Transmortalist

All artificers design and create new technologies, but few would go so far as to integrate experimental inventions into their own bodies. The Transmortalists would and do. These artificers craft modular pieces of technology that can be installed directly into their body, allowing them to push beyond their normal limitations. Part magical machinery, part humanoid, the Transmortalist doesn’t just innovate on life changing technology, they also raise the question: at what point are they more magical machinery than mortal?

 

Level 3: Bonus Proficiency

You gain proficiency in the Medicine skill if you don’t already have it. If you already have this proficiency, you gain proficiency with one type of artisan’s tools of your choice.

 

Level 3: Transmortalist Spells

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

 
Transmortalist Spells
Artificer LevelSpells
3Detect Magic, Shield
5Alter Self, Heat Metal
9Protection From Energy, Tongues
13Freedom of Movement, Stoneskin
17Creation, Legend Lore
 

Level 3: Self Reforged

You learn how to modify your body with magical implants called modules. You learn three modules of your choice from the options presented at the end of this specialization. When you gain a level in this class, you can replace one module you know with a different module.

You can install two modules at a time. When you finish a long rest, you can replace any number of your installed modules with other modules you know. While a module is installed, you gain the benefits described and can surge it to gain an additional benefit. Once you have surged a module, you can’t surge the same module again until you finish a long rest. You can use an action and expend a spell slot to regain the ability to surge a number of installed modules of your choice up to the level of the expended spell slot.

At higher levels, you learn additional modules and can have more modules installed simultaneously. You learn two additional modules at 5th level, and again at 9th and 15th level. You can have one additional module installed at 5th level (3 modules), and another at 9th (4 modules) and 15th level (5 modules).

 

Level 5: Extra Attack

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

 

Level 9: Hot Swap

When you finish a short rest, you can regain the ability to surge all your modules. If you do, you can also replace any number of installed modules with an equal number of other modules you know. Once you use this feature, you can’t do so again until you finish a long rest.

 

Level 15: Performance Test

You can use a bonus action to enter a state of heightened arcane power for 10 minutes. During this time, you gain the following benefits:

  • All modules you know are installed.
  • You can surge modules any number of times.
  • Your weapon attacks deal additional force damage equal to your Intelligence modifier (minimum +1).

When these benefits end, you choose which five modules remain installed and regain the ability to surge all of your modules. Once you use this feature, you can’t do so again until you finish a long rest.

 

Magical Modules

The modules are presented in alphabetical order. If a magical module has prerequisites, you must meet them to learn it. You can learn the module at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

 

Additional Appendage Apparatus

You have two additional arms that function just as your normal prehensile limbs do. Additionally, you have a climbing speed equal to your walking speed.

Surge. You can use a bonus action to make one weapon attack or take the Use an Object action.

 

Aerial Environment Adaptor

Your jump distances are tripled and taking damage from falling does not knock you prone.

Surge. You can use an action to gain a flying speed of 30 feet for 1 minute.

 

Aquatic Environment Adaptor

You can breathe air and water and gain a swimming speed of 30 feet.

Surge. You can use a bonus action to enhance your mobility for the next minute. During this time, your movement doesn’t provoke opportunity attacks and your swimming speed increases to 60 feet.

 

Arcane Amplification Unit

When you install this module, choose any one cantrip from the wizard spell list. While this module is installed, you can cast this cantrip as though you know it, and it counts as an artificer spell for you.

Surge. When you expend a spell slot to cast an artificer spell, you can cause the spell to be cast at one level higher than the expended spell slot (to a maximum of 6th level).

 

Armored Chassis Installation

When you install this module, choose a set of armor within 5 feet of you. You incorporate this armor into your body and can don or doff it as a bonus action on each of your turns. While doffed, the armor remains under your skin and is not able to be detected except by magic. You are considered proficient with this armor.

Surge. You can use your reaction when you take damage other than psychic damage to gain a bonus to your AC equal to your proficiency bonus against the triggering attack and gain a number of temporary hit points equal to your artificer level. You lose all temporary hit points gained from this module after 1 minute.

 

Eldritch Armament Upgrade

Prerequisite: Weapon Integration Unit, 9th level

While you have this module installed, the weapon you incorporated with your Weapon Integration Unit module deals an additional 1d4 force damage.

Surge. As a bonus action, you can cause the weapon you incorporated with your Weapon Integration Unit to flood with eldritch energy for 1 minute. During this time, the weapon deals an additional 1d8 force damage. Holographic Remodeling

 

Projection Suite

You can cast disguise self at will, without expending a spell slot or providing verbal components.

Surge. You can use an action to cast the invisibility spell targeting yourself without expending a spell slot or providing verbal and material components. For the next 10 minutes, you can cast the spell in the same way any number of times.

 

Load Bearing Exoskeleton

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Surge. You can use a bonus action to temporarily enhance your physicality for the next minute. During this time, you count as one size larger when determining who you can grapple and who can grapple you.

 

Mobility Enhancing Exoskeleton

Your base walking speed increases by 10 feet.

Surge. You can use a bonus action to take the Dash action and enhance your mobility for the next minute. During this time, you can use a bonus action on each of your turns to take the Dash action.

 

Ocular Improvement Implants

You gain darkvision out to a range of 60 feet.

Surge. You can use an action to gain blindsight out to a range of 30 feet for the next minute.

 

Peerless Warrior Protocol Lorebase

When you install this module, choose one Fighting Style option of your choice from the fighter class. You gain the benefit of this fighting style while you have this module installed.

Surge. You can use a bonus action to access alternative combat methodologies. When you do, choose two Fighting Style options of your choice from the fighter class you don’t have and gain the benefits of those fighting styles for the next 10 minutes.

 

Portable Barrier Installation

When you install this module, choose a shield within 5 feet of you. You incorporate this shield into your body and can equip it or take it off again on your turn with no action required by you. While unequipped, the shield remains under your skin and is not able to be detected except by magic.

Surge. You can use a bonus action to cause your shield to project a defensive field around you for 1 minute. During this time, you gain +1 bonus to your AC and you have resistance to force damage.

 

Skill Emulation Lorebase

When you install this module, choose a skill or tool kit. You are proficient in the chosen skill or with the chosen tool kit while this module remains installed.

Surge. As a bonus action, you can reconfigure your lorebase to replace the skill or tool kit you chose when you installed this module with a different skill or tool kit.

 

Vital Systems Redundancy Enhancement

While you have this module installed, your hit point maximum increases by an amount equal to your artificer level.

Surge. You can use a bonus action to regain a number of hit points equal to your artificer level + your Constitution modifier. When you do, you can also end one disease or poison affecting you.

 

Weapon Integration Unit

When you install this module, choose a weapon within 5 feet of you that isn’t being worn or carried by another creature. You incorporate this weapon into your body and are able to call it to your hand or dismiss it again, no action required by you. While dismissed, the weapon is integrated into your body and is not able to be detected except by magic. You are considered proficient with this weapon.

Surge. You can use a bonus action to cause the weapon you incorporated with this module to surge with arcane power for 1 minute. During this time, the weapon deals an additional 1d4 force damage.


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