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Augmenteer

Augmenteer

Augmenteer


While many Artificers seek to improve the world around them, the Augmenteer instead turns inward. Armed with a multitude of gadgets and enhancements build into their flesh, the Augmenteer can adapt to any situation with a quick body modification.


Level 3 Features:


Tool Proficiency.


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


Augmenteer Spells.


You always have certain spells prepared after you reach particular levels in this class, as shown in the Augmenteer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.


Artificer LevelSpell
3rdMagic Missile, Armor of Black Frost
5thHold Person, Knock
9thSpirit Shroud, Sending
13thGreater Invisibility, Dimension Door
17thSteel Wind Strike, Hold Monster

Test Your Metal.


At 3rd level you first begin to combine your flesh with steel. Your Unarmed Strikes deal 1d6 Bludgeoning damage and you can use your Intelligence Modifier for their attack and damage rolls. You can apply an Infusion to your Unarmed Strikes as if they were a Simple Weapon.
In addition to this you also gain access to a list of experimental infusions called Augments. These infusions are applied to your own body rather than an item, and your body can support up to 6 of these infusions at once. At 3rd, 5th, 9th and 15th level you gain a special Augment infusion slot which can be used to apply any Augment infusion to yourself regardless of whether it is one of your infusions known. Like standard infusions, the Augment used in this slot can be changed at the end of a long rest.


Overdrive.


At 3rd level you learn how to empower your Augments beyond their normal capabilities. You have a pool of Overdrive points equal to the amount of Artificer levels you have, which can be used to activate the Overdrive of any of the Augments you have installed. You regain all lost Overdrive points at the end of a Long Rest.


Level 5 Feature:


Extra Attack.


You can attack twice, rather than once, whenever you take the Attack action on your turn.



Level 9 Feature:


Self Sustained.


Starting at 9th level magitech fully suffuses your body, you no longer longer need to eat, drink, breathe or sleep.



Level 15 Feature:


Catalytic Conversion.


At 15th level you can, as a Bonus Action, expend one spell slot and gain a number of Overdrive points equal to the slot's level.





Augments


Level 3 Augments.


Armaments Incorporated.
Over the course of 1 hour, which can be during a short or long rest, you build a melee weapon into your arm which can be extended or collapsed into your arm as a Bonus Action. Once incorporated the weapon cannot be disarmed from you, you are Proficient with the melee weapon and can use your Intelligence Modifier for attack and damage rolls.
Overclock.
As a Bonus Action, you can spend one Overclock point to charge your weapon with electrical energy. Attacks with this weapon deal an extra 1d4 Lightning damage for 1 minute.



Wrist Wand.
Install a spell focus into your arm which you can use to cast Artificer spells. You also learn one Cantrip from the Artificer spell list, which you can only cast using this focus.
Overclock.
You may spend one Overclock point to cast a cantrip as a bonus action.



Gunner's Gauntlet.
Fit a ranged weapon into your arm that deals 1d8 piercing damage, has the ammunition property and a range of 60/180. You can use your Intelligence Modifier for attack and damage rolls with this weapon.
Overclock.
As a bonus action you can load an explosive shot into the weapon. The next time you hit a creature with this weapon in addition to the normal effects of the attack, the target of the attack and all creatures within 5 feet of it take an extra 1d10 Thunder damage.



Actuated Appendages.
For you mind Is matter. You can use your Intelligence score instead of Strength for Strength checks and saving throws. Once per turn when you hit a creature with an Unarmed Strike you can attempt to shove or grapple them as part of the same action.
Overclock.
As a Bonus Action, you can spend a point to give yourself advantage on Strength Checks and Saving Throws for 1 minute.


Level 5 Augments.


Grapplers Hook.
As an Action, you can choose a point within 30 feet of you within your line of sight and fire your Grapplers Hook at it. You move towards the point in a straight line so long as your path towards the point remains uninterupted. If you are within 5 feet of a willing creature that is Small or Tiny, you can grab ahold of them and bring them along with you.
Overclock.
Spend a point to target a creature within 30 feet of you with your Grapplers Hook and pull it up to 30 feet towards you. Unwilling creatures can make a Strength saving throw against your Spell Save DC to avoid being moved.



Power-Assisted Prowlers.
Your movement speed increases by 15 feet and your jump height and distance are doubled.
Overclock.
Spend a point to dash as a Bonus Action, and for the rest of your turn your jump height and distance are further doubled.



Occulus Magnifica.
By installing a monocular eye you can see objects from afar. Viewing small details within 250 feet and general objects up to 600 feet.
Overclock.
As an action you can spend an Overclock point to gain 120 feet of Magical Darkvision for 10 minutes.



Vocal Mixer.
You can perfectly record, playback and mimic any voice you hear, as well as shift the pitch and volume of your voice.
Overclock.
As an action, you can spend a point to gain advantage on Charisma for the next minute.



Level 9 Augments.


Artificer's Aegis.
You gain a +2 to your AC and you cannot be forced Prone.
Overclock.
As a reaction you can spend a point to summon a dome around you and any creature within 5 feet of you. The dome prevents any Creature, Object or Spell from passing through either side until the dome disappears at the start of your next turn.


Pocket Flamer.
You are resistant to Cold damage and you learn Produce Flame as an Artificer Cantrip. The Cantrip is cast from the Flamer itself and doesn't count towards the total amount of Cantrips known.
Overclock.
As an action you can blast a gout of flame in a 15 foot cone in front of you. Creatures in this cone must make a Dexterity saving throw against your Spell Save DC and take 2d6 Fire damage per point spent on a failed save, or half as much on a successful one. You can spend a number of points equal to (Artificer Level / 4), rounded up.



Level 15 Augments.


Mecha Metaboliser.
You gain immunity to Disease and the Poisoned condition, as well as resistance to Poison damage.
Overclock.
You can run maintainence on yourself as a Bonus Action, healing yourself for 1d8 per point spent. You can spend a number of points equal to (Artificer Level / 4), rounded up.



Wired Nerves.
Add your Intelligence modifier to Initiative checks, and you cannot be Surprised.
Overclock.
Once per round you can spend one point to take a second reaction.



Spatial Dislocator.
Through technology you master your own movement, you gain a flying speed and swimming speed of 30 feet.
Overclock.
As a Bonus Action, you can spend a point to become Ethereal until the end of your end of your turn.






 

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