Artificer
Base Class: Artificer

A Prosthetic Brawler specializes in integrating flesh and steel, creating powerful construct limbs and replacing weak organs of the fllesh with components of metal and stone.

Tools of Integration

At 3rd level you gain proficiency with heavy armor, and smith tools. If you already have this tool profiency you gain proficiency with one other type of artisans tools of your choice.

Prosthetic Brawler Spells

At 3rd level you have access to certain spells prepaired once your reach certain levels. These spells count as artificer spells for you, but they don't count against the number artificer spells you prepair.

Prosthesis Expertise

at 3rd level whenever you finish a long rest you can touch a nonmagical object and imbue it with your power, creating a permanent magical item that replaces a lost limb- a hand, arm, foot, leg, or similar body part. While the prosthetic is attached it functions identically to the part it replaces. The wearer can detach or reattach it as a action, and it can't be removed against the wearer's will. It detaches, and returns to its original state, if the wearer dies.

Battlefist

At 3rd level you replace on of your arms with a battlefist, a magical prosthetic you created. Your battlefist is a magical simple melee weapon, and you can use it as a spellcasting focus for your artificer spells. While your battlefist is a magical weapon, it can be infused as if it were a non-magical weapon.

When you attack with your battlefist, you can use your intelligence modifier instead of strength for the attack roll. If you hit with it, you deal bludgeoning damage equel to 1D6 + your strength or intelligence modifier. At 9th level, the damage dealt by your battlefist increases to 2D6 + your strength or intelligence modifier.

Additionally, you can choose one of the following weapon properties to add to your battlefist: Finesse, Thrown (range 20/60), or Reach. When you finish a long rest you can replace theis property with a different weapon property from the list.

(Add a Mace to your sheet, and customize "to hit override" and "damage bonus" as needed if using int.)

(Add a Maul to your sheet when you reach 9th level, and customize "to hit override" and "damage bonus" as needed if using int. Ignore "Heavy" and "Two-handed" traits.)

Extra Attack

At 5th level, you can attack twice, rathen than once, whenever you take the Attack action on your turn.

Defensive Offhand

At 9th level you replace your Offhand with a defensive prosthetic.

* The Defensive Offhand replaces the other (or one of the others) arm. This modified prosthetic is focused on defense only. You gain +2 AC, and is trated as a magical shield. Even though it is magical you can infuse Defensive Offhand as a shield.

*Defensive Offhand does not function with feats or fighting styles that require a shield.

(Add a shield to your inventory for this effect.)

Construct Apotheosis

At 15th level you have modified your form, becoming nearly impervious to the weaknesses of the flesh. You gain the following benefits:

* You gain immunity to poison damage, and the poison condition.

* You can cast the Antilife Shell, and Investiture of Stone spells without expending a spell slot. Without prepairing the spell, and without material component, provided you use your battlefist as the spellcasting focus. Once you cast either spell with this feature you can't cast that spell with it again until you finish a long rest.

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