Base Class: Artificer
Biology and Technology, what better than to mix it up and put it onto your body.
Biomechanic Proficiency
3rd-Level Biomechanic Feature
Upon taking this subclass at 3rd level, you gain proficiency in Medicine, Smith's Tools and Woodcarver's Tools. If you are proficient in either tool, you can gain proficiency in another set of Artisan's Tools of your choice.
Biomechanic Spells
3rd-Level Biomechanic Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Biomechanic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Biomechanic Specialist Spells
|
ARTIFICER LEVEL |
SPELLS |
|---|---|
|
3rd |
Entangle, Speak with Animals |
|
5th |
Blur, Mirror Image |
|
9th |
Haste, Speak with Plants |
|
13th |
Blight, Guardian of Nature |
|
17th |
Commune with Nature, Scrying |
Bionic Enhancements
3rd-Level Biomechanic Feature
Upon taking this subclass at 3rd level, you begin to augment parts of your body to get to new levels. Depending on appearances and how you want to do it, you're welcome to do it.
Biomechanical Body. Your Unarmed Strikes deal 1d8 Bludgeoning, Force, Piercing, Slashing or Thunder damage and utilizes your Spell Attack Roll for Attack Rolls and your Intelligence Modifier for Damage Rolls.
Magical Boosters. You can use your Intelligence for Athletics and Acrobatics, plus your Intelligence Score can be used in place of your Strength Score for carrying capacity, the amount of weight you can push, drag and lift. In addition, your movement speed increases by 10 feet and your jump distance is doubled.
Metal Heart. When you roll a Hit Die to regain hit points, you regain an additional amount of hit points equal to your Intelligence Modifier.
Complimentary Prostheics
3rd-Level Biomechanic Feature
At the beginning of 3rd level, you are able to gain a number of biomechanic attachment through the levels to boost yourself. You gain 2 at 3rd Level, 1 at 5th Level, 1 at 9th Level and 1 at 15th Level.
Adamantine-Fused Skeleton
Any critical hit against you becomes a normal hit.
Amplifier
You can amplify your voice so that all creatures within 500 feet can hear you. In addition, you can make a range (100 ft.) attack with your voice at a target that can hear you, deal 1d6 plus your Intelligence Modifier in Thunder damage. If the damage goes through, the target must make a Constitution Saving Throw against your Spell DC or be Deafened until the end of their next turn.
Arcane Body Focus
As a bonus action, you can utilize your body as a spellcasting focus for 8 hours. After those 8 hours, you require a long rest before you can utilize this ability again.
Arcane Cannon
You have a specialized recharge attack that recharges on a 5 or 6 on a d6 at the start of your turns. You make a 90 ft. long by 5 ft. wide line beam attack and those in that beam must make a Dexterity Saving Throw or take your Intelligence Modifier plus a number of d4s equal to your proficiency bonus in Acid, Cold, Fire, Lightning, Radiant or Thunder.
Beasterizer
You are able to Wildshape like a Druid. You are able to change to any Beast of a CR equal to your proficiency bonus and do so a number of times equal to half of your proficiency bonus on a long rest. If you multiclass into Druid, you are able to add an additional amount of uses equal to your proficiency bonus.
Body Modifications
You learn how to use your artificer infusions to specially modify your body. Your body now counts as separate items for the purposes of your Infuse Item feature: arms, legs, head, eyes and feet. Each of those parts can bear one of your infusions, and the infusions transfer over if you apply a magic item. In addition, the maximum number of items you can infuse at once increases by 3, but those extra items must be part of your body.
Body Potential
All Unarmed Strikes and Natural Weapons you attack with gain a bonus to attack and damage roll equal to half of your proficiency bonus.
Elemental Arsenal
Weapons you wield and your Unarmed Strike is able to change to any damage type. In addition, you choose one damage type you are resistant to.
Filtration System
You can breathe air and water, and you are unaffected by effects that act on your respiratory system, such as the Stinking Cloud spell.
Flashy Reflexes
You can apply your Flash of Genius to attack and damage rolls as well.
Grappleclaw Launcher
You can make unarmed strikes as a ranged attack of 30/200 ft. In addition, as an Action or Bonus Action, you can choose an unoccupied space adjacent to a surface that you can see within range of launcher. Afterwards, you can make an attack roll of 10 (or up to DM's discretion) and if you succeed, you fire your grappleclaw to the adjacent surface and zip through the air directly to that space.
Highclass Translator
You can understand all spoken languages and any creature that can understand a language with an Intelligence of 6 or higher can understand what you say. Plus you are able to cast Comprehend Languages at will.
Invisibility Cloak
You can cast Invisibility an amount of time equal to your proficiency bonus per long rest.
Jet Boosters
You can Dash as an Action or Bonus Action. If you Dash as an Action, you can add an additional 20 feet to your movement speed on your next turn; if you get Grappled, Incapacitated, Paralyzed, Restrained or Stunned, you lose the movement speed boost. After utilizing the movement speed boost, your movement speed is halved until the start of the next turn after.
Lock-In
You have a +2 bonus to Attack rolls and you deal maximum damage with against objects. When you hit a target with a weapon attack or melee spell attack, you are able to enhance it by sacrificing spell slots, dealing 1d8 per level of the spell slot (up to a maximum of 3d8).
Nimble Climber and Underwater Adaptation
You can breathe air and water. You have a climbing speed and you have a swimming speed equal to your walking speed.
Reinforced Exoskin
When you aren't wearing armor, your AC is 13 + your Dexterity/Constitution/Intelligence Modifier. You can use your shield and still gain this benefit.
Sentry Rest
When you take a long rest, you can choose to spend at least eight hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Shock-Absorber Jointgrafts
You have resistance to Fall Damage. In addition, as a reaction to take fall damage, you reduce it by an amount equal to five times your Artificer Level.
Extra Attack
5th-Level Biomechanic 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.
Bodily Regulations
9th-Level Biomechanic Feature
Your enhancements and magic sustains you so that you can be at your top condition for all of the years to come.
- You suffer none of the frailty of old age, and you can't be aged magically. For every 20 years that pass, your body ages only 1 year. You can still die of old age, however.
- You are immune to Disease and Poisoned conditions.
- You no longer need food or water.
- Every time you take a short rest, you can roll an additional d4s to your healing equal to half of your Proficiency Bonus.
Neuroenchancements
15th-Level Biomechanic Feature
You start to utilize your mind to higher capacity so your body can be gradually attuned to it.
- You can add your Intelligence Modifier to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
- You can combine your Intelligence and Constitution Scores for carrying capacity, the weight that you can push, drag or lift, and Jumping.
- When you make an Intelligence or Wisdom Check, you can treat a roll of a 9 or lower as a 10.
- Intelligence, Wisdom and Charisma Saving Throws you make, have a 1d4 bonus.
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