Artificer
Base Class: Artificer

"Flesh breaks. Metal endures. My body shall never fail me again."


While most artificers craft tools or infuse weapons, a Grafted Arsenal crafts themselves.

Through a marriage of alchemy, runic science, and grim resolve, you have replaced part of your own body with a mechanical prosthesis; not out of vanity, but necessity. What began as an act of survival has become something greater: a masterpiece of invention, capable of shifting form and unleashing devastating power.

Your prosthesis is not simply a limb; it is your weapon, your shield, and your legacy.

Level 3: Tool Proficiency

When you take this specialization, you gain proficiency with Tinker's tools and Smith's tools.

Level 3: Augmented Prosthesis

You've replaced one of you limbs with a mechanical prosthesis powered by Aetheric Pressure, a volatile compound of arcane power and alchemical catalysts. Your Prosthesis has the following:

  • It is considered a simple melee weapon in which you are proficient
  • It deals 1d6 bludgeoning damage 
  • You use your Intelligence modifier on attack and damage rolls

You gain Aetheric Pressure Points (APP) equal to your 2 time your Intelligence modifier per long rest. This is used to power specific forms and gain different effects. You can have one Augmented Prosthesis active at a time, and can switch between different forms as a bonus action. You learn two Augmented forms from the list below at 3rd level, and an additional two forms at 5th, 9th, and 15th levels.

Additionally, the damage type of your Augmented Prosthesis is changed to the damage type dealt by the currently equipped Augmented Form.

Aegis Form

Panel and energy plates unfold from your Augmented Prosthesis, creating a shimmering arcane barrier.
Cost: 3 APP 

Bulwark. As a reaction to getting hit, you gain a +2 to your AC and gain resistance to nonmagical bludgeoning, piercing and slashing damage until the start of your next turn. Additionally, when a creature hits you with a melee attack, it takes force damage equal to your artificer level + your Intelligence modifier. 

Arcane Form

Your Augmented Prosthesis shudders with pure arcane resonance. 
Cost: 5 APP per use

As an action, you unleash a 20 foot radius burst centered on yourself. Each creature within the area must make a Constitution saving throw or take 2d12 force damage and be pushed back 5 feet.

Bastion Form

You embed your Augmented Prosthesis into the ground or a wall, locking yourself into position.
Cost: 2 APP to deploy 

Anchor. As an action, you anchor your prosthesis into a solid area you can stand or hold onto. For the next minute, you cannot be moved against your will and gain advantage on Strength and Constitution saving throws.

Sonic Heartbeat. While the Bastion Anchor is deployed, you can use a bonus action to deploy a concussive pulse, forcing creatures within 10 feet of you to make a Strength saving throw or take 2d8 force damage and be knocked prone, or half as much on a success and they are not knocked prone. 

While anchored, you cannot willingly move from your space unless you deactivate your Augmented Form.

Cryogenic Form

Your Augmented Prosthesis emanates cryogenic alchemical mist.
Cost: 2 AAP

Glacial Shard. As an action, you make a ranged spell attack against a creature you can see within 30 feet of you. On a hit, the target takes 2d10 cold damage and must make a Constitution saving throw or have their speed reduced by half until the start of your next turn. If the target was already slowed or restrained, the target takes an additional 1d10 cold damage. 

Deus-Ex Form

You charge your Augmented Prosthesis with Aetheric Pressure and release a delayed explosion.
Cost: 3 APP per use

Detonation Pulse. As an action, you make a melee attack against a creature. On a hit, the creature takes 3d10 thunder damage and is marked with solidified Aetheric Pressure. The creature and any creature within 10 feet of it must make a Dexterity saving throw at the start of its next turn, or take 2d10 fire damage, or half as much on a success. 

Electromagnetic Form

You gather Aetheric Pressure within your Augmented Prosthesis and release it in a wave of pressurized air and magnetic force.
Cost: 2 APP

EM Wave. As an action, each creature within 20 feet of you must make a Strength saving throw or be pushed 15 feet away and gain the prone condition. You can choose a number of creatures equal to your Intelligence modifier to automatically succeed as part of the same action. 

