Artificer
Base Class: Artificer

When an Artificer becomes obsessed with enhancing their own physical prowess, some of them take their work a step beyond the ordinary. These are Augmenters - Wildly imaginative inventors that use their own flesh and blood as the canvas for their experiments. After some time, certain augmenters become unrecognizable from the person they used to be, forever changed by their endless pursuit towards mechanical perfection.

Tools of the Trade

3rd-level Augmenter feature

You gain proficiency in medicine. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Augmenter Spells

3rd-level Augmenter feature

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

Augmenter Spells
Artificer Level Spell

3rd

Unseen Servant, Shield

5th

Shadow Blade, Locate Object

9th

Conjure Barrage, Lightning Arrow

13th

Otiluke's Resilient Sphere, Fire Shield

17th

Conjure Volley, Swift Quiver

Mechanical Augmentation

Starting at 3rd level, an Augmenter will begin to enhance, add on, or even fully replace limbs and other body parts with mechanical clockwork marvels. A beautiful melding of living flesh and machine. You now have Augments, fueled by Augment Dice. Additional pertinent information is detailed below.

  • Augments. You gain three Augments of your choice, which are detailed below. Many Augments enhance an attack in some way. You can use only one Augment per attack. You gain two additional Augments of your choice at 6th, 10th, and 14th level. Each time you add new Augments, you can also replace one Augment you have with a different one.
  • Augment Dice. You have four Augment dice, which are d10s. An Augment die is expended when you use it. You regain all of your expended Augment dice when you finish a short or long rest. You gain another Augment die at 6th level and one more at 14th level.
  • Saving Throws. Some of your Augments require your target to make a saving throw to resist the Augment’s effects. The saving throw DC is equal to your Artificer spellcasting modifier.

 Augments

Advanced Targeting System

When you make a weapon attack, you can expend one Augment die to triangulate a lock-on to the target. You add the Augment die to your attack roll.

Arcane Discharge Cannon

As an action on your turn, you can expend an Augment die to fire a massive blast of arcane energy from a built-in cannon. Roll a number of Augment Dice equal to your Proficiency bonus and add your Intelligence modifier.

All creatures in a 5 foot wide, 50 foot long line originating from you must make a Dexterity saving throw against your spellcasting DC, taking that much force damage on a failure and half as much on a success. The recoil of the cannon causes you to move backwards 10 feet after firing.

Broad Spectrum Ocular Lens

When you make an investigation or perception check, you can expend one Augment die and add the Augment die to the ability check. Observations made with either of these checks this way see through visual illusions and the effects of invisibility.

Cyrogenic Assault Canister

When you hit a creature with a weapon attack, you can expend one Augment die to add a cloud of brutally cold gas to the assault. The attack deals additional cold damage equal to a roll of your Augment Die. Until the end of your next turn, the original target and other creatures within 5 feet of it have their movement speed lowered by 10 feet.

Dazzling Holographic Display

When you hit a creature with a weapon attack, you can expend one Augment die to project enticing holographic images all around your being. You add the Augment die to the attack’s damage roll, and the target must make a Wisdom saving throw against your spellcasting DC. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Detachable Armory

As an action, you may expend an Augment Die to deploy a miniature armory stored in part of your augmented body and hand it off to a willing creature. For 1 hour, or until the armory is returned to you, your Armor Class is reduced by 5 points. Also for the duration, the creature in possession of the Armory adds a roll of your Augment Die to all of their damage rolls.

Electrical Discharge Capacitors

Once per turn when you hit a creature with a weapon attack, you can expend one Augment die to send out a short blast of electrical energy. The attack deals additional lightning damage equal to a roll of your Augment Die. The target must make a Constitution saving throw against your spellcasting DC. On a failed save, the target is incapacitated until the end of your next turn.

Guardian Shield Projector

When a single source causes you or another creature within 10 feet of you to take damage, you can use your reaction and expend one Augment die to reduce the damage dealt to either you or the other creature by the number you roll on your Augment die plus your Intelligence modifier.

