Artificer
Base Class: Artificer

It's not uncommon for spellcasters to indulge in reanimating corpses, technomancers put a new spin on this and reanimate constructs. Technomancers have a masterful understanding of constructs and the undead. Typically frowned upon by most artificers for how it incorporates the organic, technomancy is one of the newer specializations. A dark and sinister technomancer may use their jewelers tools to help an aspiring lich to construct a phylactery or a noble technomancer might focus on building animated suits of armor and elegant golems to protect a small town. 

Tool Proficiency

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

Technomancer Spells

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

Technomancer Spells

Artificer Level Spell

3rd

bane, false life

5th

blindness/deafness, ray of enfeeblement

9th

animate dead, lightning bolt

13th

blight, death ward

17th

animate objects, raise dead

Bonus Cantrips

When you reach 3rd level, you learn the chill touch and shocking grasp cantrips. They count as artificer cantrips for you, but they don’t count against your number of cantrips known.

Electrifying Force

Starting at 3rd level, you gain the ability to channel arcane energy to amplify the life giving force of electricity. You have a pool of d6s that you spend to fuel this force. The number of dice in the pool equals your artificer level.

When you deal lightning damage, you can amplify the damage by spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and add the number to the total.

Your pool regains all expended dice when you finish a long rest.

Dark Constructs

Starting at 5th level, you can alter the nature of the undead and constructs under your control during a short rest. Using your jeweler's tools, you can alter the physiology of an undead to be a construct or imbue a construct with a weakly enchanted jewel to make it undead. 

Additionally, whenever you create an construct using a technomancer ability, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your artificer level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Advanced Technomancy

At 9th level, you learn new ways to channel arcane energy against constructs. Whenever you cast a spell that targets or has specific or additional effects against a dead creature or undead, you can target constructs as well. Also, when you cast the spell animate dead you can instead target a suit of armor that isn't being worn by a living creature to create a suit of animated armor. The spell otherwise functions the same.

Additionally, this deeper understanding of dark technomancy allows you to resist necrotic damage.

Grim Constructs

At 15th level, your mastery of technomancy allows you to create a basic golem. You can construct a flesh golem by spending 8 hours stitching together body parts, adding faceted gems, and inscribing runes into the hide of the construct. You can only create and control one flesh golem at a time. If you try to create another while it still has hit points remaining, the previous one is falls apart and is no longer functional. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics.

On each of your turns, you can use a bonus action to mentally command the construct you made with this feature if the construct is within 60 feet of you. You decide what action the construct will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete.

The flesh golem is under your control until it dies, after which you can spend another 8 hours constructing a new flesh golem

Additionally, you've learned to overcome the immutable form trait inherent to golems for the purposes of using your Dark Constructs feature. 

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