Artificer
Base Class: Artificer

Something between a surgeon, an engineer, and a mad scientist, biomechanics integrate the study of artifice with that of humanoid biology. They use their vast knowledge of both subjects to supplement their own bodies with powerful artificial augmentations, turning themselves into anything from machines of war to covert operatives. Whatever their specialty, the body of a biomechanic is an ongoing experiment subject to constant innovation.

Bonus Proficiencies

3rd-level Biomechanic feature

You gain proficiency with smith's tools and the Medicine skill. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Biomechanic Spells

3rd-level Biomechanic feature

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

Artificer Level Spell

3rd

false life, thunderwave

5th

gentle repose, pass without trace

9th

lightning bolt, nondetection

13th

death ward, greater invisibility

17th

mislead, modify memory

Bionic Commando

3rd-level Biomechanic feature

You have replaced or otherwise augmented one of your limbs with magical technology. Your unarmed strikes deal 1d8 + your Intelligence modifier bludgeoning damage. Choose one of the following augmentations to your arm.

Grapple Hook Launcher

You can make unarmed strikes as a ranged attack with a range of 20/60 feet. In addition, as an action, you can choose an unoccupied space adjacent to a surface you can see within the weapon's short range. You fire your grapple hook to the adjacent surface and zip through the air directly to that space.

Hydraulic Press

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can make Athletics checks with your Intelligence modifier instead of your Strength modifier.

Mechanical Precision

You can use your limb, with which you are proficient, as thieves' tools and can use your Intelligence modifier to make checks with it. It can also operate as your spellcasting focus. Additionally, you can make Sleight of Hand checks with your Intelligence modifier instead of your Dexterity modifier.

Prosthetic Augmentation

3rd-level Biomechanic feature

You have augmented your body in unique ways with your exceptional artifice. Choose an augmentation for your prosthetic from the following options. When you reach 9th level in this specialization, choose another supplemental prosthetic in addition to your original. You can retool your prosthetic once per long rest, changing out one augmentation at a time.

Defibrillating Touch

When you roll Hit Dice to regain hit points, you regain an additional number of hit points equal to your Intelligence modifier (minimum of one). Additionally, as a bonus action, you can heal a creature you can touch equal to 1d8 plus your Intelligence modifier at the expense of one of your hit dice.

HQ Sensors

You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks and you can make Perception checks with your Intelligence modifier instead of your Wisdom modifier.

Night Vision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of green.

Reinforced Casing

Any critical hit against you becomes a normal hit. While you are not wearing any armor, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

Extra Attack

5th-level Biomechanic feature

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

Overclocking Mechanism

9th-level Biomechanic feature:

You have enhanced your biomechanical augmentations to the degree where you're able to push them beyond their mechanical limitations for a limited time. As a bonus action, you can overclock the mechanisms within your augmentations to gain enhancements to your chosen Bionic Commando form. You can overclock for an hour once per long rest.

Enhanced Compression

Prerequisite: Hydraulic Press

For an hour, you can grapple opponents one size larger than normal, up to two sizes larger than your own.

Extension Mechanism

Prerequisite: Grapple Hook Launcher

For an hour, your melee unarmed strikes increase to a range of 10ft. As well, your grapple hook movement action has its range increased by 10 feet for a total of 30 feet.

Fine-Tuned Motors

Prerequisite: Mechanical Precision

For an hour, you have advantage when making DEX checks or saving throws.

Finishing Touches

15th-level Biomechanic feature

You have committed your mind, body, and soul to your mechanical enhancements. You gain the following benefits:

  • You gain immunity to poison damage, and the poison condition.
  • You can add your Intelligence modifier to your AC when you are not wearing armor.
  • When you make an Intelligence or Wisdom check, treat a roll of 9 or lower on the d20 as a 10.

Comments

Posts Quoted:
Reply
Clear All Quotes