Base Class: Artificer
Artificers who look inward rather than outward with their mechanizations tend to be perfectionists who dislike their own inadequacy. They “fix” themselves by replacing their body with superior machinery that does whatever they were doing, better.
Modification rules:
1. Genetic and cybernetic can not be in the same location at the same time
2. Enhancements are permanent until removed
3. Constructs can only use the modifications from the construct enhancements table
4. You can have modification per location (arm, leg, etc.)
5. It takes a number of hours to implement a genetic or cybernetic modification equal to double its complexity level, triple if located in the brain
Cybernetic Modifications-
| Name (cybernetic enhancement) | Complexity | Cost (Credit=GP) | location | Effect |
| Robotic arm/leg | 1 | 150 credits/each | Arm/leg |
+1 to athletics rolls, if you are using that body part
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| Cybernetic eye | 1 | 100 credits/eye | Eye |
+1 to perception rolls for seeing
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| Needle projecters | 2 | 80 credits/arm | Hand(s) |
As an action you may eject needles from your hands dealing 1d6 piercing damage per hand in a 20 ft cone. DC 8+dex+proficiency save. costs .5 credits per hand per use
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| Gorilla arms | 3 | 300 credits/arm | Arm(s) |
Adds +1 to str score per arm
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| Monowire | 2 | 100 credits/arm | Arm |
Weapon attack: reach, str/dex, 1d10 slashing damage. retractable
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| Enhanced cyberoptics | 3 | 250 credits | Eyes |
you gain advantage on perception and investigation checks
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| Memory storage | 2 | 500 credits | Brain |
You gain the benefits of the last feature in the keen mind feet, but up you can only keep 24 hours of time
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| Nueral bridge | 4 | 1,000 credits | Brain |
+1 to all saving throws
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| Juggernaut Drive | 4 | 2,500 credits | Chest |
Whenever you would reach 0 hp, you instead immediately make another turn, interrupting the current turn and taking 2 actions. All attacks have advantage during this turn. Then you go to 0 hp, negating any affect that would leave you at HP greater than 0.
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| Subdermal nanites | 3 | 75 credits | Skin |
You treat 1s on your hit dice as 2s when taking a short rest
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| Skeletal enhancement | 5 | 2,000 credits | Bones |
Your body can now bypass its own neural network with this adaptive metal that travels throughout your entire body. You gain immunity to the paralyzed and stunned conditions. Exhaustion also has no negative effects on your Str or Dex abilities
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| Cosmium infused bones | 4 | 2,500 credits | Bones |
You gain a +2 bonus to saves against spells
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| Assisted heart pump | 3 | 500 credits | Chest |
You gain advantage on death saves, when you stabilize, you regain 1 hp
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Servo assisted movement
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3 | 1,000 credits | Legs |
Your speed increases by 5 feet. You also ignore non-magical difficult terrain (you also ignore non-magical effects that reduce your speed summoned through magical means, such as spike growth)
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Integrated weaponry
At 5th level, whenever you finish a long rest, you may choose one weapon to integrate into your body (your arm or hand, the weapon must be light in hand), the weapon cannot have the two handed or heavy properties. The weapon cannot be removed from your body unless you lose the infusion. It functions identical to a normal weapon. This weapon can be concealed but must be exposed when used. At 10th level, you gain a +1 bonus to attack and damage rolls with integrated weapons, they are also considered magical attacks. These take up one arm or hand slot each and are treated as cybernetic implants. It takes a short rest to remove an integrated weapon.
Integrated armor
You may integrate armor into your body, this takes a full workweek to complete and can only be done with light and medium armors made of metal. You then gain the effects of the armor without being considered to be wearing it, meaning it cannot be removed against your will. This takes up your skin slot and is treated as a cybernetic implant. It takes a full workweek to remove integrated armor. At 10th level, you gain a +1 bonus to AC if you do this.
