Base Class: Artificer
Within Lacetea, a thri-kreen walks through the streets in silence. As they are passing by, the televisions start to shift heavily into a different broadcast where it points to another person. The thri-kreen mentally projects a smirk before his telepathic thoughts are heard through radios playing within a small city.
"We interrupt your usual broadcast with a final display of life. I must apologize but I don't regret ruining your day."
Nano Works
3rd-Level Nanowriter Feature
Upon taking this specialist path, you have proficiency in three tools of your choice along with martial weapons, the Mending cantrip and two additional cantrips. If you already know the Mending cantrip, you can learn another cantrip of your choice.
Nanowriter Spells
3rd-Level Nanowriter feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Nanowriter Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Nanowriter Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
| 3rd | Identify, Find Familiar |
| 5th | Alter Self, Locate Objects |
| 9th | Counterspell, Nondetection |
| 13th | Banishment, Dimension Door |
| 17th | Circle of Power, Scrying |
Optionally: You can replace with any spells that might be fitting.
Authorized Blueprint Catalog
3rd-Level Nanowriter Feature
Reaching 3rd Level and taking this specialist path, you are granted more than a basic arsenal but you need to keep those plans and future ideas somewhere in your hands. Hence you got to have a nice catalogue in hands.
You gain a book called a Authorized Blueprint Catalog. This book contains your plans, your blueprints and your future plans. This book grants you a multitude of benefits:
- You are able to copy spells from Artificer and Wizard spell lists. You must follow Copying a Spell from the Wizard class in order to fulfill it.
- The range of Identify is 30 feet and if it is casted at technology, you gain a +5 bonus to checks and saving throws with the technology you Identified for one minute.
- You gain the ability to create and store blueprints from your mind, other Artificers, Nanomancers and similar into your book. As long as you have this book, you are able to create anything as you have a proper guide from all blueprints you collected or created. You can create a number of these items from blueprints equal to your proficiency bonus. If you create another one, the other will deconstruct itself. These items can be created during a short or long rest. (This feature is subject to a wide variety of DM Discretion and player creativity. Almost anything is technically possible but it is subjected to a wide array of DM Discretion, interpretation and limitations.)
If you lose your book, you can create it with any book, even a spellbook.
Upgrade Chips
3rd-Level Nanowriter Feature
At 3rd Level, you give a little love and care to each of your creations; especially when you apply a variety of slots and chips to put into them. Got to match well with all of the tech gear you will have in the future.
You are able to select a number of Upgrade Chips equal to your proficiency bonus within this class. Those upgrades stay with all of your creations.
DM Note: If this gets to potent due to RAI, there is limiting to Infusions/Replicate Magic Plans and Authorized Blueprints only with this feature.
Amplified Works
Prerequisite: 9th-Level Nanowriter
Got to make sure everything is boosted into high gear. This is your creations after all and got to give the necessary enhancements. Your creations gain the following benefits:
- All of your weapons, armor and spellcasting focuses gain a bonus equal to half of your proficiency bonus.
- For all weapons, armor and spellcasting focuses, the user is able to swap using Strength, Dexterity or their Spellcasting modifier in place of your Intelligence modifier if it is higher.
- When you reach 15th level of this subclass, all of your creations grant a 1d4 bonus to attack rolls, damage rolls and saving throws.
When you select this chip, you can't select Weapon Enchantment and Armor Enchantment chips; if you have those chips and want to swap for this chip, you're welcome to.
Armor Enchantment
Your weapons of creation and defensive get heavily improved by this simple chip. Armor you create gain the following benefits:
- The user gains an additional bonus to AC equal to half of your proficiency bonus.
- When the user takes damage, the damage is reduced by a 1d4. This damage reduction increases further in levels, increasing to 1d6 at 5th Level, 1d8 at 9th Level and 1d10 at 15th Level.
- When you reach 9th level in this subclass, the user can use a reaction to reduce the damage further from one instance of damage by an additional 1d8.
If you end up gaining this chip, you can't get the Amplified Works chip.
Attack Mode
Prerequisite: 9th-Level Nanowriter
Gotta do what you can and go on the offense, which this chip will gradually reward for those who go off like an attack dog.
Weapons or creations that you create that deal damage and requires an attack roll, the user gains a 1d4 bonus to attack and damage rolls.
When reach 15th Level in this subclass, the weapon or creation increases by one die increment.
Charm Mode
Prerequisite: 9th-Level Nanowriter
Sometimes you want to be a pretty fellow, or mess with someone while not having much luck in the look or smile department. Look no further than the chip that can be your wingman.
