Artificer
Base Class: Artificer

Half-Forge: Meld of Metal and Flesh

Artificers of the Half-Forge specialization are master metallurgists and arcane engineers who blend their own bodies with metal and magic, becoming living weapons and armored juggernauts. They see no boundary between flesh and steel, crafting themselves into hybrid beings with enhanced combat capabilities and unparalleled resilience. These artificers harness their deep understanding of both martial and arcane arts to create powerful integrated defenses and weaponry, pushing the limits of their human potential through meticulous craftsmanship and magical ingenuity.

As a Half-Forge, your body becomes both your armor and your weapon. You gain proficiency with martial weapons and tinker's tools, and you can integrate weapons directly into your hands, making them an extension of your combat prowess. Your metallurgical expertise also allows you to adopt one of two defensive modes, optimizing your protection in various combat scenarios. As you advance, you refine your combat style, gain additional attacks, and further enhance your integrated armor and weaponry through infusions.

At higher levels, your integration reaches near-perfection. You can infuse multiple parts of your body with powerful enchantments, and your unique augmentations make you immune to disease and the effects of aging. Ultimately, your mastery over both metal and magic sets you apart as a formidable force on the battlefield, blending the best of both worlds into a seamless and powerful whole.

Tools of the Trade

3rd-level Half-Forge feature

You gain proficiency with martial weapons. You also gain proficiency with tinker's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Half-Forge Spells

3rd-level Half-Forge feature

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

Armorer Spells
Artificer Level Spell

3rd

shield, shield of faith

5th

mirror image, silence

9th

blinding smite, conjure barrage

13th

death ward, greater invisibility

17th

destructive wave, wall of force

Integrated Protection

3rd-level Half-Forge feature

Your metallurgical pursuits have led you to reconstruct your body to have multiple defensive layers. Each time you finish a short or long rest, choose one of the two modes to adopt, provided you have tinker's tools in hand. You gain the AC of that mode, but you are unable to use any other form of armor.

Hallowed Plating: 11 + your proficiency Bonus + your Dexterity modifier

Composite Plating: 13 + your proficiency Bonus + your Dexterity modifier (maximum of 2) 

This benefit cannot be lost. However, you are unable to use infusions relating to armor on your integrated protection until you gain the Legion feature at 9th level.

Integrated Weaponry

3rd-level Half-Forge feature

Starting at 3rd level, you can embed weapons into your hands. When you do so you must have the actual weapon (magical or non magical) and spend the duration of a short rest to integrate them. You can have up to two integrated weapons in your hands at once. Alternatively, you can also integrate a shield. 

You can switch between these weapons as a bonus action and holster/draw them with no action required. While these weapons are holstered, they count as concealed weapons. Additionally, you can use your Intelligence modifier in place of Strength and Dexterity for attack and damage rolls.

Extra Attack

5th-level Half-Forge feature

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

Signature Style

5th level Half-Forge Feature.
You have solidified a signature style in combat. Choose one Fighting Style of your choice from the following options: Dualling, Two-Weapon Weapon Fighting, Protection, Archery. 

Leigon

9th-level Half-Forge feature

You learn how to use your artificer infusions to specially modify parts of your body. Your body now counts as separate items for the purposes of your Infuse Item feature. Your Integrated armor, legs, forearms, and head can each bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your body.

Built Different

15th level Half-Forge feature

You now gain a plethora of benefits from having perfected the integration of your organic body and augmented modifications.

  • You no longer require a bonus action to switch between your integrated weaponry
  • Your Artificer Infusions do not revert under the effects of Anti-Magic if they are directly integrated into you
  • You become immune to disease and the poison condition
  • You no longer age and cannot die of old age
  • You are no longer required to eat food to survive

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