Grafters, also called Cyberdocs, Planters, or Stitchers on the black market, are responsible for the crafting and implementation of various implants. Often times these implants are cybernetic in nature, drawing energy from the person's own body. Less reputable or legal Grafters will take to implanting arcane stones with runes and metal settings, at greater risk to the patient. Those who are masters of this craft are capable of creating and implanting Archtech, highly sought after, very expensive and rare implants that combine cyberware with arcane implants. These Artificers work to program such implants as well as build them, learn how to implant them safely, and even how to remotely reconfigure the programming and arcane code written in them.
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Tool Proficiency
At 3rd level, when you choose this specialization, gain proficiency with Grafter's Gear, a paired helmet with lenses and heads up display, and connected glove. With your helmet, you program and fine-tune implants, as well as use it to project markings during an operation for perfect precision when grafting an implant into yourself or someone else. Your glove holds a full array of surgical equipment, as well as a wired connector for implants in the palm, and mount for arcane implants on the back of the glove. When connected, you can read the code of an implant and make adjustments to fine-tune its operations.
Grafter's Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Grafter Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Grafter Spells
Artificer Level |
Grafter's Spells |
3rd |
Magic Missile, Sleep |
5th |
Detect Thoughts, See Invisibility |
9th |
Hypnotic Image, Protection from Energy |
13th |
Polymorph, Stoneskin |
17th |
Bigby's Hand, Synaptic Static |
Implant Manufacturing
At 3rd level, your skills as a Grafter are beginning to take form. You may create and graft implants as shown on the Basic section of the Cyberware and Spellware articles. The subject of the implant must make a saving throw as shown on the table when appropriate. This skill improves at 5th level, granting access to the Intermediate section, again at 9th level granting access to the Advanced section, and finally granting access to Archtech and Weavetech at 15th level.
Stitcher's Training
At 3rd level, when receiving an implant, add your Intelligence modifier to your saving throw for avoiding Spellware Backlash, or Cybernetic Overdose. Additionally, you can use a short rest to run maintenance on an implant of a grade you know how to craft. In doing so, you may change the program and effects or repair a damaged or inactive implant, as well as remove a virus if you are capable of doing so. Removing a virus requires an Investigation check, the DC for which is the same as the hacking saving throw to send a virus. You cannot remove a virus sent from a hacking module of a higher grade than you are capable of making.
Program Tampering
At 5th level, you learn to improve your Grafter's Gear, giving you access to three new bonus actions:
- Implant Scan: Choose one target and scan them with your helmet. Your heads up display will notify you of whether or not the target has any implants; if they have implants you see where they are and can use a bonus action to determine what the effect of one implant you are aware of will be.
- Short circuit: Choose an implant you are aware of, and cause it to be unusable for the next round. The implant must be of a grade you are capable of creating or lower.
- Force Activation: Choose an implant and cause it to activate its effect. The implant must be of a grade you are capable of creating or lower.
Protective Coding
At 9th level, you learn how to create a Firewall. Doing so requires that you, or your target, have at least one implant and takes the duration of a short rest. This firewall adds the creature's Intelligence modifier to the DC required for Hacking Modules to be successful.
At 15th level, this ability improves and you can apply an Improved Firewall, adding your proficiency modifier to the DC required for Hacking Modules to be successful.
Cyberdock's Hardware
At 15th level, you dramatically improve your Grafter's Gear hardware and software. While wearing your Grafter's Gear, add +5 to the DC required for Hacking Modules to be successful against you. Your Grafter's Gear is now usable in the same way as an Advanced Hacking Module Additionally, gain the following Actions:
- Overclock: Target an implant of Advanced level or below and cause its bonus to double, recharge will take twice as long. Implants that otherwise have no recharge time will take 12 hours to return to operational energy levels.
- Firewall Attack: The next attempt made with a Hacking Module against the target will be successful.
- Spellware Burst: Target a Spellware implant of quality below Weavetech, and cause it to explode, dealing 2d10 force damage to the target and any creatures within 5ft.
- Wireless Reprogramming: Target a Cyberware implant of Advanced level or below. Over the next 5 rounds, you change the programming of the implant. If you are attacked or move during this time, make a concentration saving throw, the DC for which is 17. If you take another action before this action is finished, you automatically fail.
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