Base Class: Artificer
Biomechanics specialise in creating gadgets and technology that are suppose to be implanted in the human body, granting certain benefits and buffs. Along this type of study most artificers also learn how to help heal and restore the ability of people who may have lost it.
Medicinal Practices
You gain proficiency in the medicine skill. Additionally, you gain the Mending cantrip, this cantrip does not count against the number of cantrips you know.
Biomechanic Spells
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.
Biomechanic Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Prosthesis empowerment
Creating prosthetic limbs, eyes and other body parts comes so easy to you that you can produce them without using up your artificer infusions. you are able to create Ersatz Eye's and Prosthetic Limbs without needing to know the infusion. Creatures who don't have any limbs missing are able to equip these prosthetics provided they spend a long rest attuning to it. Additionally the Prosthetics you create using this feature don't count against the number of infused items that you can make. When you do so you are able to make an amount of Prosthetic Limbs or Ersatz Eye's equal to your proficiency bonus, to create anymore it would require you to destroy a prosthetic that you have made with this feature.
When you create a Prosthetic Limb you can grant one of the following abilities to a creature who attunes to and wears the Prosthetic:
- Empowered Strikes. While attuned to a prosthetic limb with this property a creature can deal bludgeoning damage equal to 1d6 + their Strength modifier on a hit. If the creature isn't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
- Enhanced Mobility (leg only). A creature who has implemented a prosthetic limb with this property gains an additional 10ft of Movement speed whilst attuned.
- Tools at the Ready. (arm only). You may choose a type of tool that you have in your inventory when making this prosthetic. When you do so the tool is implemented inside the prosthetic itself. When a creature attunes to this prosthetic they have proficiency with the chosen tool and can use the tool as a bonus action. The tool can not be disarmed as it is apart of the limb such as a screwdriver for a finger-tip.
When you create an Ersatz Eye you can grant one of the following abilities to a creature who attunes to and wears it:
- Darkvision. A creature attuned to this eye has a darkvision out of a range of 90ft whilst wearing it.
- Perceptive Lens. Whilst a creature is attuned to this eye they gain advantage on all Perception checks that rely on sight additionally their passive perception increase by 5.
- Spyware. As a bonus action a creature attuned to an Ersatz Eye with this ability can take it out and command it in their mind to move it 15ft. Whilst the eye is unattached in this way the user can use a bonus action on each of their subsequent turn to move the eye up to 15ft, an eye cant be any further than 120ft away from the eye whilst it is attached in this way and whilst it is unattached the user had disadvantage on all checks that rely on sight. Whilst the eye is dislocated the user may see through the eye as if it were normal sight, If another ability granted the user darkvision or truesight they may use it through the eye. Finally if the user attempts to hide the eye any creature may make a DC 13 Perception or Investigation check to spot the eye.
Bionic Enhancements
Starting at level 5, Once per long rest you can choose to enhance parts of your own body with the technology you have on hand, when you do so you may choose one of the following abilities:
Beginning at 15th level you may choose to to gain 2 of these abilities per Long rest instead of 1
Focused healing
You focus your supporting magic into a stronger channel of magic, Whenever you cast a healing spell, the target(s) heals an additional 1d8 hit points
Improved Hydraulics
You modify the hydraulic power of your legs and gain the ability to dash as a bonus action.
Sonar Sense
You enhance your senses until they are tuned like a sonar you gain Blindsight out of a range of 15ft.
Witfully Balanced
Your wits and knowledge of your implants grant better control of your physical strength. You may add your intelligence modifier to any saving throw against being Grappled, Knocked Prone or Pushed.
Level 9: Prosthesis Aficionado
Starting at level 9, You become much better at channelling magic through the prosthetics that you create, you can now put up to 2 Prosthesis Empowerment abilities on one prosthetic limb or eye although, the Empowerment must follow the guidelines of what abilities can be put on an eye or a limb. You also develop some additional Empowerments that you may infuse into your Prosthetics.
Additional Empowerments for the Prosthetic limbs go as follows:
- Size up. Whilst attuned to and wearing this prosthetic a creature is considered Large
- Compact Shield (arm only). Whilst attuned to and wearing this Prosthetic a creature can use a bonus action to deploy and retract a shield of pure arcane energy that is attached to their arm. Whilst this shield is deployed it grants the user a +2 to their armour class. This shield doesn't require the user to hold it in their hand.
- Arcane Channeler. Whilst attuned to and wearing this prosthetic a creature can use it as an arcane focus for their spells
Additional Empowerments for the Ersatz eye go as follows:
- Arcane Identification. Whilst attuned to and wearing this eye a creature can immediately identify magical effects and spells as their cast. When this happens the user automatically knows what spell is being cast, what level it is casted at and who has casted it as long as they are within 30ft
- Influential Gaze. Whilst attuned to and wearing this prosthetic a creature can use an action to lock eyes with another creature and cause them to make a DC 15 Wisdom saving throw or be Charmed for the next minute. A Charmed creature can repeat this saving throw at the start of each of their turns ending the effect on a successful save. A creature can use this ability a number of times equal to their proficiency bonus per long rest.
- Telepathic Connection. Whilst attuned to and wearing this eye a creature can lock eyes with another creature and speak telepathically. Both creatures can talk back and forth as long as they share a language. This telepathic connection ends if either creature moves more than 120ft away from the other. this ability can also be ended as a free action.
Level 15: Arcanic Automaton
Your constant study of bringing life to machine and constructing prosthetic anatomy has given you the materials and knowledge to build fully anatomical machines. During a Long rest you are able to create a perfect recreation of yourself using leftover prosthetics and machine parts. When built the Automaton can be equipped with up to 2 Prosthetic Empowerment abilities (These do not count against the amount of Prosthetic empowerments you are allowed to have). Although the Automaton looks like a robot it retains all of your memories and personality and acts as you in any given situation, as an action it can cloak itself to look exactly like you. Both in the cloaked form and robot form it perfectly resembles all of your features including size, build, weight and facial features although they are robotic.
If the mending spell is cast on the Automaton, it regains 2d6 hit points. If the Automaton dies the machine parts become nonmagical and you must use 50gp worth of resources to build another one over a Long rest. The Automaton acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. You can use your reaction on the Automatons turn and action to deliver a spell that you cast that has a range of touch, the Automaton must be within 120 feet of you to do this. While your Automaton is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Automaton's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. Finally, as an action you can pilot the Automaton as if it was your own body whilst you do this your normal body is Incapacitated.
Arcanic Automaton
Size is the same as your natural size, construct
Armor Class 12 + your intelligence modifier
Hit Points half your maximum hit point total (the Automaton has a number of Hit Dice [d8s] equal to your artificer level)
Speed 40 ft.
Saving Throws Dex +3 plus PB, Con +2 plus PB
Skills all Proficiencies you have
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Vigilant. The Automaton can’t be surprised.
Actions
Unarmed Strike. Unarmed Strike attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + Intelligence modifier force damage.
Repair (3/Day). The magical mechanisms inside the Automaton restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reaction
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Comments