Artificer
Base Class: Artificer

It's just Gilgamesh from fate and I figured it fits artificer the best thematically, but then as I got into it I started thinking maybe it doesn't mechanically but I was already in too deep.

Arcane Armoury

3rd-level Archer feature

You gain proficiency with Martial Weapons. You also gain access to your Arcane Armoury and Armoury Charges.

Archer Spells

3rd-level Archerfeature

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

Archer Spells
Artificer Level Spell

3rd

magic missile, thunderwave

5th

mirror image, shatter

9th

hypnotic pattern, lightning bolt

13th

fire shield, greater invisibility

17th

passwall, wall of force

Top Down Economics

Top-down investing is an investment analysis approach that focuses on the macro factors of the economy, such as GDP, employment, taxation, interest rates, etc. before examining micro factors such as specific sectors or companies.

Bottom Up Economics

Bottom-up investing is an investment approach that focuses on analyzing individual stocks and de-emphasizes the significance of macroeconomic and market cycles. In other words, bottom-up investing typically involves focusing on a specific company's fundamentals, such as revenue or earnings, versus the industry or the overall economy. The bottom-up investing approach assumes individual companies can perform well even in an industry that is underperforming, at least on a relative basis.

Extra Attack/Bonus Action Infusions

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

You can apply weapon infusions as a bonus action.

Primordial Weapon

9th-level Archer feature

You learn how to call forth a Primordial Weapon, that is bound to your armoury, pick a weapon from the available options.

Aspect of Protection

Use an armoury charge to increase the AC of an yourself or an ally about to be hit by +5 as a reaction.

At Level 15, use two armoury charges to negate up to 15 damage (before resistances) on one person 

At Level 20, block an attack as a reaction for 4 armoury charges once every three rounds, mechanically this works out as the ability to negate any attack must be announced before damage has been calculated.

Beam of the Unmaker

For 10 Armoury Charges
Shoot a loud magnificent primordial BEAM originating from a weapon, those in its path must make a Dexterity saving throw against your spell save DC or take the full brunt of the attack on a successful save they will take 1/4 damage, however this damage will be thunder damage instead of radiant damage as they are not hit by the beam but its shockwave.
Enemies Reduced to zero hit points are unmade, and can only be brought back through a means of resurrection that does not require a body, such as the true resurrection or wish spell.

Bow of Explosive Repercussions

It's an Explosive bow that casts buff fireball

Restrain

When You use this Weapon

Choose a creature that you can see within range. The target must succeed in a Dexterity saving throw or is paralyzed for the duration as the master weapon (Ordinarily Chains, Ropes or Vines) restrains them. At the end of each of its turns the target can make a Strength saving throw. On a success, the effect ends on the target.

At Level 15 Choose a preferred enemy type (aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead) which your weapon is designed to restrain, this enemy type will be unable to make the saving throw in the first round.

At Level 20 Choose your preferred enemy type will be unable to make the saving throw in the first and second round, you can also use twice the charges in order to make any enemy automatically fail their initial saving throw if they are not your prefered enemy.


Shifting Automaton

For as long as 1 hour you call forth an automaton for an amount of armoury points equal to 2 times its CR. It manifests in an unoccupied space that you can see within range. This corporeal form can take the approximate form of any creature within allowed CR (Half class level) and adopt most of its stat block. When you cast this spell, choose a creature. The creature resembles the chosen, which determines most its stat block. The creature disappears when it drops to 0 hit points or when the ability ends (1 hour after use).

Using this ability whilst an automaton is already summoned grants the ability to transform the automaton to mimic a different creature, however if this creature has a higher max hp than the automaton's current hit points, it will keep its current hit points.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

The creature exchanges its monster type for construct and it's resistances, immunities and weaknesses for:

Damage Immunities Poison, Psychic
Damage Weaknesses Lightning, Acid
Condition Immunities
 BlindedCharmedDeafenedExhaustionFrightenedParalyzedPetrifiedPoisoned

The creature also suffers from:
Antimagic Susceptibility. The automaton is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the automaton must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Synthetic Body. The automaton is unable to benefit from all conventional forms of healing.

Armoury Manifestation

15th-level Archer feature

For 15 Armoury Charges you are able to call forth your Arcane Armoury into your current plane, transposing itself onto the terrain,
Bringing weapons forth in the Armoury is easier, for abilities that require armoury charges EXCLUDING THOSE GRANTED BY THIS ABILITY reduce the amount of charges required by 1
The main effects of the Armoury are dependent on the chosen type:

Collector

Your Armoury comes forth as an Armoury.

Effects:
When active, this armoury grants each of your allies a +1 to weapons,

As a reaction, you can spend 2 Armoury charges to grant an ally a bonus to an attack based on your Primordial Weapons.
Bow: Add 1d10 Fire damage and grant an AOE of 10ft that will only hit creatures who's AC is below attack roll, if the attack is already in an AOE, grant it an additional 5ft.
Unmaking: Add 1d10 Radiant damage and change any melee attack into a 5 foot wide 60ft long beam that will only hit creatures who's AC is below attack roll
Restrain: Target of the ally's attack must make a Constitution saving throw against your spell save DC or be stunned.
Protection: let ally add a +2 to AC until their next turn.
Automaton: Add 2d6 force damage.

Conqueror

Your Armoury is summoned forth as a battlefield surrounded by a small army at your command.

Effects:
When active, this armoury grants each of your allies a +2 to AC,

This armoury can also be used to take one of three actions as a bonus action by any allied creature once per round.
Javelins, +2 to hit 2d10+5 piercing damage
Arrows, +5 to hit  1d10+5 piercing damage
Charge, +5 to hit  1d10 bludgeoning damage, target must succeed a DC 12 Strength or Dexterity saving throw or be knocked prone.

Healer

The Healing armoury,
Effects when active:

You armoury grants an additional 1d6 to all healing performed by allied creatures within it.

Your armoury grants a legendary resistance to each of your allies.

Optional: When activating you can choose to heal all conscious entities in the armoury by 1d6 at the end of initiative order, this includes enemies.

Previous Versions

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