Base Class: Artificer
The Hemotechnic Savant blends alchemy, engineering, and the study of vital essence into a controversial art that bridges science and forbidden magic. These artificers create devices powered by life energy, craft potions from purified blood, and often augment their own bodies with uncanny modifications that blur the line between flesh and machine. Far from simple butchers, Hemotechnic Savants approach their craft with scientific precision and often genuinely seek to advance medical knowledge and healing techniques. However, their willingness to manipulate the vital essence of living beings places them in ethically ambiguous territory that makes many uncomfortable.
Tools of the Trade
Vitality Monitor: A small device that attaches to a creature. While wearing it, a creature gains advantage on death saving throws and you can use your action to learn its exact hit point total if you’re within 30 feet of it.
Hemotechnic Focus: A modified spellcasting focus that, while held, allows you to add your Intelligence modifier to the healing done by any artificer spell you cast that restores hit points.
Vital Essence Extractor: A small device that, as an action, can extract a sample of blood or vital essence from a willing or incapacitated creature. You can use this sample with your artificer abilities, granting advantage on any Medicine checks related to treating that specific creature.
Vital Augmentation
3rd-level Hemotechnic Savant feature You augment your body with hemotechnic enhancements. Choose one of the following:
Circulatory Enhancement: Your bloodstream is reinforced with alchemical compounds. As a bonus action, you can regain hit points equal to 1d8 + your Constitution modifier + your artificer level. You also have advantage on saving throws against poison and disease.
Hemotechnic Armament: You implant a weapon mechanism powered by vital essence. As a bonus action, expend one of your Hemotechnic Concoctions to charge your weapon for 1 minute. While charged, your attacks deal an extra 1d6 damage of a type based on the concoction used (acid, necrotic, or radiant).
Reflex Accelerator: You enhance your nervous system, gaining a +2 bonus to initiative rolls. Once per turn, you can take the Disengage action as a bonus action. You can change your augmentation when you gain a level.
Synthesis Mastery
4th-level Hemotechnic Savant feature Your mastery of hemotechnic principles grants you:
Resistance to acid and poison damage and immunity to the poisoned condition. When creating concoctions after a long rest, you can enhance one with an additional effect: affect all targets in a 10-foot radius, maximize its damage or healing, or create a persistent effect lasting 1 minute. You can identify the properties of any potion or poison by touching a drop to your tongue without exposing yourself to its effects.
Crimson Overdrive
6th-level Hemotechnic Savant feature As a bonus action, you overcharge your hemotechnic systems for 1 minute:
Your movement speed increases by 10 feet. When you take damage, you can use your reaction to use a concoction without an action. Your augmentation gains an enhanced effect:
Circulatory: Use your healing surge twice per short rest, healing an additional 2d8 hit points.
Armament: Your weapon deals an additional 1d6 damage and counts as magical.
Reflex: Take both Dash and Disengage as a single bonus action and gain a climbing speed. When this effect ends, make a DC 15 Constitution save or gain one level of exhaustion. You can use this feature onc
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