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
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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5/25/2020 9:08:04 PM
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31
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1
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5e
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Coming Soon
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