Creations that is focused on Charisma or similar, grants a 1d4 bonus to Charisma checks, Disguise Kit checks and checks involving charming, gaining and/or keeping attention, or being friendly. In addition, when the user is in disguise and need to keep their disguise up, they can use charisma instead of dexterity for Stealth and/or use Stealth in place of Deception to keep their disguise up.
When you reach 15th level in this subclass, the user gains immunity to the charmed condition and a 1d4 bonus to checks and saving throws involving possession or mind control.
Defense Mode
Prerequisite: 9th-Level Nanowriter
The best offense is usually the best defense, and that's a major requirement for this chip.
Armors and shields that you create, the user is able to Dodge as a bonus action.
However, when you reach 15th level in this subclass and the user uses Dodge as an action, they apply an additional 1d4 bonus to their AC.
Economic Reduction (Lactea Speciality Only)
Your specialized creations that you crafted from Authorized Blueprints cost 1 Action Point less.
This is only a Lactea Campaign Exclusive.
Element Switch
Prerequisite: 5th-Level Nanowriter
Your creations get a little potency involving the elements. You choose two damage types. The damage types you chosen will grant benefits to weapons you create:
- You deal an additional d4s of damage equal to half of your proficiency bonus. The additional damage type is your choice of one of the two damage types you deal.
- As a bonus action, you can change the weapon damage type into one of the two damage types.
Choices: Acid, Cold, Fire, Force, Lightning, Poison, Psychic and Thunder.
Elemental Defense
Sometimes with your defenses, you need something to help keep yourself from harm from various elements. You choose one damage type from the choices below. Armor, shields and defensive items you create give you resistance to the damage type you chosen.
You get to choose a second one at 15th Level in this subclass.
Choices: Acid, Cold, Fire, Force, Lightning, Poison, Psychic and Thunder.
Growth Mode
Prerequisite: 5th-Level Nanowriter
Sometimes you want to grow or shrink away, take a moment with this chip and do so.
Your creation allows the user to gain height or lose height. As an action, the user can turn themselves Large or turn themselves small as Tiny.
When you reach 15th level in this subclass, the user gains the effects of Enlarge from Enlarge/Reduce when they turn Large and when turn Small or Tiny, they gain a 1d4 bonus to Dexterity Saving Throws and Stealth Checks.
Healer Booster
Got to give a boost to your healing capabilities. Items that you create that grant healing capabilities, they gain the following benefits:
- When it is used to heal a creature, the user adds your proficiency bonus to the healing.
- When it is used to stabilized a creature, the users regain hit points equal to half of your proficiency bonus.
- Should this item be used for Medicine checks, the user add your proficiency bonus into it. If the user have Expertise in Medicine checks, they add a bonus equal to half of your proficiency bonus to the check.
Jacked Up Skill
Prerequisite: 5th-Level Nanowriter
With your creations, skills that they utilize can be enhanced slightly. If your creation(s) have a check that requires you to use (such as Deception, Investigation, Perception, Thieves' Tools, Tinker's Tools, Water Vehicles, etc.), they add half of your proficiency bonus to the check.
Mobility Works
The times you needed a boost, a little pep in your step, this chip can grant you that feeling.
Your creations provide you an additional boost to all of your movement speed equal to 5 times half of your proficiency bonus. If the creation provides a movement speed or movement speed boost, all movement speeds gain a bonus of 5 times your proficiency bonus instead.
Overclock Mode
Prerequisite: 15th-Level Nanowriter
You wanna go all out, and sometimes you need to go a bit nuts. This chip helps you with that, especially as a last resort.
With your creations, you have a failsafe for what might be needed at the very moment. As an Action, the user is able to use the creation's energy and go into overdrive with a newfound mode: Overclock Mode. In Overclock Mode, the user gain the following benefits for one minute or until the user die:
- They regain hit points at the start of their turn equal to your Intelligence modifier.
- They gain additional 15 ft. of movement.
- They are able to make an attack as a bonus action. But if the creation is a weapon, they are able to attack twice instead with the creation.
The second that the minute is over, the user can't move or take actions until after its next turn, as a wave of lethargy sweeps over it, and gains a level of Exhaustion.
However, if the user wants to use the ability again, they can use an action and sacrifice the creation. If you are the user, you can use your Flash of Genius uses in place of sacrificing your creation but you gain an additional two levels of Exhaustion on top of it.
Range Extension
Prerequisite: 5th-Level Nanowriter
Your ranged gear gets a little touch up. Kind of a need for what can easily come close. Ranged weapons or items that extend the range of spells have their range doubled.
When you reach 15th Level, the range is tripled instead of doubled.
Regenerative Boost
Prerequisite: 5th-Level Nanowriter
A quick heal is needed for the body and mind; need something to boost the rejuvenation of a user.
