Augumented (5e Subclass)

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The Augumented

A Warlock Homebrew Revised Artificer Subclass.

A halfling wearing a leather vest inspects her metallic forearm, squinting a single crystalline eye as she tightens a bolt using a wrench held in her other hand. She presses the open panel on her arm shut with a satisfying click, then stands up, extending the arm forward towards an empty bottle resting on a windowsill. In a single fluid motion a crossbow pops out of the arm and fires a lethal bolt. The bottle and the window behind it explode in a tinkling shower of glass, and the halfling frowns. Popping open the panel again, she begins once again to recalibrate the crossbow’s tension.

The Augumented are those who have broken down the barriers between man and machine, building magical technology into themselves and others to achieve what mere flesh can not. Inventors, visionaries, devotees, and mad scientists, augmented utilize arcane science to power their abilities, drawing from etheric reactors they install within the upgrades that make up their new form. The arcane technology utilized by an augmented can be used to shield allies from harm behind translucent barriers, scythe through enemy ranks with merciless optic lasers, and steal secrets directly from the minds of those they touch. After years of study, your research and mastery of your craft allow you to produce an artificial lifeform, emulating the epitome of your craft; The Homunculous.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.

Proficiencies. You gain proficiency with smith's tools, tinkerers tools, and one tool of your choice, assuming you don't already have them. You also gain smith's tools and the other tool you picked for free—the result of tinkering you've done as you've prepared for this specialization.

Crafting. If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Augumented Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augumented Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Augumented Spells
Spell LevelSpells
1stshield, unseen servant, absorb elements, blue shield
2ndalter self, magic weapon, flame blade, floating disk
3rdconjure barrage, elemental weapon, lightning bolt
4thfabricate, polymorph, fire shield, greater invisibility
5thanimate objects, creation, steel wind strike, telekinesis
9thblinding smite, vampiric touch
13thdimension door, staggering smite
17thbanishing smite, destructive wave

Anatomical Studies

When you adopt this specialization at 3rd level, you gain proficiency in the Athletics and Medicine skills.

Combat Ready

When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways:

You gain proficiency with martial weapons. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Battlefists

Battlefist Also at 3rd level, you gain a battlefist, a mechanical golem arm that replaces one of your existing arms of your choice, which you have constructed in your spare time. You can use your battlefist as a normal hand, as a spellcasting focus for your artificer spells, and can make attacks with it while it is unoccupied as if it was a martial melee weapon with the light property. The battlefist cannot be disarmed. You have proficiency with attacks you make with your battlefist, and it deals 1d8 bludgeoning damage on a hit. Attacks with the battlefist can also substitute your choice of your Dexterity modifier or Intelligence modifier in place of the Strength modifier on attack and damage rolls. Your battlefist can be the target of spells and effects which target weapons, such as spells like magic weapon and some artificer Infusions. Additionally, you add your Intelligence modifier to your Strength modifier when determining your carrying capacity, and when making any Strength checks to lift, drag, pull, carry, or similar using your battlefist.

Power in your Palms Using your Battlefist as an arcane focus, you learn and store inside of it your choice of two of the following cantrips: blade ward, booming blade, green-flame blade, mage hand, magic stone, mending, poison spray primal savagery, produce flame, resistance, shocking grasp, sword burst, or thunderclap. Your chosen cantrip is an Artificer spell, and does not count against the number of cantrips you can know. You can choose another cantrip at 10th level, and again at 14th level.

Integrated Crossbow You have integrated a hand crossbow into the design of your battlefist, with which you have proficiency. This crossbow can be deployed or stowed using a bonus action. While deployed, this hand crossbow occupies the battlefist’s hand. Any spell or effect that functions on your battlefist or its attacks also affects the crossbow and its attacks. When you attack with this crossbow, you can choose to use your Intelligence modifier in place of your Dexterity modifier for attack and damage rolls. Instead of regular bolts, the integrated crossbow automatically conjures bolts of force that it fires, dealing force damage on a hit in place of the piercing damage typical for a crossbow. The integrated crossbow ignores the Loading property, and conjured bolts disappear within 1 round of being fired. You can also manually load mundane or magical bolts into your integrated crossbow. In this case, the Loading property is still in effect, and handles how these bolts are loaded. Once manually loaded bolts are fired, they are automatically replaced by conjured bolts unless other physical bolts are again manually loaded.

Structural Improvements

By the time you reach 4th level, you have stubbornly continued to further reinforce and improve your body, upgrading your body's intitial capabilities. Choose from which material you graft your frame:

  • Lightweight Structure. Your movement speed increases by 15 feet, you gain proficiency in the Acrobatics skill, and your weight is halved.
  • Reinforced Structure. You can't be moved against your will except if you are incapacitated, your Armor Class increases by 2, and your weight is doubled.

You can later change your choice over the course of one week (8 hours per day)

Additionally, you have added hidden compartments into your body and can stow items inside yourself, should their dimensions allow it. The weight of these items in pounds cannot exceed one-tenth your carrying capacity. Creatures within 5 feet of you can detect these compartments with a successful Intelligence (Investigation) or Wisdom (Medicine) check. The DC for this check equals your artificer spell save DC.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. At 9th level, when you use your action to cast a spell or make a weapon attack, you can immediately use your bonus action to cast a cantrip with a casting time of one action or less.

Artificial Servant

At 3rd level, your research and mastery of your craft allow you to produce an artificial lifeform, which acts as your servan, and helps in your mechanical research. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 5th level.

