Artificer
Base Class: Artificer

Body Modification Artificers take a unique approach to infusions by injecting magic into the body itself, using their tinker's tools as surgical devices. Helped by their animated hand they tackle medical problems that cannot be solved by magic alone and combine their surgical knowledge. Whether on the battlefield or in a operating room having an Artificer skilled in the arts of body modification is a great asset. (Still a W.I.P. Will likely change the spells you get at 13th and 17th level, and will add more infusions at some point.)

Surgical Knowledge

When you adopt this specialization at 3rd level, you gain proficiency in medicine. If you already have this proficiency, you gain proficiency in another Artificer skill.

Body Modifier Spells

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

3rd: cure wounds, inflict wounds

5th: enhance ability, gentle repose

9th: tiny hut, lightning bolt

13th: death ward, phantasmal killer

17th: raise dead, insect plague

Updated Artificer Infusions

At 3rd level you gain the ability to infuse body parts through surgical/magical means. If your animated hand is present and spends the duration helping you with the procedure you can swap out 1 body modification on a short rest. A player cannot have more than 4 body modifications active at a time.

You gain the following to infusions to pick from:

Owl Sight: Grants darkvision up to 30 feet.

The bonus increases to 60 feet at 10th level. 


Cheetah speed: Grants an extra 10 feet to your speed.

The bonus increases to 20 feet at 10th level.


Gorilla Arms: Grants an extra 5 feet to your reach.

The bonus increases to 10 feet at 10th level. 


Crow Mimicry: Grants the mimicry trait.

You gain the ability to learn one language of your choice at 10th level while the infusion is active.  


At 6th level you can choose from more infusions:

Fish Lungs:

Grants the ability breathe underwater and have a swim speed of 30 feet. 


Bird Wings:

Grants you a fly speed of 30 feet.

Helping Hand

At 3rd level you gain a "handy" familiar in the form of a animated hand. The hand uses the stat block of "Crawling Hand". It is friendly to you and your companions, and it obeys your commands. In combat, the animated hand shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on it, it regains its hit points. If it has died within the last hour, you can use your tinker's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The animated hand returns to life after 1 turn with all its hit points restored.

At the end of a long rest, you can create a new animated hand if you have your tinker's tools with you. If you already have a animated hand from this feature, the first one immediately perishes.

Furthermore any medical procedure has its procedure length cut in half if your animated hand helps you.

Give and Take

Starting at 5th level, once per turn when a player with an infusion hits a melee attack or heals, the player can deal extra magic damage or heal extra hit points (depending on the action they took) equal to 5 times the amount of body modifications they have infused. This effect can be used to a total of half the Artificers intelligence modifier rounded up and the usage is shared between everyone with an infusion. 

Usage resets on a short rest.

Hand it to Them

Starting at 9th level when you use a bonus action to command your hand, you can have it use its action to cast one 1st level spell that you know. The spell uses your modifiers, cannot be upcasted and it uses a spell slot.

At 11th level you can store a 1st or 2nd level spell in your animated hand and use your bonus action to have it cast the stored spell as a action on its turn.

Artificer's Monster

At 15th level, you have undergone so many body modifications you've become something of a monster. Starting at 15th level, you no longer age, are immune to lighting damage and when you would take lightning damage you are instead healed by the amount of damage you would have taken. 

You also gain access to Chain Lightning as a once per long rest action. Does not technically count as a spell, as it comes directly from your body and cannot be upcasted. 

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2021 11:53:31 AM
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2/24/2021 11:57:54 AM
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