Base Class: Artificer
Some men see their lives, their abilites, and even their bodies, and are not satisfied. An Artificer who specailizes as a Cyborg uses the knowledge they've gained to go beyond their maximum potential through technological modifications and enhancemnts on themselves. On occaisons to a disturbing level to most others.
A Cyborg's motivation to change themselves can come from many places. Some do it out of neccesity from a wound or disease they've been given. Others do it for simple research or ammusement. And some do it to go beyond the limits that mortal life present's them, so that they may see the end to it all.
These few Artificers that are Genius enough and possibly insane enough to become a cyborg, have typically been rebuked by most others for their outlandish experiments. Some even consider it sacrelige almost as if they are trying to become a God or say no to death's doors.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith’s tools, martial weapons and Medicine. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Cybernetic Enhancements
Starting at 3rd level, your knowledge of increasing the abilities of an individual has finally brought you merit. You may use your body's cybernetic enhancements as a spellcasting focus.
Additionally, you can choose one of the following Cybernetic Enhancements.
Integrated Protection. Integrated into or onto your body are metal plates and devices that give you extra protection. Your Armor Class increases by 1. Also, while you have this enhancement active, you gain proficiency in heavy armor.
Integrated Weaponry. Integrated into or onto an accessible point on your body such as your legs, chest, or arms, is a system of simple weapons you may use. You gain a +1 bonus to attack and damage rolls with simple and martial weapons and you use your Intelligence modifier for the attack and damage rolls. You have a simple melee weapon that deals 1d10 damage. You also have a simple ranged weapon with a range of 80/150 feet which deals 1d8 damage. At the end of a long rest you choose whether the melee weapon deals: bludgeoning, slashing, or piercing, and you choose if the ranged weapon deals: acid, cold, fire, poison, or lightning damage.
Enhanced Limbs. Due to either a robotic exoskeleton, implants in your limbs, or other means your limbs have been greatly improved to match peak athletic ability. Your High jump and long jump range increases by 10 and your movement speed increases by 10.
Improved Oculus. Your vision has been greatly improved due to a device installed into or onto your head. You gain a darkvision radius of 60ft. If you already have darkvision, its radius increases by 60ft. Additionally, you gain proficiency in Perception and dim lighting doesn’t give you disadvantage on Perception checks.
Enhanced Limbs
Due to either a robotic exoskeleton, implants in your limbs, or other means your limbs have been greatly improved to match peak athletic ability. Your High jump and long jump range increases by 10 and your movement speed increases by 10.
Improved Oculus
Integrated Protection
Integrated into or onto your body are metal plates and devices that give you extra protection. Your Armor Class increases by 1. Also, while you have this enhancement active, you gain proficiency in heavy armor.
Integrated Weaponry
Integrated into or onto an accessible point on your body such as your legs, chest, or arms, is a system of simple weapons you may use. You gain a +1 bonus to attack and damage rolls with these weapons and you use your Intelligence modifier for the attack and damage rolls instead of Strength or Dexterity. You have a simple melee weapon that deals 1d10 damage. You also have a simple ranged weapon with a range of 80/120 feet, which deals 1d8 damage. At the end of a long rest you choose whether the melee weapon deals: bludgeoning, slashing, or piercing, and you choose if the ranged weapon deals: acid, cold, fire, poison, or lightning damage.
Cyborg Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Cyborg Spells table.
Cyborg 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 |
Customized Robotics
When you reach 5th level in this class you gain the ability to change how the robotic portions of your body function. Your original choice from the Cybernetic Enhancements feature, becomes more powerful gaining the following benefits.
Integrated Protection+. As a reaction when you take damage, you may choose to gain resistance to the initial type of damage for one minute. Once you use this feature, you may not use it until you finish a short rest.
Integrated Weaponry+. The weapons are now +2. You can attack twice instead of once, whenever you take the Attack action on your turn.
Enhanced Limbs+. You gain proficiency in Athletics. Also, once per long rest, as a bonus action, you may enter a state in which you are able to dash as a bonus action, and have advantage on Strength and Dexterity checks. This state lasts for a minute.
Improved Oculus+. You are not only able to see incredibly well, but you are able to quickly analyze things and learn this information much faster than others. If you need to make an ability check as an action, you may do it as a bonus action. During Initiative as a bonus action, you can analyze an opponent making an Intelligence check against an their opposed Dexterity or Strength check (whichever is higher). If your check is succeeds, you have advantage on your next attack roll against that creature. This lasts until the end of the opponent you analyzed next turn.
Enhanced Limbs+
You gain proficiency in Athletics. Additionally, once per long rest, as a bonus action, you may enter a quickened state in which you are able to dash as a bonus action, and have advantage on Strength and Dexterity checks for 1 minute.
Improved Oculus+
Improved Oculus+. You are not only able to see incredibly well, but you are able to quickly analyze things and learn this information much faster than others. Whenever you roll for initiative as a bonus action, you can analyze an opponent making an Intelligence check against an their opposed Dexterity or Strength check (whichever is higher). If your check is succeeds, you have advantage on your next attack roll against that creature. This lasts until the end of the opponent you analyzed next turn.
Integrated Protection+
As a reaction when you take damage, you may choose to gain resistance to the initial type of damage for one minute. Once you use this feature, you may not use it until you finish a short rest.
Integrated Weaponry+
Integrated Weaponry+. The weapons now have a +2 bonus to attack and damage rolls. Whenever you take the attack action with these weapons you can attack twice instead of once.
Increased Capacity
At 9th level your constant tinkering on yourself has brought about more space and flexibility in your cybernetic enhancements. Whenever you finish a long rest, you may choose to gain 1 more ability from the Cybernetic Enhancements list other than the one you initially chose. At the end of your next long rest you may choose to keep this ability, or to remove it in exchange for another feature from the Cybernetic Enhancements list.
Constructed Essence
By the time you’ve reached the 15th level, most of your humanoid body parts have been replaced by technology and cybernetics.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don't need to sleep, and magic can't put you to sleep.
- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Additionally, you also gain new abilities to account for your cybernetic enhancements. When you use your Increased Cybernetics feature to gain a feature from your Cybernetic enhancements, you may instead gain the upgraded version from the Customized Robotics feature. For example, if you used your Increased Cybernetics feature to gain Enhanced Limbs, it would now upgrade to Enhanced Limbs+.
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