Base Class: Artificer
Artificers are all known for one unifying thing, their technological and scientific prowess, but aside from that you will find that no two artificers are alike. No more is that apparent than in the Aberrant Engineer. These Artificers know about and have learned about technologies alien to their world, weaving living metal and mind warping shapes into their inventions. Most of these artificers have been alienated from society, as their creations often are deemed evil, as even being near them can drive anyone, including the artificer themself, onto the brink of madness and delirium.
Tool proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Mason’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice
Aberrant Engineer spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Aberrant Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Aberrant Engineer
Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aberrant Totem
At 3rd level, you are capable of reaching forward and creating a totem of otherworldly origin and make. As an action, as long as you have your smith’s tools on you, you are capable of summoning an aberrant totem. The totem can be on any surface that is at least larger than a 5 foot space and can be on walls, floors, or ceilings. The totem has an Ac of 18 and a number of hit points equal to five times your artificer level.
You can use this feature twice, and you cannot create another totem until you finish a long rest or expend a spell slot of 1st or higher. You can have 2 totems active at a time, but they cannot be within 30 feet of each other. When you create a totem, choose one of the following options.
The totem counts as a large construct and is immune to all status conditions. Each totem lasts for an hour or until destroyed or dismissed as an action. All totems have a passive radius of 20 feet for the use of their abilities and other effects. All damage done by the totems count as magical for the need of overcoming immunity and resistance.
Totem | Effect |
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Optic Pillar |
You summon a large totem that is akin to that of a beholder. Choose one of these effects when summoning the totem:
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Ilithid Spire | you conjure forth a spire of twisted metal that depicts the tentacled visage of a mind flayer. While the totem is active, it emanates a field of energy 20ft. In all directions. As an action, you can cause a number of creatures equal to your intelligence modifier(min. of 1) within the field to make an intelligence saving throw against your spell save dc, taking 3d6 psychic damage on a failure, or half as much on a success. |
Slaadi Statue | you create a statue of chaos that resembles a slaad of any type. The statue will move to an unoccupied space within 10 feet of you whenever you move. While the totem is active, whenever you make a melee weapon or spell attack against a creature within 20 feet of the statue, you can use your bonus action to send your totem to attack. It makes a melee spell attack with your spell attack modifier. On a hit the creature takes 1d6 + your intelligence modifier slashing damage and must make a constitution saving throw with a dc equal to your spell save DC, taking an additional 2d6 poison damage on a fail. |
Flumph Foundry | Within range you create a totem depicting the kind hearted and good natured flumph. When you or any amount of chosen creatures enter within 20 feet of the totem for the first time, you gain temporary hit points equal to your proficiency modifier + your intelligence modifier. Additionally while in the radius of the totem, you and the selected creatures have advantage on saving throws. |
Distant Mind
At 5th level, you are able to create an artificial aberrant mind and forge a vessel for that mind. Whenever you create one of your infusions, you can give that infusion an aberrant sentience, the item becomes sentient(DMG pg.214). The infusion with this aberrant mind shares your alignment, can be used as a Spellcasting focus by the wielder, and all spells cast through the infusion that deal damage deal an additional 1d6 psychic damage.
The amount of aberrant minds you can have active at once is equal to half of the amount of infusions that are currently active.
Alien Pawns
Once you reach level 9, you are able to move yourself and your totems through aberrant wormholes. You and your totems gain the following effects:
- By expending your movement for a turn, you can teleport your totem and all willing creatures within the totem’s range into an unoccupied space within feet equal to 10 times your intelligence modifier(minimum of 10 feet). Any creatures who are unwilling must make a charisma saving throw equal to your spell save dc, teleporting on a failure.
- Your totem's range increases to 30 feet.
- Your totem's have an immunity to psychic and resistance against slashing, piercing, and bludgeoning damage from nonmagical attacks.
Empowered totem
When you reach 15th level, your mastery and knowledge of the alien structures you can forge has allowed you to modify and improve them. You gain the following benefits for your totem:
- You can now cast spells from the totems, and if the spell has a range of touch, the range increases to the totem’s range. Additionally, spells cast through the totems that deal damage add psychic damage equal to half your level in artificer rounded down to the damage.
- The amount of totems you can have active are now 3.
- If you are in the range of a totem, you have advantage on all wisdom and intelligence checks or saves.
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sad i can't use it
The Aberrant Engineer spells don't appear to actually add themselves to the spell list as the entry suggests they should.
Not sure if this is a typo but figured I would point it out. This subclass gives you Mason's Tools as your proficiency however the Abberant Totem requires Smith's Tools. They should probably be the same one way or another. Really like the concept though.
I really enjoy the concept, but I worry the totems aren't very useful in a large or dynamic fight, especially before level 9. Please consider increasing the totem's starting radius to 30, as well as buffing the Slaadi and Optic totems. The Optic pillar doesn't do very much damage, even for a bonus action, so perhaps consider increasing it to 2d6 or 1d6+Intelligence modifier. The Slaadi totem would be nice if it could work for ranged attacks as well, but I can understand if you have it there to cater to melee artificer play styles. Overall, I think your concept is wonderful!