Base Class: Artificer
An artificer that specializes as a Sawbones creates fast infusions powered by blood and magic. These infusions are embedded in the flesh of creatures the artificer controls, works with, or even themselves. These subjects gain supernatural bonuses based on the tools used by the artificer.
Tools of the Trade
3rd-level Sawbones feature
You gain proficiency with leatherworker's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Your studies have given you the ability to stretch the uses for leatherworker's tools. You can stabilize a creature with your leatherworker's tools as an action. You also gain proficiency in the medicine skill if you hadn't already.
Sawbones Spells
3rd-level Sawbones feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Sawbones Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Sawbones Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Flesh Infusions
3rd-level Sawbones feature
Your medical and mechanical expertise meld together, allowing you to perform magic surgery on willing subjects. By expending a spell slot, you can conduct a 1-minute ritual with a range of touch, granting a willing creature access to the effects of an infusion for 1 hour. A creature can only have 1 Flesh infusion at a time. This infusion must be one you currently know; however, it does not count against your active Infusions. All item requirements and prerequisites are necessary to cast the Infusion in this way. The spell slot level is dependent on the level requirement for the Infusion. Expending a spell slot in this way does not count towards Spell Cycling.
By expending an additional Spell Slot, you can refresh a Flesh Infusions duration. The Spell Slot level should be equal to the level used in the original casting. Expending a spell slot in this way does not count towards Spell Cycling.
Multiple Flesh Infusions can also be conducted as part of a short rest, with the 1-hour duration starting at the end of the rest. You can affect a number of creatures in this way equal to your Proficiency modifier plus your Intelligence modifier(minimum of 1.)
Creatures can willingly end a Flesh Infusion early as an action. Flesh Infusions end early if you fall unconscious or if the duration ends. When this happens, all the Flesh Infusion items are shunted 5 feet away from the creature.
| Spell Slot | level requirement |
|---|---|
| 1 | 1-5 |
| 2 | 6-9 |
| 3 | 10-13 |
| 4 | 14-17 |
| 5 | 18-20 |
Implement Specialization
3rd-level Sawbones feature
You customize your leatherworker's tools. When you do so, choose one of the following specializations: Sticher, Mender, or Mancer. The Implement Specialization you choose gives you specific benefits when you use it as your spellcasting focus.
You can change the implements specialization whenever you finish a long rest, provided you have leatherworker's tools in hand. All effects end when you switch to a new specialization.
Mancer's Tools
Your tools are best suited for self-surgery and body modification. You gain the following features:
You can now have a number of Flesh Infusions in your body equal to your Intelligence modifier.
Additionally, Whenever you heal yourself, you gain Advantage on one Spell Attack you make until the end of your next turn.
Mendor's Tools
Your tools are better able to heal allies and tend to their wounds. You gain the following features:
When Allies holding Infusions or with a Flesh Infusion are healed by you, they gain temporary hit points equal to your Intelligence modifier.
Additionally, Your ability to heal has altered the spell Cure Wounds for you. The dice increase to d10s and now has the casting time of Bonus Action.
Stitcher's Tools
Your tools help you focus the forces of life on certain creatures you create and maintain. It has the following features:
Undead and constructs you control have the additional typing of humanoid for the purposes of healing spells.
As a part of the ritual to create a Flesh Infusion, you can give your undead/construct creature you control temporary hitpoints equal to 5 times your artificer level, but you can do so no more than once per creature per long rest.
Spell Cycling
5th-level Artificer feature
Through numerous surgeries, you have mastered the ability to conserve some magic when casting spells.
Whenever a spell slot is expended casting an artificer spell, the artificer can regain one spell slot of any level lower than the one used. For example, when a 2nd-level spell slot is used, the artificer can regain a 1st level spell slot. If a 1st level spell slot is used, however, there is no lower spell slot to regain.
Quack Job
9th-level Artificer feature
Hard work and dedication to your surgical prowess have culminated in the ability to perform a quickened Flesh Infusion. The casting time is reduced to one action; However, your rushed job causes damage to your subject. They take 1d6 necrotic damage per spell slot level. This damage ignores resistance and immunity.
You also gain 1 Infusion based on your specialization. These Infusions don't count against the number of Infusions learned.
Mancer's Infusion:
Aspirating Syringe
Prerequisite: 9th-level artificer
Item: Leatherworker's tools (requires attunement by an artificer)
While holding this item, a creature gains a +1 bonus to spell attack rolls. Additionally, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type.
This item also counts as Mancer's Tools.
Mendor's Infusion:
Healing Scalpel
Prerequisite: 9th-level artificer
Item: Leatherworker's tools (requires attunement by an artificer)
While holding this item, a creature gains a +1 bonus to spell attack rolls. Additionally, creatures in possession of an Infusion or Flesh Infusion created by you stabilize whenever they are dying at the start of their turns.
This item also counts as Mendor's Tools.
Stitcher's Infusion:
Embalming Saw
Prerequisite: 9th-level artificer
Item: Leatherworker's tools (requires attunement by an artificer)
While holding this item, a creature gains a +1 bonus to spell attack rolls. Additionally, this item allows you to cast Disguise Self at will on yourself and any creature under your control.
This item also counts as Stitcher's Tools.
Flesh Doctor
15th-level Artificer feature
After many years of malpractice, your Flesh Infusions last twice as long. Flesh infusions now have a duration of 2 hours. You also gain additional effects based on the specialization of your tools:
Doctor of Stitching
While holding Stitcher's Tools, you can use your reaction when a creature under your control with a Flesh Infusion dies to resurrect it to full health and make one attack against a creature within 5 feet of it. You can use this reaction a number of times per day equal to your Intelligence modifier.
Doctor of Mending
While holding Mendor's tools, you can use your reaction whenever an ally with an Infusion or Flesh Infusion receives healing to double the dice used. You can use this reaction a number of times per day equal to your Intelligence modifier.
Doctor of Mancing
While holding Mancer's Tools, you can use your reaction whenever you take damage to gain resistance to that damage and make the original damage dealer take the same amount of damage. You can use this reaction a number of times per day equal to your Intelligence modifier.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/21/2021 6:57:23 AM
|
41
|
0
|
1.9
|
Coming Soon
|
|
|
2/21/2021 7:20:29 AM
|
41
|
0
|
1.95
|
Coming Soon
|
|
|
2/21/2021 7:20:52 AM
|
34
|
0
|
1.7
|
Coming Soon
|
|
|
2/21/2021 7:21:09 AM
|
40
|
0
|
1.8
|
Coming Soon
|
|
|
2/21/2021 8:47:57 PM
|
43
|
0
|
--
|
Coming Soon
|
|
|
3/2/2021 8:25:52 AM
|
50
|
1
|
--
|
Coming Soon
|
|
|
3/4/2021 8:04:08 AM
|
60
|
0
|
--
|
Coming Soon
|
|
|
3/4/2021 8:20:03 AM
|
59
|
0
|
2.0
|
Coming Soon
|
|
|
3/25/2021 1:58:49 PM
|
71
|
0
|
2.01
|
Coming Soon
|
|
|
3/25/2021 2:13:19 PM
|
65
|
0
|
2.12
|
Coming Soon
|
|
|
3/25/2021 2:25:28 PM
|
74
|
0
|
2.13
|
Coming Soon
|
Comments