Cyberneticist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Cyberneticist 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 |
Cyberneticist Spells |
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3rd |
Puppet (UA), Remote Access (UA) |
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5th |
Arcane Hacking (UA), Digital Phantom (UA) |
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9th |
Haywire (UA), Invisible to Cameras (UA) |
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13th |
Synchronicity (UA), System Backdoor (UA) |
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17th |
Antilife Shell, Shutdown (UA) |
Bodily enhancement expert
You add your intelligence modifier to all of your medicine checks. You also can implement cybernetic components into your own body, except for brain implants and implants of over complexity 3.
Infused Body
You can use your infusions to create cybernetic components, these components take half the time to install into your body and do not cost anything. These components function the exact same way as a replicate magic item.
You can create cybernetics at a complexity level of 1, a level two item at level 5, a level 3 item at level 9, and a level 4 item at level 15.
Assisted targeting
At the start of your turn you may give yourself a bonus to hit equal to your intelligence modifier to any integrated weapon you have. The bonus lasts until the end of that turn. You may do this a number of times equal to your proficiency bonus per long rest.
Cybernetic craftsman
You can craft cybernetic components of complexity levels 3 and lower, at half the price and time. You also gain the ability to craft construct modifications of complexity level 3 or lower at half the time and price at level 15.
Cybernetic Ascension
At 15th level, you have modified your body so much that you are effectively a construct:
- You gain resistance to poison and psychic damage and are immune to the poisoned condition.
- You can choose to change your creature type to a construct or back to your original creature type at the start of each round.
- You can now integrate heavy armor into your body as well as two–handed weapons, but not heavy, as integrated weapons.
- You can now use Construct enhancements in tandem with your cybernetic components, you can implement one construct mod in each location and you can have a cybernetic and construct mod in the same place.
- You gain an additional 2 infusions, these must be used on cybernetic modifications. One of these infusions may be a complexity level 5 modification.
Construct Modifications
| Name (Construct enhancements) | Complexity | Cost | location | Effect |
| Adaptive Frame | 3 | 800 credits | - |
Does not count towards max number of mods, decreases mod application time by half
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| Efficient Processor | 2 | 500 credits | Head (Brain) |
You gain a +1 to intelligence checks
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| Emotion Emulator | 2 | 500 credits | Face (eyes) |
You gain a +1 to charisma checks
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| Durable | 1 | 300 credits | Exterior (Skin) |
You gain a number of HP equal to your level
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| Eternal Machine | 3 | 750 credits | Interior (Chest) |
When you drop to 0 hp, you instead drop to 1, requires 10 credits to be repaired
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| Enhanced Memory | 2 | 400 credits | Head (Brain) | You can accurately recall anything you have seen or heard within the past 24 hours. |
| Advanced Learning Algorithm | 4 | 1,000 credits | Head (Brain) |
When you gain a level, you gain a +1 bonus to any one skill you have proficiency in. (you may choose the same ability you have already chosen)
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| Crystal Exterior | 2 | 300 credits | Exterior (Skin) |
Increases your unarmored defense by 1
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| Shielded components | 3 | 600 credits | Internal (Chest) |
You cannot suffer system shock
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| Quantum Lock | 5 | 1,200 credits | Head (Brain) |
You gain advantage on Wis, Int, and Cha saving throws
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| Advanced actuators | 1 | 500 credits | Arms |
You gain a +1 to strength checks
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| Advanced Motors | 1 | 500 credits | Legs |
You gain a +1 to dexterity checks
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Enhanced optical sensors
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2 | 250 credits | Face (eyes) |
You gain 30 feet of darkvision, or you gain an additional 30 feet of darkvision if you already had it from your racial features
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| Energy cannon | 3 | 750 credits | Arm |
You gain the following weapon: str/dex; crit 20, x2; range 60/120; cooldown (10); 2d10 fire damage. Does not require ammunition.
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| Micro-thrusters | 2 | 200 credits | Legs |
You gain 10 feet of movement speed, and you long jump distance increases by 5 feet
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| Multitool-hand | 1 | 100 credits | Arm |
You can have up to 2 separate tools in a single arm, it takes a long rest to either add a tool or remove one
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Previous Versions
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10/14/2024 9:00:34 AM
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10/14/2024 1:25:49 PM
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