Base Class: Artificer
Blood weapon
The blood weapon is the main weapon of blood shifter artificer's and what the class mainly revolves around. In order to use your blood weapon you have to bond to the chosen weapon for 24 hours before being able to shift into your chosen weapon. Once you have bonded to that weapon which means you gain blood weapon expertise. You can have blood weapon expertise with one weapon at a time, and the weapon you have expertise in is the weapon you will shift into when your blood weapon is used. Blood weapon gets 3 uses per short rest.
Blood weapon details
Blood weapons do the same amount of damage that their regular counterparts would, However whenever you choose to shift into your blood weapon (Shifting counts as a bonus action) You roll the damage dice that the weapon uses (For example if You were to shift into a scimitar you would roll 1d6) and then inflict that amount of damage on yourself. Ranged weapons such as a longbow also require blood ammunition, which takes one hit point away from you every time you shoot. Your blood weapon lasts for an hour before the body part you used as your blood weapon host returns back to normal.
Marrow armor
Starting at 5th level you gain marrow armor. Marrow armor can be used once per long rest. Marrow armor allows you to give yourself a +3 in your armor class for 30 minutes if you succeed a constitution saving throw. When you get hit by an enemy the first time your armor class drops to +1 and after you get hit again, you lose your additional ac.
Multiple Expertise
At 9th level, You gain the ability to have 3 blood weapon expertise' instead of 1.
Flesh Form
Flesh form transforms your appearance and shifts your flesh to look more monstrous these forms come with various upsides. you must choose from 1 of 3 Flesh forms that you can transform into to gain special ability's.
The Harvester
The harvester takes a reaper like appearance with a sickle dealing 2d8 slashing damage respectively. You gain the ability Vampiric reap which allows you to dash up to 30 ft make an attack roll on the enemy and heal the amount of damage dealt (you cannot gain bonus hit points from vampiric reap.)
The Mass
The mass is a large glob of gelatinous flesh that consumes anything that stands in its way. You gain the ability Projectile flesh which is a ranged weapon that can be launched up to 60 ft , dealing 1d10 bludgeoning damage and 1d6 poison damage. You also gain Reanimate which allows you to disappear into the ground as an action and next turn you will appear within a range of 50 ft in the location of your choice.
The Totem
The totem is a large tall amalgamation of arms, legs, and faces. You gain the ability Supporting aura which is always active. Any allies within a 50 ft radius of yourself gain advantage on strength rolls and you roll 1d6 each turn to heal allies within the radius of supporting aura.
Blood weapon
The blood weapon is the main weapon of blood shifter artificer's and what the class mainly revolves around. In order to use your blood weapon you have to bond to the chosen weapon for 24 hours before being able to shift into your chosen weapon. Once you have bonded to that weapon which means you gain blood weapon expertise. You can have blood weapon expertise with one weapon at a time, and the weapon you have expertise in is the weapon you will shift into when your blood weapon is used. Blood weapon gets 3 uses per short rest.
Blood weapon details
Blood weapons do the same amount of damage that their regular counterparts would, However whenever you choose to shift into your blood weapon (Shifting counts as a bonus action) You roll the damage dice that the weapon uses (For example if You were to shift into a scimitar you would roll 1d6) and then inflict that amount of damage on yourself. Ranged weapons such as a longbow also require blood ammunition, which takes one hit point away from you every time you shoot. Your blood weapon lasts for an hour before the body part you used as your blood weapon host returns back to normal.
Marrow armor
Starting at 5th level you gain marrow armor. Marrow armor can be used once per long rest. Marrow armor allows you to give yourself a +3 in your armor class for 30 minutes if you succeed a constitution saving throw. When you get hit by an enemy the first time your armor class drops to +1 and after you get hit again, you lose your additional ac.
Flesh form
The Harvester
The harvester takes a reaper like appearance with a sickle dealing 2d8 slashing damage respectively. You gain the ability Vampiric reap which allows you to dash up to 30 ft make an attack roll on the enemy and heal the amount of damage dealt (you cannot gain bonus hit points from vampiric reap.)
The Mass
The mass is a large glob of gelatinous flesh that consumes anything that stands in its way. You gain the ability Projectile flesh which is a ranged weapon that can be launched up to 60 ft , dealing 1d10 bludgeoning damage and 1d6 poison damage. You also gain Reanimate which allows you to disappear into the ground as an action and next turn you will appear within a range of 50 ft in the location of your choice.
The Totem
The totem is a large tall amalgamation of arms, legs, and faces. You gain the ability Supporting aura which is always active. Any allies within a 50 ft radius of yourself gain advantage on strength rolls and you roll 1d6 each turn to heal allies within the radius of supporting aura.
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Posted Jan 15, 2024Sorry that the entire page repeats itself, I wrote all of the features in the description and later learned you could add features. Sorry!