Artificer
Base Class: Artificer

Mastering both man and machine takes years of discipline and practice. Augmenters have more than mastered these fields allowing to combine the two into marvels of technology. These augmentations take many forms but share a similar goal to empower the user beyond their physical capabilities. Many use these augmentations to aid the fighting or other capabilities of their allies, while some strive to be the perfect being, becoming more machine than man. These augmentations are used instead of regular infusions.

Augmentation table

Name                                                                                                   Permanent feature                                                                             Enhanced feature

Augmented arm

Unarmed strikes become 1d6

You may take an additional unarmed strike

Metal Carapace

Advantage on DEX, STR, CON saves

Proficiency in DEX, STR, CON saves

Mental Carapace

Advantage on WIS, CHA, INT saves

Proficiency in WIS, CHA, INT saves

Genetic augmentation

+1 bonus to a modifier

+2 bonus to a modifier

Augmented lungs

Do not need to breathe air

you have advantage on saving throws made against harmful gases and vapors (such as cloud kill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Ocular augmentation

Immunity to sunlight sensitivity

Advantage on perception checks relying on sight

Dark lenses

Darkvision out to 60 feet, additional 60 feet if you already have darkvision

Cannot be blinded

Augmented legs

Increase walking speed by 10 feet, gain swim/climb speed equal to half walking speed

Swim/climb speed becomes equal to your walking speed

Synaptic Shielding

Immunity to mind reading

Telepathy out to 50 feet

Augmented skin

Reduce non magical bludgeoning, piercing, slashing damage by 3

Reduce all damage taken by 3

Magic lenses

5 charges restoring on long rest 1 for detect magic 2 for detect thoughts

3 charges for counter spell

Metallic Wings

Fly speed equal to half your walking speed for 10 minutes recharging on long rest

Effectively under freedom of movement spell

Augmented ear

Understand all languages

Can speak all languages

Augmented arm

 

Unarmed strikes become 1d6

You may take an additional unarmed strike

Augmented Ear

 

Understand all languages

Can speak all languages

Augmented Legs

 

Increase walking speed by 10 feet, gain swim/climb speed equal to half walking speed

Swim/climb speed becomes equal to your walking speed

Augmented lungs

 

Do not need to breathe air

you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Augmented Skin

 

Reduce non magical bludgeoning, piercing, slashing damage by 3

Reduce all damage taken by 3

Dark Lenses

 

Darkvision out to 60 feet, additional 60 feet if you already have darkvision

Cannot be blinded

Genetic Augmentation

 

+1 bonus to a stat

+2 bonus to a stat

Magic lenses

 

5 charges restoring on long rest 1 for detect magic 2 for detect thoughts

3 charges for counterspell

Mental Carapace

 

Advantage on WIS, CHA, INT saves

Proficiency in WIS, CHA, INT saves

Metal Carapace

 

Advantage on DEX, STR, CON saves

Proficiency in DEX, STR, CON saves

Metallic Wings

 

Fly speed equal to half your walking speed for 10 minutes recharging on long rest

Effectively under freedom of movement spell

Ocular Augmentation

 

Immunity to sunlight sensitivity

Advantage on perception checks relying on sight

Synaptic Shielding

 

Immunity to mind reading

Telepathy out to 50 feet

Surgical Precision

At third level gain Half your Proficiency modifier to all tools you don't already have proficiency in.

Anatomy Specialist

Starting at 3rd level you can use your knowledge of how the body functions to harm your foes in more critical areas, whenever you make an attack, you can take a -5, declared before roll, modifier to add an additional 1d4 to your damage rolls (1d6 at level 9, 1d8 at level 15)

 

Studied Professional

Starting at 5th level your time spent studying the effects of magic and the body has allowed you to more effectively apply your trade. You gain an additional infusion slot, additionally you may choose infusions off of the augmentation table. These augmentations take the place of standard artificer infusions and can be applied to both you or an ally.

 

Expert Augmenter

Starting at 9th level your knowledge of augmenting the humanoid body has allowed you to magically enhance these augmentations. You may add the second feature to an augmentation, as a bonus action, for one minute or until concentration breaks (as if concentrating on a spell) a number of times equal to your intelligence modifier (minimum of one)

Preserver of Life

Starting at 15th level your knowledge of anatomy allows you to stave off the forces of death

  • When you begin concentrating on an enhanced augmentation the target gains temp Hp equal to your class level
  • You may make Constitution saving throws to maintain concentrating on augmentations with advantage
  • You gain a special reaction to transfer concentration on an enhanced augmentation to another target, you may use this feature a number of times equal to your intelligence modifier (minimum of once) this feature does not count against the amount of times you may initiate concentration on enhanced augmentations

 



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5/25/2020 9:08:04 PM
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