While this form is active, your jump distance is doubled. 

Marionette Form

A whirling magnetic field around your Augmented Prosthesis pulls and manipulates metal objects.
Cost: 2 APP

Passive: Creatures wearing metal armor and wielding nonmagical metal weapons have disadvantage when they make a melee weapon attack against you.

Marionette Field. As an action, you can attempt to to disarm a creature you can see within 10 feet of you. They must make a Strength saving throw or be disarmed of their weapon or shield. 

Steel-Wire Tangle. As an action, you can fire the Steel-Wire at a creature within 10 feet of you that you can see. The target must make a Strength saving throw or become restrained as the wire tightens around them. At the start of each of its turns, the creature may attempt to break free from the restraint. While a creature is restrained by the Steel-Wire, you cannot use the Steel-Wire to attack another creature.

Steel-Wire Shred. As a bonus action, you can retract the Steel-Wire Spool violently. If the target is medium or smaller, they must make a Strength saving throw or be pulled 10 feet toward you, taking 2d8 slashing damage as the Steel-Wire tightens around the target.

Voltic Form

Your Augmented Prosthesis crackles with built-up electrical energy, ready to unleash raw power.
Cost: 1AAP per use

Fulmination. As an action, you unleash a blast of lightning in a 15 foot cone. Creatures within the area must make a Dexterity saving throw or take 2d8 lightning damage, or half as much on a success. You can increase the damage by 1d8 per APP you expend over the initial cost.

Vulcan Form

You gather Aetheric Pressure within your Augmented Prosthesis and gathers it to a single point before igniting it into a jet of flames.
Cost: 3 APP

Pyroburst Cannon. As an action, you fire a concentrated blast of flames in a 30 foot long by 5 foot wide line. Each creature within the line must make a Dexterity saving throw or take 3d10 fire damage, or half as much on a success. You can increase the damage by 1d10 for each APP you expend above its initial cost, however, you take 1d10 fire damage per APP in return, as your Augmented Prosthesis begins to overheat. 

Level 5: Combat Retrofit

You learn to quickly configure your Augmented Prosthesis while you are fighting. When you use a bonus action to change the Augmented Form of your Prosthesis, you can make one attack with your Augmented Prosthesis as part of the same bonus action. 

Additionally, when you hit a creature with your Augmented Prosthesis, you can expend 1 APP to impose one of the following effects:

  • Disrupt. The target has disadvantage on its next attack roll before the end of its next turn.
  • Drive. You move the target 5 feet in a direction of your choice.
  • Drain. You regain 1d4 hit points as your Augmented Prosthesis absorbs nearby Aetheric Pressure.

Level 9: Overclock Mechanism

You have installed a failsafe in your Augmented Prosthesis that allows you to run it beyond its limits for a short time. As a bonus action, you flood your Augmented Prosthesis with unstable Aetheric Pressure for a limited time. For the next minute, you gain the following effects:

  • Your movement speed increases by 10 feet.
  • You can attack twice instead of once when you take the attack action.
  • Your Augmented Prosthesis deals 1d8 damage.
  • Your Augmented Prosthesis crits on a roll of 19-20.

Once your Overclock State ends, you take 3d10 fire damage as your Augmented Prosthesis overheats. You can use this feature once per long rest. 

Level 15: Singularity Drive

While you are in your Overclocked State, you can use a bonus action to activate your Singularity Drive and enter into a state beyond that of a normal mortal. You constantly intake Aetheric Pressure, forcing your Augmented Prosthesis to run beyond its normal limits. For the next minute, you gain the following effects:

  • You gain an additional action on each of your turns that can be used to make an attack with your Augmented Prosthesis, activate an Augmented Form, or Dash.
  • You have advantage on Dexterity checks and saving throws
  • Your movement speed is doubled
  • You regain 2 APP at the start of your turn

When Singularity Drive ends, your Augmented Prosthesis becomes inactive until you take a Long Rest. While it is inactive, you cannot expend Aetheric Pressure Points.

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