Artificer
Base Class: Artificer

As you further your studies you find that your mortal body can't keep up with your own creations. To rectify this problem you decide to replace your own limbs with mechanical replacements capable of much greater feats than the originals. From mobility augments in your legs to fantastical attacks from your arms you will ascend your form to something much better. This more melee focused artificer will keep you up close and personal with your enemies as you show them your technical might. 

Ascended Arms

 When you choose this specialty at the 3rd level you replace your arms with new mechanical ones making them sturdier to hit harder giving your unarmed attacks +2 attack as well as being able to slowly modify them to grant you new utilities and attacks as your level increases.  (3,3,5,5,9,15)

Blazing Hands

By adding a flame light in one hand and a gas emitter in the other you can throw a jet of flame out in front of you by placing your hands together. This deals 1d6 damage and has a chance to set your enemy on fire. 

Blinding Flash

Focusing energy into lenses in the back of your hands you emit a bright light blinding enemy's around you in a 10ft radius.

Finger Pistol

The gun barrel you crafted in your hand may shoot out a bullet at great range dealing 1d6+2 damage.

Force of Impact

Adding a repulsor into your hand allows you to send a forceful burst at someone within melee range causing them to go prone if they fail their constitution save. 

Grappling Shot

You can shoot a line out of your wrist with a jagged hook on the end that can be shot at enemy's to hook them up to 15ft away. Lighter objects and enemies will be pulled towards you and you will be pulled towards heavier objects and enemies.

Helping Hand

Your hands and arms split down the middle separating into two pairs of arms allowing you to lift much greater weights as well as giving you an advantage to hitting melee attacks. 

Rocket Blow

The propulsor you have built into your elbow allows you to punch with a mighty force dealing 1d8 damage plus your strength modifier.

Shocking Palm

By placing small capacitors in your fingers your hand may open up to shock an enemy upon touching them dealing 3d4 damage.

Shocking Palm may also be used on a downed player to stabilize them. 

Ascended Eyes

Also at the 3rd level you realize that your eyes deceive you and all you can trust are ones made by your own hands. Your enhanced eyes see much better giving you advantages to perception and are not vulnerable to blinding like your old ones.

Ascended Legs

At the 7th level your new mechanical parts have begun to feel heavy and your legs can't carry you as far as they used to so you forge new ones to carry you as far as you need giving you the charger and mobile feats. 

Ascended Skin

At the 9th level you realize how brittle your skin is after taken damage so many times and decide to replace it with tougher material of your own design giving you greater durability without sacrificing mobility.  You have +2 to your armor class as well as immunity to poison attacks due to you no longer having outside flesh.

Ascended Heart

At the 15th level you further look to improve your body so you decide to upgrade your heart to better accommodate your new body. You heart has been replaced with an engine of your own design connecting your limbs and eyes through a grid to better power them. You can overload your body to do many things.

- Attacks from your ascended arms will do double damage. For the more utility focused arms grappling hook and blinding flash get double range and helping hand gains double weight.

- Abilities from your arms give your enemies disadvantage to their saving throws and yourself advantage on hit.

- You can overload your legs to double your movement distance.

-You can overload your heart itself to repair yourself for 3d6+2 healing. You may overload 3 times before a long rest with a short rest giving you back 1 overload.  

One overload will effect one thing but all bonuses will apply. After overloading you must take one turn to vent out your excess heat. During this time your enemies have advantage to hit. You can not overload again during this turn.

As you have now become mostly mechanical you loose most of what has made you alive and now have a harder time empathizing and communicating with others.

Previous Versions

Name Date Modified Views Adds Version Actions
3/2/2020 5:06:55 AM
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