Base Class: Artificer
The Augmancy Artificier specializes in imbuing modifications into allies, and providing abilities that characters normally wouldn't have. Or... keep them for yourself, and modify yourself to the point that will make your teammates question if you're even human anymore. Draw inspiration from the ripper docs in Cyberpunk, or the tech priests of Warhammer 40K, as you tinker and alter the human template itself!
Level 3: Tool Proficiency
You become proficient in Surgeon's Tools. If you already have proficiency in this tool you may chose a different tool and gain proficiency in it. Additionally, when you use healer's kits to stabilize a creature, You automatically succeed in doing so. You can also successfully reattach severed limbs, even if the limb is not of the same species as the recipient so long as it is from the same creature type.
Level 3: Known Infusions
The Prosthetic Limb and Spellwrought Tatoo (1st level or cantrip) are added to your known infusions and can be used without taking up an infusion slot. You can have a maximum of one of each infusion active at a time.
Level 3: Grafted Infusions
Infusions that normally apply to armor, weapons, and items, including objects infused from replicate magic item can be grafted into body parts instead. Armor/ protection infusions are now infused into the skin. Weapon/ spellcasting/ring/bracelet infusions are grafted into the hands. Boot infusions are grafted into the feet. Helmets/circlets/earings/piercings are grafted to the skull or eyes. Necklaces are grafted into the chest or neck. Shield infusions cannot be grafted. These infusions cannot be removed against the creatures will except by you. A creature can only have one grafted infusion at a time, and cannot benefit from stacking infusions of the same type/equipment slot.
Level 5: Durable Infusions
For every grafted infusion a creature has, their maximum HP increases by 10 points.
Always Room for One More
You gain an additional artificier infusion slot and infusion known, but it can only be used as a graft.
Level 15: Barely Human
You can now graft as many infusions onto yourself as you have attunement slots and can stack multiple effects of the same type/region. When all of your attunement slots are filled with grafted infusions, your creature type changes to construct instead of humanoid.
Level 5: Binary Recognition
You are able to speak the language of Modrons, and can communicate with any construct through interfacing with it.
Level 5: Disrupt Magic Item
Your connection to magical infusions gives you a unique perspective in the intricacies and nature of magic items, and potentially how to interfere with them. As an action, you can target a magic item and attempt to interrupt its abilities and magical effects. Make an INT check, DC:10+2 per rarity level of magic item beyond common. Common magic items are always disrupted. Artifacts can't be disrupted. If the item is in someone's possession, the DC increases by 2. When you successfully disrupt a magic item, any magical affect it was producing immediately ends. Anyone wielding the item cannot activate it, nor can they cast spells from it. This affect lasts for up to a minute, or when a creature uses an action to end the disruption. A creature must pass the same INT check to re-activate the magic item. You can do this a number of times equal to half your INT mod rounded up. All expended uses come back on a long rest.
Level 9: Mechanical Integration
As part of a grafted infusion, you can install mechanical augment to house your infusions. This requires the appropriate gear and materials to install.
Arms:
You can integrate a one handed melee weapon, one handed ranged weapon, or wand into one or both of the forearms. The infusion is shared between both weapons. When retracted, they are undetectable. The infused creature can deploy the weapon as part of an attack action. These weapons cannot be disarmed.
You can integrate a retractable shield that is hidden when retracted. It takes a reaction to deploy in combat. This shield cannot be disarmed. Only one arm can house a weapon when housing a deployable shield.
Torso:
You can integrate light or medium armor directly into the body either subdermally or externally. This armor ignores any weight or strength restrictions and cannot be removed unwillingly. Light armor that is grafted is classified as unormered for defense restrictions.
Or
You can integrate an extra limb using the prosthetic limb infusion. This arm can use items, spellcasting foci or dex based one handed weaopns. It is too weak to swing strength based weaponry. The arm grants advantage to climbing checks and checks to escape being grappled and or restrained. Crafting times are reduced by 20% for the infused creature. The arm can perform an extra action if the infused creature is hasted, but otherwise does NOT grant any additional actions, bonus actions, or reactions.
Legs:
You can integrate shock absorbers into the feet and ankles as part of the infusion, granting resistance to fall damage so long as the infused creature doesn't land prone.
Or
You can integrate high density plating into the feet and legs, allowing the infused creature to make a kick that deals 1D6+STR mod bludgeoning damage. This works with the unarmed fighting style or as part of a duel weild bonus action attack. This classifies as a finesse weapon.
Eyes:
You can integrate a sight based infusion/magic item replication into a set of arcane eyes. In addition to the infused affect, the eyes also have the eagle eye infusion property. These eyes auto adjust to bright lights, preventing the blind condition from bright light sources.
Skull:
You can integrate metallic spikes/horns affixed to your forehead as part of an infusion. When the infused creature dashes, when they expend 10ft or more, they can make a charge attack as part of that movement dealing 1D8+STR mod piercing damage, and pushes the target 5ft back. Use STR for the attack roll.
Or
You can integrate a metallic plate to the skull and neck, making the infused creature immune to decapitation. They also only receive 1.5x damage from critical hits.
Level 15: Infusion Psychosis
You can create additional grafted infusions beyond your normal infusion cap equal to half your INT mod rounded up. Depending on how many extra infusions you have active, whenever you or a creature activates an ability or affect from one of your infusions, make a DC 15+(2x the number of infusions over cap) INT saving throw. On a failure, you immediately suffer from the effects of confusion until the end of your next turn. If an infusion is destroyed, you immediately suffer the effects of stun until the end of your next turn. Additionally your concentration saving throw DC increases by 1 per infusion over cap.
Level 5: Cyber Beast
When a creature with grafted infusions is polymorphed or shape changed, they retain the benefits of their infusions and can still use infusion abilities.
Previous Versions
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