Base Class: Artificer
Being from the streets of Zuan, you had to adapt to survive. Your mere natural body was not strong enough to handle the dangers of your environment. And so, by using your intellect and crafty hands, you learn to improve the body and mind to reach higher limits, even beyond mere simple replacements. Instead, you create augmentations that make powerful weapons as well as powerful tools.
Tool Proficiency
You gain proficiency with smiths and tinker’s supplies. If you already have these proficiencies, you gain proficiency with another type of artisan’s tools of your choice.
Alchemist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Empowered Augmentations
You have begun altering your body with enhancements. After a long rest, you can alter 1 golds worth of metal scraps to replace a limb or inner part of your structure. Each part (Head, Arms, Chest, Legs) can only contain one potential enhancement at a time (in total 4), otherwise will require another long rest to change out for another, still requiring metal scraps. Regardless of how many potential enhancements you have, you can only empower one at a time with the magic within your body. What you choose to empower can be switched out after a short rest, free of charge. Below is the list of limb enhancements, you can approach these cosmetically however you wish with DM approval. You may perform limb replacements upon other creatures, however they do not have the potential to empower them as you do.
Head Enhancements
- Proficiency in a single INT or WIS skill
- Dark Vision
- Immune to Disease
- Advantage against Charms and Sleep
- No longer needs sleep
Arm Enhancements
- Using INT as attack and damage mod for melee attacks (including unarmed)
- Using INT as attack and damage mod for ranged attacks
- Expertise a single tool proficiency
- Becomes a Spell Focus
- Grapples use INT
Chest Enhancements
- Slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
- +1 AC
- Gain resistance to poison
- immune to disease
- Becomes a Spell Focus
Leg Enhancements
- +10 ft Movement
- Triple Jump Distance and Double Jump Height
At 6th level, you can empower 2 at once, at 15th level you can empower 3. When having multiple empowerments, you can shift as many as you want after a short rest.
Empowered Overdrive
As an Action, you can set a single Empowered Limb to overdrive. You benefit from this for 1 minute.
Head
Gain advantage on all WIS and INT checks.
Arms
Can make weapon attacks as a bonus action.
Chest
Heal once for 1d8 + Your Artificer Level.
Legs
Dash and Disengage is a Bonus Action.
You can only do this once before needing a long rest. You gain another use at 9th level and a third use at 15th level before needing a long rest.
Mana Shield
As a reaction to being hit, gain a temporary hp equal to 1d6 + INT mod (minumum of 1)
You can do this up to 3 times before needing a long rest.
Extreme Overdrive
Empowered Overdrive can be exchanged for an Extreme Overdrive, allowing you to set all your empowered limbs to overdrive. You gain 1 level of exhaustion after Extreme Overdrive is over.
Comments