Artificer
Base Class: Artificer

Through a fusion of magic and invention, the Bionic Graftsman replaces their limbs with powerful bionic prosthetics, enhancing their body’s capabilities. Driven by the desire to perfect themselves, they forge living extensions of steel and arcane energy, becoming more machine than man with each modification

Graftsman Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Grafsman Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. 

Graftman Spells 

Artificer Level 

Graftman Spells 

3rd 

Mage ArmorShield 

5th 

Warding BondScorching Ray 

9th 

Lightning BoltSending 

13th 

PolymorphStoneskin 

17th 

TelekinesisReincarnate 

Bionic Replacement

Starting at 3rd level, your mastery of bionics allows you to replace one of your natural limbs with a magical prosthetic of your design, the aesthetic of your bionics does not affect its functions. The replacement permanently fuses with your body, granting you unique benefits. Any Saving Throws or ability checks related to this feature use your Spell Save DC. Choose one of the following prosthetics 

Bionic Arm

Bionic Arm  
Your prosthetic arm enhances your physical capabilities, granting the following benefits: 

  • Proestetic Weapon: Your Bionic Arm counts as a simple melee weapon which uses your Intelligence modifier instead of Strength. Dealing 1d8 bludgeoning damage and the target is grappled. Until this grapple ends you can’t make another melee attack using your bionic arm 
  • Propulsion Blast: Using a Bonus action, you can push a creature away from you. Choose a creature within 5 feet of you, it must succeed a strength saving throw or be pushed up to 10 feet away from you to an unoccupied space. If you have the creature grappled with your bionic arm the creature is launched up to 20 feet instead and takes 2d6 force damage. 
  • Enhanced Dexterity: You can use the prosthetic arm as a thieves’ tool or tinker’s tool without requiring actual tools. 

Bionic Eye

Bionic Eye 
Your prosthetic eye sharpens your perception and grants the following benefits: 

  • Targeting Laser: You can use a bonus action to focus on a creature within 60 feet that you can see. You and Your allies have advantage on attack rolls against the chosen target. This effect lasts until you take damage or take your eye of the target meaning you are considered Blinded to anything around you but the target
  • Keen Sight: You have advantage on Wisdom (Perception) checks that rely on sight. 
  • Darkvision: You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. 

Bionic Leg

Bionic Leg 
Your prosthetic leg augments your mobility and balance, granting the following benefits: 

  • Rocket Jump: You can use a bonus action to jump up to 15 feet to an unoccupied space on the ground. Any creature within 5 feet of your landing place must make a Dexterity Saving throw or take 2d6 Fire damage and fall prone. This movement doesn’t provoke attacks of opportunity. 
  • Enhanced Speed: Your walking speed increases by 15 feet. 
  • Surefooted: You have advantage on any rolls against effects that would knock you prone or move you. 

Overclock

At 5th level, you gain the ability to push your prosthetics beyond their normal limits, temporarily enhancing your own physical capabilities. As a bonus action, you can "overclock" your bionic prosthetics, pushing them to their peak performance for 1 minute. Based on which body part was replaced you gain the following benefit: 

  • Bionic Arm: All damage caused by your Bionic Arm is doubled and considered magical. 
  • Bionic Leg: The range and area of effect of your Rocket Jump is doubled. 
  • Bionic Eye: Your Targeting Laser deals 1d8 fire damage to the chosen creature at the start of each of its turns.  

After using Overclock, you must make a DC 10 Constitution Saving throw or suffer 1 level of exhaustion due to the stress placed on your body and prosthetics. Once you use this feature you can't do so until you finish a long rest. 

Self-Reconstruction

At 9th level, your expertise in arcane grafting allows you to further enhance your body with an additional prosthetic. You can now replace a second natural limb with a prosthetic of your design. Also now that your body is mostly machine you benefit from similar perks as most constructs. If the Mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier.

If you choose the same prosthetic limb, you already have, you gain these benefits for that prosthetic instead: 

2nd Bionic Arm

You gain an Extra Attack and you have advantage on Athletics Checks. Propulsion Blast can now launch up to 2 creatures grappled by you.

2nd Bionic Eye

Your Targeting Overlay can now target 2 creatures at the same time and the range of your darkvison is increased by an additional 60 feet

2nd Bionic Leg

The damage of your Rocket Jump is increased by 2d6 and you count as one size larger when calculating your carrying capacity.

Bionic Arm

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Bionic Eyes

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Bionic Leg

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Perfected Form

At 15th level, your understanding of bionics and arcane enhancements has reached its peak. You have perfected your prosthetics and integrated them so deeply into your body that they become part of you, elevating both your physical and magical resilience. You gain the following benefits: 

  • You gain resistance to necrotic and poison damage, and you are now immune to diseases. 
  • You gain proficiency in Dexterity and Strength saving throws. 
  • When you are Overclocked, you gain temporary hit points equal to 2 times your level + int modifier at the start of each of your turns.  

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