Artificer
Base Class: Artificer

You’ve uncovered ancient blueprints for impossible technology — devices that bend space, amplify motion, and harness destructive light. You call this innovation “aperture science,” though others might call it madness.

Through experimentation and some very unfortunate accidents, you’ve learned to project portals, manipulate momentum gels, and build autonomous defense turrets and focused energy emitters.

Testing Chamber Protocol

You gain proficiency in Acrobatics and Investigation.

You can add your Intelligence modifier to jump distance and to fall damage reduction (stacking with Slow Fall or Feather Fall if applicable).

When you fall through your own portal, you can use your reaction to double the horizontal distance of your next leap or attack.

Aperture Turret & Laser Node

Auto-Turret Arms: Built into your shoulders or forearms, you can extend small multi-barrel turrets. As a bonus action, you can command them to fire at a target within 60 feet. The turrets can fire twice per turn (once on your bonus action, once as a Action).You can add your Intelligence modifier to the damage.

Turrets retract seamlessly when not active. They move and aim automatically, tracking your line of sight.

Aperture Beam Emitter: Built into your chest or shoulder is a laser node that channels raw arcane energy. As an action, you fire a line of radiant or fire energy 60 feet long and 5 feet wide. Each creature in the line makes a Dexterity saving throw (DC = 8 + proficiency + Intelligence modifier), taking 3d8 force damage on a fail, or half as much on a success. You can fire the beam a number of times equal to your Intelligence modifier doubled per long rest.

If your portals are active, you can fire the beam through a portal, having it emerge from the other side.

Experimental Gel Circulation System

Repulsion Gel (Blue): As a bonus action, you can secrete and eject a patch of blue gel on a surface within 30 feet (10-ft square).Surfaces become springy. Creatures landing there bounce, doubling jump height and negating fall damage. Projectiles hitting the gel are reflected once per round. Lasts 1 minute.

Propulsion Gel (Orange)As a bonus action, you can release orange gel over a 20-foot line (5-ft wide).Movement speed through it is doubled. When you or an ally move through it, they are granted the haste condition while in the goo. Lasts 1 minute.

You can use each gel a number of times equal to your Intelligence modifier per long rest.

Aperture Device

Portals: As an action, you can create two linked portals on solid, nonliving surfaces within 60 feet of you. The portals are 6 feet in diameter and connect space as if adjacent. Any creature or object that enters one exits the other, preserving momentum and facing direction. Portals last 1 minute or until you dismiss them (no action).

You can create a pair a number of times equal to your Intelligence modifier (minimum once) per long rest.

 

Aperture Rift Cascade

As an action, you activate the Aperture Rift Cascade, creating a chaotic rift field in a 30-foot radius centered on yourself. The effect lasts for 1 minute, or until you are incapacitated.

During this time:

🌀 Unstable Micro-Portals

At the start of each of your turns, roll a d6 to determine the Rift’s effect for that round

D6 Effects 

  1. Spatial Inversion – Gravity flips. All creatures in the radius must make a Dexterity saving throw or be thrown 20 feet into the air and take 2d8 bludgeoning damage as they crash down.
  2.  Energy Conduit – Lasers arc between micro-portals. Choose up to two creatures in range. They take 3d10 radiant or fire damage (your choice).
  3.  Temporal Lag – The flow of time bends. You gain an extra bonus action this turn, and enemies treat the area as difficult terrain.
  4. Momentum Overdrive – You and allies moving through the area can instantly teleport up to 20 feet as part of movement, maintaining momentum. Attacks made after teleporting deal +1d8 force damage.
  5. Dimensional Echo – For one round, duplicates of your turret arms and beam emitters appear, automatically firing at up to two random enemies for 2d8 piercing or radiant damage each.
  6.  Rift Implosion – The cascade surges uncontrollably. Each hostile creature in range must make a Constitution saving throw or take 6d8 force damage (half on a success). You take half that damage as backlash (cannot be reduced).

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