Artificer
Base Class: Artificer

While Igors are born in the normal fashion for their race, the clan’s strong tradition of surgery usually means that by the time they would have grown to maturity in the natural way many of their body-parts have already been swapped around repeatedly, mostly within the clan. This can make assessing their age quite awkward as their hands may be in their 40’s, but their heart is in it’s 20’s. All Igors have stitches; these can be clan markings and not necessarily actual repairs. The masculine members of the Igor clan traditionally lisp (though sometimes some forget) and usually limp (although this doesn’t seem to impede their movement at all) The feminine members (Igorinas) tend to not show their stitches and can be very attractive in according to the standards of their race, although they usually wear one or two subtle rings of stitches to show allegiance to the clan, they also generally do not lisp or limp as much.

 

Origin

The tradition of a Master having a Igor as a servant has been around for as long as there have been people silhouetted against a stormy sky, yelling “Fools! They don’t understand my genius!”
Of course no good Igor would be without random jars of bubbling things, chemicals, potions and unknown things in bags, all of which can help the Igor (and his Master) to escape the inevitable torches and pitchforks, although an Igors loyalty will only stretch so far, surviving to find a new master is a much better than dying for one!

Creating an Igor

An Igor is a useful combat healer, using bandages to help heal over time, while also using their anatomical knowledge to weaken and disable their attackers. The most unique skill that they possess is the ability to surgically enhance themselves with extra body parts and mechanical upgrades

 

Alignment/Personality

Igors are always true Neutral, traditionally they work for those on the fringes of society (and sanity), but this does not make them bad people. They adhere to their code: Never question the master (“No, thur, that’th an artery”); never pass judgment (“What do you want a hundred virginth for?”); never grumble (“Where am I going to find a brain at thith time of night?”). If an Igor spent any time in judging people, they would never get anything done.

 

Surgery

At 3rd Level, Igor can utilize their surgical skills to heal their companions:

  • Triage - For 1 Action (when in combat), Igor can restore HP to creature within range (Touch) up to Igor’s Medicine Skill score. If conducted on self or another Igor, can be done as a bonus action.
  • Advantage on stabilizing an unconscious/dying ally.
  • Can assist up to 2 targets during a short rest, targets can add 1 extra Hit Dice when healing, which does not use the die in their Hit Dice pool

Crafting

Beginning at 3rd Level, Igors can make bandages for healing during combat, and items handy for a quick getaway!

  • Igors can create a number of items equal to their proficiency bonus, regaining all uses after a long rest.
  • The materials required (sterile cloth, gauze etc.) can be purchased from any general supply store for the cost stated in the tables below
  • Bandages can only be used whilst in combat. Applying a bandage takes an action, or a Bonus Action if proficient in Medicine
Igor Level Bandage Type Heals For: Cost(each)
2 Standard 1D4+1 per Round for 4 rounds 50G
7 Greater 1D6+2 per Round for 4 rounds 150G
13 Superior 1D12+4 per Round for 4 rounds 450G
18 Supreme 1D20+10 per Round for 4 rounds 1350G

 

 

Item Effect Cost(each)
Smokestick As an action, you can ignite this alchemically-coated wooden stick and toss it up to 30 feet. Thick smoke emerges from the stick, producing an effect identical to the fog cloud spell, except that it only fills a 10-foot radius sphere and has a duration of only 1 minute. Smokesticks can be manufactured to produce smoke in nearly any colour 30G
Tanglefoot Bag A tanglefoot bag can be thrown to a point up to 30 feet away, at which point it bursts on impact and covers the ground in a 10-foot radius with sticky goo. For one minute, that area is difficult terrain. Any creature that was in the area of the goo when the bag was thrown must succeed on a Strength saving throw or be restrained by the goo. A restrained creature can use its action to make a Strength check, freeing itself on a success 100G
Thunderstone When this dull, brittle crystal strikes a hard surface, it erupts with a bang that can be heard 500 feet away and can deafen nearby creatures. As an action, you can throw the stone at a hard surface within 30 feet. Creatures within 10 feet of that point are affected as though targeted with the blindness/deafness spell, causing a “deafness” effect. 60G
Sunflare A glass vial containing a light yellow fluid, which on contact with air combusts in a bright flash. As an action, you can throw the vial at a hard surface within 30 feet. Creatures within 10 feet of that point are affected as though targeted with the blindness/deafness spell, causing a “blind” effect. 60G
Giddyup Juice A foul smelling, dark brown blue liquid that seems to vibrate in the container. Upon drinking, the imbiber is affected as though targeted with the expeditious retreat spell, except effects only last for 5 minutes. 25G

Experimental Surgery

From 5th Level, Igors can conduct surgery on themselves, swapping out body-parts and enhancing others


  • All surgery requires research before carrying out, a successful Medicine Check (DC13) is required for each hour of research
  • Surgeries take time to complete, during this time the Igor cannot take part in any other actions. Any surgeries that take 24 hours or longer will cause 1 point of exhaustion
  • The amount of Experimental Surgeries that Igor can have depends on their level, see the table below
Body Part Effect Research Time Surgery Time
Extra Thumb (Can be done twice) +1 to Dex Score (each) 6 hours each 2 hours each
Extra Kidney +2 to Con Score 18 hours 8 hours
Spring Loaded Knees +5 to Movement Speed 12 hours 6 hours
Eye (Can be done twice)* +1 to Perception Checks 10 hours each 4 hours each
Spare Heart When reaching 0HP, at the end of the Igors turn, regain consciousness at 1HP (once per long rest) 24 hours 16 hours
Copper Spine Can cast Lightning Bolt once per long rest. From Level 9, can cast either Lightning Bolt or Call Lightning, once per long rest 36 hours 24 hours

*If the ‘donor’ had Darkvision, gain Lesser Darkvision for one eye, Standard Darkvision for both eyes

Level No of Experimental Surgeries
1 -
2 -
3 -
4 -
5 1
6 1
7 2
8 2
9 3
10 3
11 4
12 4
13 5
14 5
15 6
16 6
17 7
18 7
19 8
20 8

Improved Surgery

At 9th Level, Igor can utilize their surgical skills to heal their companions:

  • Improved Triage - For 1 Action,(when in combat) Igor can restore HP to creature within range (Touch) up to Double Igor’s Medicine Skill score.
  • Can assist up to 3 targets during a short rest, targets can add 1 extra Hit Dice when healing, which does not use the die in their Hit Dice pool

Surgical Strike

An Igor’s superior knowledge of anatomy allows them to make precise attacks to vulnerable areas of an opponents body
From 15th Level, Igor can carry out a melee attack a specific body part within range, and on a successful hit, cause their normal weapon damage plus the effect stated on the table below
Igors can carry out a number of Surgical Strikes equal to their proficiency bonus, regaining all uses after a long rest

Target Effect
Leg Targets movement speed is halved and Disadvantage on Dexterity saves until the end of their next turn
Arm Target drops one held item
Head Target has Disadvantage on all saving throws until the end of their next turn
Torso Front (Gut Punch) Targets movement speed is reduced to 0 until the end of their next turn
Torso Back (Kidney Shot) 1D4 piercing damage at the start of their next 3 turns

 

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