If your creation is an Armor, Shield or an item that provides healing, it provides the following benefits:
- At the start of the user's turns, they regain an amount of hit points equal to your Intelligence modifier.
- If the creation is an armor or shield with a bonus, the user regains an additional amount of hit points equal to the bonus to the creation.
- Starting at 9th Level in this subclass, the user is able to use a reaction to sacrifice a hit die and regain hit points equal to the result of the hit die plus your Intelligence modifier and proficiency bonus.
Reloading Reduction (Lactea Specialty Only)
Sometimes you would be having difficulty and may not have the time to reload; now that shouldn't be an issue with this single chip. UNLOAD THAT CLIP!
Ranged weapons that you create and require ammunition have ammunition produced magically, reloading it up with needing to spend any Action Points.
However, taking this chip will reduce the user's Action Points by 1 while having the item on their person. (Up to a maximum of 3.)
If you take this, you can't apply the Repeating Shot Infusion onto creations with this chip.
Stealth Mode
Prerequisite: 9th-Level Nanowriter
Always got to go into hiding, and this chip can push those enhancements if needed. But have to be prepared for any possible backlash when get caught.
If your creations that have been created for the purpose of Stealth or utilizing the Stealth skill, the user is able to add an additional 1d4 to the check.
In addition, if the user is under the effects of the Invisibility spell or similar, if they use an Action where it would've gotten you discovered, they can roll immediately a Stealth check in order to keep the effect up. But they must be having a creation with the purpose of stealth to be able to use this in they hands.
Utility Works
Your creations may become a vital point to other creations or forms of utility. Sometimes it may be a simple thing, but every little thing matters.
Your creations that are being used for a utility or support, or involving tools, grant an additional bonus equal to half of your proficiency bonus.
If the creation is a tool, it grants a bonus equal to your Intelligence modifier instead.
Vision Improvements
Something for the eyes, something entirely simple to help out with the necessities of visions.
Your creations that involve sight grants darkvision of 60 feet; but if the creation grants darkvision, the range extends by an amount of 10 times your proficiency bonus.
When you reach 9th Level in this subclass, all sights and senses granted by your creation extends by an amount equal to 5 times your proficiency bonus. In addition to it, the creations grants a bonus to checks involving your sight equal to half of your proficiency bonus.
Weapon Enhancement
Your weapons of creation and destruction get heavily improved by this simple chip. Weapons you create gain the following benefits:
- The user gain a bonus to attack and damage rolls equal to half of your proficiency bonus.
- When the user attacks with your creation, they gain a 1d4 damage bonus. This damage bonus increases at particular levels, 1d6 at 5th level, 1d8 at 9th level and 1d10 at 15th level.
- When reach 9th level in this subclass, the user can use a reaction to add an additional 1d8 damage to one attack with your creation.
If you end up gaining this chip, you can't get the Amplified Works chip.
Extra Attack
3rd-Level Nanowriter Feature
When you reach 5th Level in this specialist path, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Nano Link
9th-Level Nanowriter Feature
When you reach 9th level in this subclass, you push it further with your nanobots and begin to link up. But you decide to link up to more than the usual technology you have.
During a long rest, you link yourself up to a number of creatures and objects equal to double your Intelligence modifier. While linked up with them, you and your allies have the following benefits:
- You are able to cast your spells through them.
- You are able to use your Flash of Genius on them.
- As a bonus action, you can give two creatures and/or objects attached to your link a bonus to checks and saving throws involving technology equal to your Intelligence modifier that lasts for an amount of turns equal to half of your proficiency bonus.
- When you obtain the class feature Soul of Artifice, you are able to utilize your reaction ability to those you are connected to.
You are able to utilize these abilities while they are within one mile of you outside of combat and a hundred feet during combat.
Nanocrafter Override
15th-Level Nanowriter Feature
As you take this specialist path at 15th Level, you are able to do something bigger for your nanobots. The question is how you are going to do it. What better way than to override?
As an action, you can use your nanobots to override all technology, constructs and undead within a 120 foot radius. Constructs and Undead must make a Constitution or Intelligence (their choice) Saving Throw against your Spell DC. If the Construct and/or Undead are made with technology or if the Construct and/or Undead have an 8 or lower Intelligence Score, they have disadvantage on the saving throw. If they fail, it becomes friendly to you and obeys your commands until you use this feature again.
If the Construct and/or Undead have an Intelligence of 14 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Once you use this ability, you need a long rest before you can use it again unless your sacrifice a 5th Level Spell Slot to restore the use.
Previous Versions
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2/27/2026 3:01:29 AM
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1
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1.5
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Coming Soon
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