Artificer
Base Class: Artificer

You are well learned in repairing the life force of creatures in need. Whether this be in order to save your own skin or to keep those you care about alive, you seek knowledge in all realms of healing. Your unique approach to this field allows you to break barriers that held others back in the time before you, and allows you to maximize the return of your healing.

Bonus Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency with martial weapons and heavy armor.

Battle Medic Spells

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

Battle Medic Spells

Artificer Level Spell

3rd

heroism, shield

5th

branding smite, warding bond

9th

beacon of hope, mass healing word

13th

death ward, fire shield

17th

cone of cold, mass cure wounds

Sword and Suture

At 3rd level, you gain the ability to rapidly weave healing magic to heal wounds in the midst of combat. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your artificer level.

As a bonus action, you can heal one creature you can see within 30 feet of you, 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 restore a number of hit points equal to the total. You add additional healing equal to your intelligence modifier to this total if you use this feature after taking the Attack action.

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

Extra Attack

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

Adaptive Resistance

Starting at 9th level, whenever you restore Hit Points to a creature within 30 feet of you, you can choose to give the target resistance to acid, cold, fire, lightning, poison, or thunder damage for 1 minute or until you restore Hit Points to another creature.

Adrenaline Overclock

By 15th level, you have learned to adapt your healing salves and arcane formulas to activate the creature's adrenal systems. Once on your turn when you restore Hit Points to a creature, you can allow the target to make a melee weapon attack as a reaction.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2020 4:47:02 AM
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1.0
Coming Soon

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