Hydraulic Powered Strike

When you hit a creature with a melee weapon attack or an unarmed melee attack, you can expend one Augment Die to add significant force to the swing. You add the Augment die to the attack’s damage roll, and the target must make a Strength saving throw against your spellcasting DC. On a failed save, you may either knock the target 10 feet away or have them fall prone.

Incendiary Fuel Line

When you hit a creature with a weapon attack, you can expend one Augment die to coat the weapon in highly flammable liquid. The attack deals additional fire damage equal to a roll of your Augment Die

The creature is ignited in flames, and is on fire for one minute or until it or another creature uses an action to douse the flames. At the start of each of its turns, a creature that is on fire this way takes fire damage equal to a roll of your Augment Die.

Micro Missile Pod

As an action, you can expend one Augment die to fire a barrage of tiny missiles. You may target a number of different spaces you can see within 60 feet of you equal to the number rolled on the Augment die. 

You fire a single missile towards each targeted space, dealing 1d4 fire damage to every creature and object within a 5 foot radius of each space. Creatures and objects are affected by overlapping areas of effect.

Ocular Light Projector

When you hit a creature with a weapon attack, you can expend one Augment die to flash a blast of light into the creature's eyes. You add the Augment die to the attack’s damage roll, and the target must make a Constitution saving throw against your spellcasting DC. On a failed save, the creature is blinded until the end of your next turn.

You may also expend one Augment die with this Augment to cast the light cantrip without components.

Ranged Fragmentation Module

When you hit a creature with a ranged weapon attack, you can expend one Augment Die and to release a spray of metal fragments around the point of impact. You add the Augment die to the attack’s damage roll, and all other creatures within 5 feet of the original target take piercing damage equal to the roll of the Augment Die.

Retractable Arm Blade

As a full action, you can expend one Augment die to make a wide sweeping slice with your arm blade. You make a melee weapon attack against a target within range. Any creature within 5 feet of the original target also becomes a target of your attack. You add the Augment die to the attack’s damage roll, and you roll a separate attack roll for each creature effected to determine which are hit by this attack.

Rocket Boosters

As a special action, you can expend one Augment die to propel yourself forward with jets embedded in your feet, doubling your movement speed until end of turn. If you pass within 5 feet of any creature after moving this way, they take fire damage equal to the roll from the Augment die. This damage can only occur once per turn, per creature.

Sonic Amplification Module

When you hit a creature with a weapon attack, you can expend one Augment die to release an ear-splitting blast of noise. Creatures and objects within 10 feet of you must make a Constitution saving throw against your spellcasting DC.

On a failed save, a creature or object takes thunder damage equal to a roll of the Augment Die and is deafened until the end of your next turn. On a success, the damage is halved and the creature or object is not deafened. This damage is doubled against any object or structure, and you create a loud audible noise that can be heard up to 300 feet away.

Synthetic Adrenaline Module

When you roll for initiative, you may expend one Augment die and add it to your roll, provided you aren't incapacitated. Additionally, you may choose to instead add this roll to an acrobatics or athletics check you make.

Telescoping Grapple Arm

Immediately after you hit a creature within 50 feet of you with a weapon attack on your turn, you can expend one Augment die and then try to grapple the target (see the Player's Handbook for rules on grappling). Add the Augment die to your athletics check.

This arm can also serve as an unbreakable 50 foot rope or cable.

Wired

By 5th level, your mind is as sharp and efficient as the machines you use to enhance your body. You can attack twice, rather than once, whenever you take the Attack action on your turn.

Overclock

At 9th level, you have tinkered with your specific augments to allow them to momentarily function beyond their usual capacity. Whenever you use one of your Augments, you may choose to Overclock.

For the instance of that Augment, whenever you roll your Augment die, instead of rolling 1d10, you roll 2d8. Whenever you Overclock an Augment this way, you take Lightning damage equal to your Proficiency bonus number of d4s. This damage cannot be reduced in any way.

Cyborg

By 15th level, the extent of the modifications you have made to your body have now rendered you closer to a machine than a person. Whenever you cast a spell of 1st level or higher you regain an Augment die.

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