Artificer
Base Class: Artificer

A Mechromancer is in love with the idea of unholy matrimony between flesh and steel. The beauty of rotating cogs and clanking metal, replacing all parts of them that they once considered flawed. They see Magic as no more than a fuel source, thus becoming near immune to anti magic fields while still retaining abilities too odd to be 'just a weapon'

It is unknown weather Mechromancers form from distraught artificers, attend a corrupted collage or descend from some sort of machine cult. But one thing that may be said is that no two look alike. One will never be able to mistake a mechanical winged angle with a horrific clockwork spider. 

(Alt Variant: Flesh monger: The only change is a need for existing fleshy limbs rather than crafting materials. If the player would rather be Frankenstein's monster instead of a Techpriest then this should aid in its flavor.)

Basic Augmentation

At 3rd Level. During a long rest, you may replace a limb (I.e. Arm or leg) to gain a warforged replacement. If the players race has any additional body parts (I.e. wings or a tail) then they may replace these parts as well. For every body part replaced the player gains +2 AC. This AC bonus stacks on top of their unarmored AC. 
Once a limb has been replaced, the player looses the ability to equip armor.

Though multiple limbs can be replaced, only one limb may be replaced per long rest

Parts Required for an augmented limb are; 1x steel ingot. 1x spool of wire. x1 naturally formed crystal.

Parts required to replace pre-existing wings on the player are; 2x steel ingots, 2x spools of wire, 2x naturally formed crystals, 2x 6x4 feet sheets of fine cloth.
(If heat metal is cast on a player with augmented wings their fly ability will be removed in 1d4 turns.Their fly ability will return once the player locates two 6x4 feet sheets of fine cloth and makes the necessary repairs during a short rest.)

If the player chooses to augment themselves during their long rest then they take one point of exhaustion. 

Weaponized Augmentation

At 5th level. Once per short rest, the player may choose one Cantrip, weapon or Artificer Infusion to install in a currently existing augmented limb. An added effect may be uninstalled from said limb at the cost of another short rest. 

Regardless of what weapon, Cantrip or infusion is installed they shall rely on the players spell casting modifiers. 

If the player installs an effect into an augmented limb during their short rest then they gain one point of exhaustion. 

Additive Augmentation

  At 9th level. The player Gains the ability to augment themselves beyond their original form.  During their next long rest the player may give themselves one of the following augmentations. 

If the player augments their self during their long rest they will take one point of exhaustion. 


(Only one of the following may be chosen. Player dose not gain AC from any of the following augments.)
List of augments, their effects and their building costs: 

1. Extra Arm.  (Effect:) gains an extra open hand for use.
(Cost:) 2x steel, 2x spools of wire, 2x naturally formed crystals. 

2.Spider Legs.   (Effect:) Player can no longer be knocked prone. player now has access to spider climb, player movement reduced by 5 feet.
(Cost:) 4x steel, 4x spools of wire, 4x naturally formed crystals. 

3.Centaur Legs.  (Effect:) Player now gains +15 to their movement speed. Player now has half movement when indoors, Player now counts as a mounted combatant. 
(Cost:) 4x steel, 4x spools of wire, 4x naturally formed crystals. 

4.Wings.  (Effect:) Player now has access to fly, Player ground movement is reduced by 5 feet. Player subtracts 1 point from their stealth modifier. 
(if the player already had access to fly then increase its speed by 10 feet.) 
(Cost:) 2x steel, 2x spools of wire, 2x naturally formed crystals. 

Perfected Augmentation

 Finally, at 15th level. The Player is now able to install a second augment from the Additive Augmentation list.
The player may also have a weapon AND a Cantrip (or Artificer infusion) installed onto their augments instead of one or the other.

If the player augments their self during their long rest they will take one point of exhaustion. 

Eye for an eye

At 3rd level. The player has accepted the ideology that to use magic as anything more than a power source is short sited. During their next Long rest, they will be able to turn any object they have into their new power source. This power source is surgically implanted into their body and allows for Augmentation to take place. 

Positive effects: 
The players hit die becomes a 1d10 and the player will no longer require food or water.

Penalties: 
The player looses the ability to cast "Spells", heat metal will now be able to effect the player at all times, the player looses the ability to swim.

 

Previous Versions

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3/24/2020 2:16:43 PM
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