  • Generate your servant's ability scores as if you were creating another player character.
  • Select a race for your servant to mimic. Your servant has all the traits of the chosen race, except for any languages.
  • Your servant can speak, read, and write all languages you know.
  • Your servant has three levels in your choice of the expert, spellcaster, or warrior class, as detailed in Unearthed Arcana: Sidekicks. You can't change this choice later. Your servant does not gain experience points and does not count as a character when calculating experience distribution. When you gain a level in any class, your servant also levels up.
  • The servant's creature type is construct, not humanoid.
  • It gains darkvision to a range of 60 feet if it doesn't already have it.
  • It can't be charmed.
  • It is immune to poison damage and the poisoned condition.
  • It is immune to any spell or effect that would alter its form.
  • If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.

Magic Imbued Strikes

Starting at 6th level your servant’s attacks count as magical for the purposes of overcoming resistances and immunity from non-magical attacks and damage.

Warforged Components

At 7th level you can add wondrous items restricted to warforged characters to your servant as well as your own body, such as those on pages 276-279 of Eberron: Rising from the Last War, or those contained in the Warforged Components supplement from Walrock Homebrew on DM’s Guild. You can attune to two additional items beyond your normal capacity, but these must be items normally restricted to warforged. Once attuned, items that have replaced portions of the body cannot be removed or have their attunement broken until the individual has spent a long rest crafting replacement parts for the body. These parts carry no mechanical benefit, but they do not require attunement. If you have already crafted replacement parts for a particular portion of your body, waive this restriction.

Modular Upgrades

At 9th level, your form becomes ever more mechanical. You gain all of the following benefits.

Second Battlefist​ Your second arm is replaced with an additional battlefist. Any augmentations that apply to your first battlefist may, at your own discretion, also apply to your second.

Constructed Might The damage die for your battlefist increases from a d8 to a d10. Additionally, you have proficiency with Strength saving throws, and add your Intelligence modifier to any Strength saving throws you make.

Integrated Hand Cannon Through tinkering with firearms, you have learned how to upgrade the integrated crossbow into a Hand Cannon, with which you have proficiency. This hand cannon can be deployed or stowed using a bonus action. While deployed, this hand cannon occupies the battlefist’s hand. Any spell or effect that functions on your battlefist or its attacks also affects the hand cannon and its attacks. When you attack with this hand cannon, you can choose to use your Intelligence modifier in place of your Dexterity modifier for attack and damage rolls. The Hand Cannon is a heavy one handed fire arm with a range of 30/90, it deals 1d6 bludeoning/piercing and 1d6 fire damage. You can use this ability as many times as you wish, however, unlike the Integrated Crossbow, the Hand Cannon requires ammunition.

Self-Augmentation

At 11th level you've gathered enough experience to perform major mechanical upgrades on yourself. As a creature of flesh and technology, you have the ability to continually improve the mechanical parts of your being, adding features that enhance your capabilities. You gain three of the following auguments of your choice. Additionally, when you take a long rest or gain a level in this class, you can choose one of the augments you have and replace it with another augment using your tinker' tools:

  • Increase your speed by 10 feet
  • Add an additional 1d6 die to unarmed attacks
  • Add +2 to all ranged attack and damage rolls
  • Increase your AC by +2
  • Gain resistance to a single damage type of your choice
  • When hit with a melee attack, deal lightning damage equal to your Intelligence modifier to the attacker
  • Gain temporary hit points equal to half your level whenever you finish a short or long rest

Superior Cannon

Starting at 14th level you learn to increase the efficiency of your Hand Cannon greatly. It now deals 1d12 fire and 1d12 radiant damage, it's range is increased to 100/300, and is considered magical for the purpose of overcoming resistances. You can now use it in a way that will unleash all ammunition in one attack, this Burst Shot attack causes all creatures in a 60 foot cone to make a Dexterity saving throw or take 6d6 bludgeoning damage and 6d6 fire damage but uses up all of your ammunition and causes your Hand Cannon to overheat, you must wait 1d6 rounds for it to cool down before using it again, otherwise it will break and cause you to take 6d6 fire damage. On each round of cool down you can roll 1d6, on a 6 the Hand Cannon is ready to use again.

Arcane Transcendency

Once you reach 15th level, you have vastly refined your mortal coil. You can choose to count as a construct for any spell or effect that would treat constructs differently. The mending cantrip restores 2d6 hit points when you are its target, and afterwards you must finish a short or long rest before you can be healed by mending again. When you have tinker’s tools on your person and expend hit dice to heal, those hit dice have the maximum possible result instead of needing to be rolled. You are also immune to being frightened, charmed, poisoned, diseased, or put to sleep by magic, and have resistance to poison damage. You no longer need to sleep, instead entering into a period of fully aware light activity for 4 hours. Whenever you finish a short or long rest, you gain temporary hit points as if you had used your Fortified Form feature and expended a 1st-level spell slot. Temporary hit points gained from Fortified Form now last for up to 1 hour, instead of their normal duration.

In addition, the damage die from your battlefist increases from a d10 to a d12, and you add your Intelligence modifier to the damage you deal with your artificer spells.

Emergency Protocols

Also starting at 17th level, you have an extra measure of protection against death. When you drop to 0 hit points, you can choose to instead drop to 1 hit point. Alternatively, if you are subjected to an effect that would instantly kill you, you can choose to negate that effect.

Once you use this feature, you can't use it again until after you finish a long rest.


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