Artificer
Base Class: Artificer

Artifice is a skill of applying magic to mundane objects. Some artificers go one step beyond this to transform their own bodies into living weapons with special self-transmogrifying concoctions - these artificers are known as Biomechanists. Their concoctions may be used to increase their strength, speed, size or any other feature that they may wish to enhance, their only limits are their skill and their creativity. 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Biomechanist Spells.

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Biomechanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Biomechanist Spells

 

Self-Transmogrification

Beginning at 3rd level, your experimentation on your own body has permanently altered your physiology, and has made you particularly accepting of your self-enhancing concoctions. 

While you aren't wearing armour, your AC is equal to 13 + your Dexterity modifier - as your skin has permanently adapted to be more resilient in combat. 

Additionally, whenever you cast one of your biomechanist spells on yourself, you do not need to maintain concentration on them - however, you can only benefit from one of them at a time. You can end the spell early as a free action.

Also, while you are under the effect of one of your biomechanist spells, you can make weapon attacks using your intelligence modifier, instead of strength or dexterity.

Finally, whenever you finish a short or long rest, you create a self-transmogrifying concoction. When you quaff this concoction, you gain the benefits of one of your biomechanist spells, as if you had cast it. The time it takes to quaff the concoction is equal to the casting time of the spell. The concoction lasts until it is drunk, or until the end of your next short or long rest.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Body Modifications

Starting at 9th level, you can apply your skills of infusing magic into objects to your own anatomy.

You can enhance some of your own body parts with your artificer infusions. The infusion must be for an item that is worn (i.e. an article of clothing) or for an item that replaces a body part, such as Ventilating lungs. A worn-item infusion enhances the body part they would normally be worn over. A single body part can bear no more than one infusion. If the item that the infusion typically enhances provides benefits, such as with armour, you do not gain the benefits of the item, only the infusion. 

There may be room for creativity in how a non-worn infusion could be applied to your body - your DM will have final say on whether such a bodily infusion is possible.

In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be a part of your body. 

Final Form

Starting at 15th level you have mastered the art of transforming your body into a weapon. 

After completing a long rest you create a special concoction which can transform you into a true force to be reckoned with, in addition to your normal self-transmogrifying concoction.

If you spend an action to quaff the concoction, you gain the benefits of the tenser's transformation spell, without the need to concentrate on it. You can end the spell early as a free action. If another creature quaffs the concoction, they must succeed on a DC 15 Constitution saving throw or take 5d10 necrotic damage, or take half as much on a success. The concoction lasts until it is drunk, or until the end of your next long rest.

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