Base Class: Artificer
DISCLAIMER: This subclass is heavily inspired by the stat device featured in the text-based game: Magium. I'm not being paid by them even a little, I just love the game. Highly recommend them. Anyway, hope you like the subclass.
All artificers search for ways to improve and enchant mundane items, weapons, and armor, but enhancers have taken things to the next level. By Utilizing the ambient magical energy in the world around them, Enhancers are able to use that energy to boost their own physical capabilities. They can become stronger, faster, tougher, and even gain the ability to see a short ways into the future.
Whether they use a small device, a series of magical tattoos, alchemical concoctions, or a multitude of other mediums, all enhancers use their talents to create not just the perfect weapons and armor, but the perfect people.
Tool Proficiency
3rd-level Enhancer feature
You gain proficiency with 2 types of artisan toolset.
Enhance Abilities
3rd-level Enhancer feature
Whether you use a tiny magical device, special potions, or direct enchantments, all enhancers have found unique ways to modify their bodies. Starting at level 3, you may choose from Strength, Speed, Toughness, Observation, Hearing, Reflexes, Languages, Combat Technique, or Premonition to upgrade.
You gain 2 points to spend on your stats at level 3 when you take this subclass and gain 2 more points at levels 7 and 15. All stats can be upgraded a maximum of twice, and you must choose the first level of a stat before you can choose the second (e.g. You must take Strength I before you may take Strength II). The second level of any stat can only be taken starting at level 7. You may redistribute your points at the end of a short or long rest.
Combat Technique I
You gain proficiency in martial weapons and heavy armor.
Combat Technique II
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Hearing I
You get advantage on perception checks based on hearing, and you can hear a whispered conversation up to 50 feet away if you focus.
Hearing II
Your hearing improves so much you have blindsight out to 15 feet as long as you can hear, and you can hear whispered conversations up to 100 feet away if you focus.
Languages I
You learn to read and write your choice of any 3 languages.
Languages II
You learn another 2 languages, and you are able to understand the simple meanings behind any language you hear or read, even if you cannot speak it or write it yourself.
Observation I
You get advantage on perception checks based on sight, and you have very good vision. You become able to read small text clearly from up to 100 feet away.
Observation II
You gain darkvision out to 60 feet if you don't have darkvision already. If you already have darkvision, then your range increases by an additional 60 feet. Additionally, you can now easily recognize a medium creature up to a mile away on a clear day.
Premonition I
The first point grants the guidance cantrip, but it may only target yourself. Additionally, the DM may decide to give you a very short glimpse of the near future.
Premonition II
The second point gives you the ability to see a few seconds into the future during times of danger. You cannot be surprised, and know the location and method of attack of potential ambushers one round of combat before they make their attack. Premonitions given by the DM may come more often, though not always.
Reflexes I
Your Dexterity increases by 2 to a maximum of 20.
Reflexes II
You gain proficiency on Dexterity saving throws if you do not already have it, and a bonus to your initiative equal to your proficiency bonus.
Speed I
Your speed increases by 10 feet.
Speed II
Your speed increases by another 10 feet, and your Dexterity score increases by 2, to a maximum of 22.
Strength I
You gain proficiency to strength saving throws if you do not already have it. In addition, your Strength score increases by 2, to a maximum of 20.
Strength II
Your Strength score increases by 2, to a maximum of 22.
Toughness I
You gain a +1 bonus to your AC and your Constitution score increases by 2, to a maximum of 20.
Toughness II
Your constitution score increases by 2, to a maximum of 22.
Temporary Augmentation
Not all enhancements are made to be permanent. Sometimes all you need is a little boost to do what you need to do. You may use a bonus action to enhance one of your abilities to get a special effect for the next minute. A creature may only have 1 enhancement active at a time. If you try to enhance a creature that already has an enhancement active, the previous enhancement ends. You can use this ability a number of times equal to your proficiency modifier. All charges refresh on a long rest.
Strength: You gain advantage on all Strength saving throws and ability checks. You gain +2 to your damage with strength-based weapons.
Speed: You gain 30 feet of movement.
Toughness: You gain resistance to non-magical piercing, bludgeoning, and slashing damage.
Observation: You see through illusions without needing to make a check. Additionally, spells and effects that rely on illusions, such as blur or mirror image have no effect on you.
Hearing: You gain 60 feet of blindsight and can hear whispered conversations up to 300 feet away. During this time, you have vulnerability to thunder damage.
Reflexes: You gain +2 to your AC.
Languages: You can speak, read, and write all languages.
Combat Technique: You gain a +3 bonus to all weapon attacks and proficiency in all weapons. Additionally, your unarmed strikes deal 1d4 + your Str modifier bludgeoning damage.
Premonition: You may use your reaction to give yourself advantage on any attack roll, ability check, or saving throw. You may also use your reaction to impose disadvantage against any attack roll made against you.
Reinforce Ally
9th-level Enhancer feature
You've learned to apply the effects of your augmentation to not just yourself, but your allies as well. When you use your Temporary Augmentation feature, you may choose to apply the augmentation to an ally instead of yourself. If you attempt to Augment a creature that already has an Augmentation active, the previous Augmentation ends.
Amplify Magic
15th-level Enhancer feature
Sometimes just being a little stronger or faster isn't enough. At times like these, an Enhancer uses the excess magical energy that they can't store to cast big spells right back at their enemies.
When a creature within 60 feet of you uses a spell, you may use a reaction to absorb the residual magical energy left behind by the spell. On your turn, you may use an action to then use that energy to cast a spell from the wizard's spell list that is of the same level or lower. The spell must have a casting time of one action or bonus action, and any components it requires must be provided by you. Your arcane focus can still be used for materials that have no cost and are not consumed by the spell. You do not have to use any spell slots to cast this spell. If you cast the Wish spell with this feature all of the usual rules still apply and you may never be able to cast the spell again. Once you have used this feature, you may not use it again until you have completed a long rest.
This feature does not interfere with the casting of a spell.
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