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Artificer: The Augmentrist

An Artificer who has chosen to study the field of Augmentry possesses an understanding of his own inner workings that rivals all but the most highly trained monks. They make use of this knowledge, combined with their highly unique mechanical skill set, to push the limits of their bodies and the bodies of others to the physical limit. Outcasts even amongst the scientists of Cathar, an Augmentrist uses himself as a medium with which to experiment, using a balance of technology and finely tuned magic to redefine the constraints of his physical body, opening the doorway to endless possibilities.
hit dice: 1d8 per artificer level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons
tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack
  • spellcasting:
    You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.  

    Tools Required

    You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.  

    Cantrips (0-Level Spells)

    At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.  

    Preparing and Casting Spells

    The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.  

    Spellcasting Ability

    Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier  

    Ritual Casting

    You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.   When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.   Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augmentrist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.    
    class features:

    Tools of the Trade

    Upon adopting this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

    Limb Augment Mk.I

    Beginning at 3rd level, you are confident enough in your abilities to begin augmenting yourself. During a long rest or over a time period of 5 hours, you can choose to replace or modify one of your limbs, provided you have smith's tools in hand and possess the required materials, as per the Augments Mk.I table.
  • You gain the benefits and drawbacks of the augment as displayed in the table.
  • Limb Augment Mk.II

    Beginning at 5th level, your experience with your first limb augmentation has given you the knowhow necessary to continue with further modifications to your body. Having the same time and tool requirement as your first Augment, select one additional Augment from the Augments Mk.I or Augments Mk.II table.
  • You gain the benefits and drawbacks of the Augment as displayed in the table. This compounds with any benefits/drawbacks gained from your first Augment.
  • Core Augment

    At 9th Level, you are comfortable making more complex and invasive alterations to your body. During a long rest or over a period of 5 hours, make one augment to yourself, provided you have smith's tools in hand and possess ther required materials, as per the Core Augments table.
  • You gain the benefits and drawbacks of the Augment as displayed in the table. This compounds with any benefits/drawbacks gained from your first and second Augments.
  • Enhanced Augment

    At 12th level, you are able to expand upon your existing Augments. Select one enhancement from the Agument Enhancements Table, and provided you have the required materials and smith's tools, apply the Augment to youself over a time period of 1 hour, or during a short rest.
  • You gain the benefits and drawbacks of the Augment as displayed in the table. This compounds with any benefits/drawbacks gained from your previous Augments.
  • Master Augmentrist

    At 15th level, you are confident enough in your skills in order to perform Augmentations on others. So long as you possess the required materials, you may choose to Augment a friendly creature who possesses physiology similar to your own, as decided by the DM. Selecting one Augment from the Augment Mk. I list, apply it to that creature.
  • The creature gains the benefits and drawbacks of the augment as displayed in the table.
  • subclass options:
    LevelFeaturesAugmentrist Spells
    3rdLimb Augment Mk.ISteel Skin, Aetherwave
    5thLimb Augment Mk.IIHack (optional)
    9thCore AugmentStatic Blast
    12thEnhanced Augment-
    15thMaster AugmentristAether Bolt

    Created by

    ajpichner.

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