Base Class: Artificer
Mind Cladded in Armor..
Sometimes with turning to this path, some turned to it as to try another form of immortality, ones taken this specialty to see about pursuing a goal of biomechanics, and ones taken it with the thought of protecting those but felt their original bodies may not be enough or need a false safe.
Your works in enchantment allows you to gain a body; one of your own craft and able to walk around in many forms. With a cost that you lost your original body, for your soul ends up being bound to the objects you placed your heart and mind into. Strangely, it's not a full lost for you know the ins and outs.
After all, you are a practitioner of the arcane arts, magical wares and a crafter. Being a sentient form of craft is nothing.
Battle Ready!
3rd-Level Revenant Hijacker feature
Your combat training and your experiments with magic have paid off in multitude of ways. You gain proficiency with heavy armor, martial weapons and one tool of your choice between Leatherworker's Tools, Smith's Tools or Woodcarver's Tools.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Revenant Hijacker Spells
3rd-Level Revenant Hijacker Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Revenant Hijacker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Revenant Hijacker Specialist Spells
|
Artificer LEVEL |
SPELLS |
|---|---|
|
3rd |
Armor of Agathys, Distort Value |
|
5th |
Locate Object, Warding Bond |
|
9th |
Elemental Weapon, Remove Curse |
|
13th |
Death Ward, Locate Creature |
|
17th |
Circle of Power, Rary's Telepathic Bond |
Walking Armory
3rd-Level Revenant Hijacker feature
At 3rd level, your soul has been trapped within an armor of your choosing. You retain any bonuses or features of your race, and are still considered to be of that race and type. You gain immunity to poison and disease, you do not require food, air, or water, and you no longer age. You can regain hit points as though you were a living creature. You are able to move as walking, living and talking armor.
Should you attempt to get a wielder in the future, you have the same AC as your wielder, and you can use the higher of your Dexterity modifiers to calculate their AC. Whenever your wielder takes damage but you do not, both you and your wielder take half the amount of damage instead.
If your wielder acts against your wishes, you can choose to attempt to force them to obey you. Your wielder must make a Wisdom saving throw against your Artificer Spell DC. If they fail, they perform the action as you desire during their next turn. If they succeed, they are immune to this effect for one minute or until they take damage.
You can communicate telepathically with your bearer while they don you.
Whenever your bearer makes a skill or ability check, you can choose to make the check in their stead.
If you exit this form, as though by the spell Polymorph or the Wild Shape feature, you lose these restrictions and benefits until you return to normal.
In addition with your armor form, you are considered magical armor for the purposes of abilities and spells like Rust Monster's Rust Metal and *Disintegration*. But you are also not considered to be magical armor for the purposes of abilities and spells like Artificer Infusions.
There is limitations to this however: You are only able to fit onto humanoid shaped creatures of your size the moment. When you reach 9th level in this subclass, you are able to fit onto creatures that are Large or smaller.
Bodily Repairs
3rd-Level Revenant Hijacker feature
There comes to a time that need to prepare to repair swiftly as you can. You learn the Mending cantrip. If you use Mending on constructs or undead, they regain an amount of hit points in d4s equal to half of your proficiency bonus. If you use Mending on nonmagical items that are under effects like Rust Monster's Rust Metal ability, they regain points equal to half of your proficiency bonus.
Extra Attack
5th-Level Revenant Hijacker Feature
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.
Core Values
9th-Level Revenant Hijacker feature
When you reach 9th level, you become more potent as your core that resides in the armor you donned on gets much stronger.
You can transform into any armor and any weapon as an action.
Should you transform into a weapon, you count as a magical weapon for the purposes of overcoming damage resistances and immunities, and grant proficiency in simple and martial weapons to your wielder. You are not considered a magical weapon for the purposes of abilities and spells like Artificer Infusion and *Elemental Weapon*. Additionally, your spells’ somatic components are replaced with “visual” components, where you visibly flare with magical power. You count as an arcane focus. Your bearer must have at least one hand touching you to enable you to cast a spell with a range other than “Self” or “Touch”. The exception to this rule is *Mage Hand* and *Mending*.
However, during a short or long rest, you can take your core and implement it into one armor or weapon of your choice. Allowing you to connect yourself and become that armor or weapon, and swap between those over time. But if you end up reaching 0 hit points, the armor or weapon you were connected to breaks and requires a DC 25 Tool Check, 500 GP and a Long Rest in order to repair it (Unless DM says otherwise.).
Souljacker
15th-Level Revenant Hijacker feature
Congratulations on making to the 15th level of this subclass, you should feel proud of your mind and works for you are able to do something incredible now. You are able to hijack certain creatures to make them your body!
As an action when a creature that is of type of Construct or Undead is 0 hit points and within 90 feet of you, you are able to hijack the creature, controlling the creature permanently and make them your body. You are controlling the creature and their hit points are raised back up to half of its hit point maximum; however, the second the creature you are controlling drops to 0 hit points, they disintegrate and are unable to be restored by any means and you are dropped as a core.
You can sacrifice a Flash of Genius and use a reaction to hijack a creature the second they drop to 0 hit points, but you need to be within 30 feet of it and the body must make a Death Saving Throw against DC 10 or a Physical (Strength, Dexterity or Constitution) Saving Throw against your Spell DC (DM's choice).
The creature you can control can only be of a CR equal to your proficiency bonus.
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