Artificer
Base Class: Artificer

You've discovered psionic powers that you can use to reach out to and affect constructs and other machines.

Tool Proficiency

3rd-level Technopath feature

You can gain proficiency in up to any three tools in the same manner as attunement, though you can end a proficiency as a bonus action, and you can always use your intelligence modifier for any tool.

Technopath Spells

3rd-level Technopath feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Technopath Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Additionally, these spells don't require any spell components except for the tools required by all Artificers.

Technopath Spells

Technopath Level Spell

3rd

Wrathful Smite, Witch Bolt

5th

Tasha's Mind Whip, Find Traps

9th

Lightning Arrow, Conjure Barrage

13th

Staggering Smite, Storm Sphere

17th

Synaptic Static, Conjure Volley

Bonus Cantrip

3rd-level Technopath feature

You gain Mind Sliver as a bonus cantrip and it doesn't require any spell components except for the tools required by all Artificers.

Weapon and Armor Proficiency

3rd-level Technopath feature

You gain the ability to acquire proficiency in up to 3 weapons, armor, or shields in the same manner as attunement, though you can end a proficiency as a bonus action. You can use Intelligence for attack and damage rolls with weapons you are proficient in and in place of the Strength requirements for armor you are proficient in.

Technopathic Shock

3rd-level Technopath feature

Your unarmed strikes can deal lightning damage and you can channel it through any weapon you're wielding by changing the damage type of your ability score bonus to lightning. Your unarmed strike also counts as an infused item for the purposes of spellcasting.

Also, you can manipulate machines such as locks and traps with only an electric shock and if you use appropriate tools that you're proficient in, you gain advantage.

Lastly, dealing lighting damage to a target that is wearing armor can make its armor "fall off." If the target fails a Dexterity saving throw against your spellcasting save DC, the armor is disabled (doesn't change the target's AC) and is considered unattended for the purposes of spells and other effects that affect unattended objects such as the shatter spell. The target can spend an action to restore it. You can do this a number of times equal to your proficiency bonus, regaining spent uses after a long rest.

Construct Interface

5th-level Technopath feature

Constructs are not immune to your psychic attacks and spells even if they normally wouldn't be affected by them. Mundane machines can also be affected by psychic damage you deal.

You can communicate telepathically with constructs that you are aware of up to 120' away as described in the Monster Manual.

Additionally, as an action, you can animate your weapon or an unattended weapon using the Flying Sword stat block, replacing its proficiency bonus with yours, a number of times per long rest equal to your Intelligence modifier. You can use the action used to activate it to tell it to move and attack, otherwise it does nothing but defend you and itself. On subsequent turns you spend a bonus action to tell it to move and attack a specified target. While defending, it will act immediately after you to move within 5 feet of you and attack anything that has targeted you or itself since its last turn. If it has to leave an opponent's reach in order to get to you, it will use the Disengage action. If no one attacked you or itself since its last turn, or if nothing is within its range, it will take the Dodge action. It lasts for 1 minute.

Improved Construct Interface

9th-level Technopath feature

As an action you can charm constructs that you can communicate with telepathically regardless or their immunities a number of times per long rest equal to your proficiency bonus. The target makes a Charisma saving throw against your spellcasting save DC. On a success the charm fails and you can't attempt to charm the same creature again for 24 hours. You can add your proficiency bonus to social interaction skills with charmed constructs when you communicate with them telepathically. You also gain advantage to Wisdom (Perception) checks to spot hidden constructs that are within 30' of you, including those with a False Appearance.

Also, you can now use this interface to animate unattended armor using the Animated Armor stat block, replacing its proficiency bonus with yours, a number of times per long rest equal to your Intelligence modifier. You can use the action used to activate it to tell it to move and attack, otherwise it does nothing but defend you and itself. On subsequent turns you spend a bonus action to tell it to move and attack a specified target. While defending, it will act immediately after you to move within 5 feet of you, trying to put itself in a position that could grant you some cover, and attack anything that has targeted you or itself since its last turn. If it has to leave an opponent's reach in order to get to you, it will use the Disengage action. If no one attacked you or itself since its last turn, or if nothing is within its range, it will take the Dodge action. It lasts for 1 minute.

Understand Equipment

15th-level Technopath feature

Your technopathic abilities grant a +1 bonus to use all your equipment that you're proficient in. This includes weapon, armor, shields, tools, and any wondrous items you're attuned to. This does not make the items magical and it stacks with infusions, spells, and magic properties.

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