Artificer
Base Class: Artificer

man go machine

Level 3: Enhanced Bio-Forge Infusion

Your experiments with magic and mechanics have altered your very flesh.

Integrated Biotech

Your body now contains mechanical enhancements, granting you a base AC of 13 + your Dexterity modifier when not wearing armor, resistance to poison damage, and advantage on saving throws against poison and disease.

 

Level 3: Integrated Biotech

Your body now contains mechanical enhancements, granting you a base AC of 13 + your Dexterity modifier when not wearing armor, resistance to poison damage, and advantage on saving throws against poison and disease.

Level 3: Augmented Limb Options

Choose three Bio-Forge Upgrades from the list below. You can swap one upgrade for another as a bonus action during a short rest (rather than waiting until a long rest).

Arcane Pulse Core

Once per short rest, as an action, unleash a burst of force in a 10-foot radius around you (1d6 + your Intelligence modifier force damage, Dexterity save for half damage).

Crushing Grip

Your unarmed strikes deal 1d8 bludgeoning damage. Additionally, you count as one size larger when determining carrying capacity and how much you can push, drag, or lift.

Enhanced Mobility

Gain climbing and swimming speeds equal to your walking speed, and triple your long jump distance.

Integrated Tools

Permanently bond a set of artisan’s tools to your body, granting advantage on ability checks that use them.

Reactive Plating

Gain a +1 bonus to AC (in addition to the base AC change), with metal plates seamlessly fused into your skin.

Restoration Protocol

When you use your tinker's tools as your spellcasting focus, you can choose to grant yourself or an ally within 30 feet temporary hit points equal to your Intelligence modifier.

Bio-Infused Arsenal

Your integration with machinery deepens, and your body becomes a living armory.

Level 5: Integrated Weaponry

When you infuse a weapon, you may integrate it into your body (e.g., a forearm blade or a shoulder-mounted crossbow). Once integrated: The weapon cannot be disarmed unless you are incapacitated. You gain one extra attack with it (dealing an additional 1d6 damage once per turn). You can retract or extend it as a bonus action.

Level 5: Elemental Infusion

Your infused weapons now deal an extra 1d6 elemental damage (choose between fire, cold, or lightning each long rest).

Level 5: Bio-Arsenal Overdrive

When you use your Arcane Pulse Core, its radius increases to 15 feet, and it pushes enemies 5 feet away on a failed save.

Level 9: Living Clockwork

Your body and mind become a marvel of biomechanical engineering.

Level 9: Augmented Reflexes

Add both your Intelligence and Dexterity modifiers to initiative rolls.

Level 9: Shielding Servo

As a reaction when you or an ally within 10 feet is hit by an attack, you can impose disadvantage on the attack roll. You can use this ability a number of times equal to your proficiency bonus per long rest.

Level 9: Rapid Repair Upgrade

When you use your Rapid Repair ability (using spell slots to heal), you can expend up to two slots simultaneously. Each slot expended heals 4d6 + your Intelligence modifier, rather than 2d6.

Level 9: Energy Conduit

When you deal damage with a spell or weapon attack, you may choose to channel a burst of energy to an ally within 10 feet. That ally’s next attack deals additional damage equal to your Intelligence modifier.

Level 15: True Apex Bio-Forge

You have reached the pinnacle of bio-mechanical evolution, and your enhancements become almost superhuman.

Level 15: Complete Integration

Choose two additional Bio-Forge Upgrades from any available option (including new ones introduced by your DM). You can now activate or switch between all your upgrades as a bonus action.

Level 15: Arcane Core Overcharge

Once per long rest, you may activate your Nano-Reactive Core for 1 minute. While overcharged:

You gain temporary hit points equal to twice your artificer level.

Your movement speed increases by 15 feet.

You can make one additional weapon attack on your turn.

All your weapon attacks deal an extra 1d10 force damage.

Note: When Overcharge ends, you gain one level of exhaustion.

Level 15: Transfusion Protocol

As an action, you may transfer one of your Bio-Forge Upgrades to a willing creature, granting them its benefits for 1 hour. This feature can be used once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes