 cubic feet of gear and up 200 lbs. It utilizes an artifice-powered weight redistributing suspension system to only ever weigh 90 lbs while worn. When disengaged (bipedal), the abdomen folds neatly away behind your back on a chassis mechanism that secures it in place of a traveling pack (add manually to sheet—add and modify a backpack).
Extra Attack
5th-level Godhand feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Flash of Innovation
9th-level Godhand feature
You have discovered a new way to use your artifice. When you deal damage with one of your Innovative Upgrades, Pulse Gun, or Unarmed Strikes, you may use up to 3 charges of Flash of Innovation and add it to the damage roll.
Improved Flash of Innovation
15th-level Godhand feature
You have taken your mastery of artifice to an entirely new tier, allowing you to sacrifice spell slots of any level for Flash of Innovation if you have no charges remaining.
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