Artificer
Base Class: Artificer

The Programmer is an artificer capable of harnessing the Weave and bending it to their will through complex commands entered via a strange machine of the artificer’s design. Their incredible intelligence and knowledge of these intricate commands allows them to manipulate their surroundings as easily as the keyboard that is used for typing code.

Level 3: Tool Proficiency

You gain proficiency with tinker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Level 3: Programmer Spells

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

Programmer Spells

Artificer Level

Spell

3rd

hex, identify

5th

zone of truth, knock

9th

glyph of warding, bestow curse

13th

locate creature, evard’s black tentacles

17th

modify memory, legend lore

Level 3: Arcane Deck

You’ve learned how to create an arcane wrist-mounted deck. Using a set of tinker’s or smith’s tools, you create the deck attached to a glove or gauntlet made of leather or metal. You can use it as a spellcasting focus via typing commands into it with the opposite hand.

The deck resembles a small laptop with a screen attached to a small keyboard. The screen, while turned on, gives off a dim light within 5 ft. of it. It must be turned on to use the deck. The screen can be flipped open and shut, but it must be shut to charge during a Long Rest. You can detach and reattach the screen, but it must be connected to the keyboard to be able to type commands in. If the deck is broken or destroyed, you can fix it during a Long Rest with a set of tinker’s or smith’s tools.

You already know how to type commands with the keyboard, but other creatures must make a DC 15 Investigation check to be able to enter commands.

Level 3: Deck Commands

Using the deck, you can use an action to type a command into the deck while targeting a creature or object within 60 ft. to cause a listed effect. You can lock onto only one target at a time (two at level 10, three at level 17). To use a command, you must expend one Battery Charge. You gain a number of Battery Charges equal to half your Artificer level (rounded down), which you regain on a Long Rest where you shut off your deck and set it to charging mode.

Element Shock

You create a 5 ft. spherical blast at the target. All creatures within must make a DEX saving throw, taking half damage on a success. It deals a number of d8s equal to your Proficiency Bonus damage to the target. The damage is your choice of Acid, Cold, Fire, Lightning, or Thunder.

Scan

You scan the target for vital information. Any targeted creatures make an INT saving throw. On a fail, their maximum hitpoints, current hitpoint amount, and any Resistances and Immunities are revealed to you. On a success, you learn only any Resistances it has. An targeted object will act as if it had the Identify spell cast on it.

Flammability

The target becomes unstable and sensitive to fire. When a target object takes Fire damage, it ignites and acts as if the Heat Metal spell is cast on it. A target creature becomes Vulnerable to Fire damage until the start of your next turn, and gains the Burning condition when taking Fire damage.

Foresight

You briefly look into the target creature’s mind and see its next move. You gain Advantage on the next saving throw it makes you roll, or it has Disadvantage on its next attack roll against you (whichever happens first).

Repulsion Mine

The target non-magical object becomes extremely volatile. Upon taking Fire or Thunder damage, it explodes and blasts all creatures within 15 ft. They must make a CON saving throw and take PBd6 Thunder damage where PB is your Proficiency Bonus. On a failed save, the target is knocked back 15 ft. On a success, they take half as much damage and do not move.

Level 5: EMP Burst

As an action, you unleash a radial shockwave from your deck. All non-allied creatures within 30 ft. who are holding metal weapons or are wearing metal armor take Lightning damage equal to double your Proficiency Bonus. In addition, all ranged weapons within range malfunction and become unusable for 1 minute or until the wielder takes an action to repair it. You can use this a number of times per Long Rest equal to your Proficiency Bonus.

Level 9: Reroute Energy

When an attack roll is made within 60 ft. of you, as a reaction, you can expend 2 Battery Charges to reroute the attack to another target within their range. The attacker must first roll an INT saving throw. On a success, if the attack lands, it deals only half damage, while a fail will produce the intended effect.

Level 15: Construct Hack

You use an action to link your deck to a construct within 60 ft. If its CR is below 3, you automatically gain control of the target. Targets with a CR of 3 or higher must make 3 consecutive WIS saving throws. If it fails all of them, it is controlled. To use this feature, you must spend a number of Battery Charges equal to the construct’s CR (minimum 1). You cannot use this feature on a construct with a CR above 10.

While controlling a construct, it is friendly to you and your allies, and you can control its actions and turns in combat. The hack lasts for 1 hour or until it dies. Each consecutive minute after the first hour, it can make a WIS saving throw to try to break free. If your deck is broken, you lose control of the construct.

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