Artificer
Base Class: Artificer

A linker creates and attaches a magical tether to allies to heal, buff, and control damage dealt to them.

Medically Prepared

3rd-Level Linker feature
When you officially start in this specialized route for you, you gain proficiency in the Healer's Kit, Herbalism Kit and Medicine. In addition, the Healer's Kit gain an additional amount of uses equal to your proficiency bonus and regains an amount equal to your Intelligence modifier per short or long rest.

Linker Spells

3rd-Level Linker Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Linker Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Linker Specialist Spells

ARTIFICER

LEVEL

SPELLS

3rd

Healing Word, Bless

5th

Gentle Repose, Lesser Restoration

9th

Mass Healing Word, Remove Curse

13th

Death Ward, Fire Shield

17th

Circle of Power, Rary's Telepathic Bond

 

3rd-Level Linker feature
At 3rd level, you can create a magical tether that attaches to your allies which allows you to heal and protect your allies. As an action, you can attach a number of tethers onto a number of allies equal to your Intelligence modifier or half your Artificer level, whichever is higher. You must have line of sight to each target, each target must have a Intelligence score of at least 1, and all targets must be within fifty times your Artificer level. You is always considered tethered, and does not count against this limit.

You can choose to remove a tether from an ally as a free action on your turn, and any tethered ally can voluntarily remove the tether as a free action on your turn. Any tethered ally whose Intelligence drops to zero or who moves out of range is automatically removed. You are aware of the status of your tethered allies and can, roughly, sense the presence of each ally.

If a tethered ally goes unconscious, the tether is removed and you must make a Constitution Saving Throw DC 15 or 1 hit point of every level or hit points equal to the CR of the fallen ally (minimum of 1) and be poisoned for an equal number of rounds (this bypasses your immunity).

While tethered, the linker and the tethered allies have the following abilities:

  • You or a willing ally that is receiving healing from spells can transfer the healing. This can be used when at full health. The healing can be only from spells.
  • You casting cantrips and spells that require touch can be used through the link to assist. These cantrips and spells must be ones that can buff and/or heal your allies.
  • Buffs from spells that you grant to yourself can be given to allies as well.
  • You can make Medicine checks through your tether to stabilize allies.

At 9th level, your tether no longer needs line of sight. Also at 9th level, if a tethered ally would be removed from being tethered due to dying or being unconscious, they remain tethered for 24 hours, even if they are still dead.

Double Buff

3rd-Level Linker Feature
Sometimes a small push is needed and you know what is needed to cure and bolster your allies: a small touch. Whenever you cast spells that restore hit points, or create potions that can restore hit points or grant buffs, it gives an additional bonus equal to your Intelligence modifier.

Grand Search

5th-Level Linker Feature
Starting at 5th level, you decided that you got to be on a better lookout for your allies. You can use the Search as an action or bonus action, along with able to stabilize a creature using a action or bonus action. However, you can use a reaction to stabilize a creature when they hit 0 hit points, but the DC is 20 for your Medicine check.

Stronger Ties

9th-Level Linker Feature
You manage to push more the link and bonds you create with your tether and allies. Beginning at the 9th level, you gain the following benefits:

  • Linking Health. The healing and buffs can now be from abilities, potions and spells.
  • Telepathic Link. You are able to talk telepathically to your tethered allies. This requires a bonus action to activate and deactivate it.
  • Lifelink. At the start of your turn, you can choose an ally who is tethered within 100 feet who has taken Hit Point damage and transfer their wounds to yourself, dealing an amount of damage up to the sum of your Artificer level and your Intelligence modifier to your Hit Points (bypassing any Temporary Hit Points) and healing the ally’s Hit Points an equal amount. In addition, you are able to take any negative conditions and debuffs to yourself but you can only hold one of the same effects and it can't be grappled and restrained conditions. This doesn’t require any action on your part. You can’t prevent or reduce the damage you take from this ability.
  • Linker's Pulse. You are able to grant your Flash of Genius to tethered allies through the tether but it can grant also the bonus to attack or damage rolls.

Psychic Combatant

15th-Level Linker Feature
Reaching the 15th level have gotten you easily much stronger than ever before, your mind readied for anything that can be coming towards you. No matter the mental battle!

  • You add your Intelligence modifier to Concentration Checks.
  • Your thoughts can’t be read by telepathy or other means unless you allow it.
  • When you are subjected to an effect that allows you to make an Intelligence Saving Throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

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