Biomechanic

Artificers are problem solvers, and so far every variant of artificer has focused more or less on a specific sort of technical problem; whether it's ranged combat, medicine, or the limits of armor, each artificer has something to fix, but none of them really set about fixing themselves. We're not trying to be philosophical, to be clear. Nearly every artificer is made of weak mortal meat, and that just gets in the way of them getting things done. What if the problem an artificer could fix... was the meat problem?

Enter the Biomechanic. These technicians are specially trained to augment their own bodies with metal and magic, letting them function in ways normal humanoids can only dream of. This self-tinkering lets the biomechanic become exceptionally versatile, able to act as a bruiser, an infiltrator, or as an explorer, and it makes them much hard to kill, since some weaknesses that meat has don't translate once the meat is gone. 

The archetype is built with customizability in mind, and we hope you enjoy discovering the little sub-builds and synergies between augments that we've hidden away for you. Tell us your favorite gadgets, and let us know what you think of your new cyborg character!

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Biomechanic

A Biomechanic integrates the study of magical technology with that of humanoid biology. They use their vast knowledge of both subjects to supplement their own bodies with powerful artificial augmentations. The body of a Biomechanic is an ongoing experiment, a never-ending project subject to constant innovation.

Bonus Proficiencies

3rd-level biomechanic feature

You gain proficiency with smith’s tools and the Medicine skill. If you already have either of these proficiencies, you gain proficiency with another type of artisan’s tools or skill of your choice.

Biomechanic Spells

3rd-level biomechanic feature

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

Biomechanic Spells

Artificer Level Spells

3rd fog cloud, searing smite

5th branding smite, scorching ray

9th blinding smite, lightning bolt

13th fire shield, staggering smite

17th banishing smite, destructive wave

Bionic Commando

3rd-level biomechanic feature

You have replaced or otherwise augmented you arm with magical technology. Your unarmed strikes deal 1d8 + your Intelligence modifier bludgeoning damage. Choose one of the following forms:

Grappleclaw Launcher. Your unarmed strikes have a range of 30 feet. Additionally, as an action, you can choose an unoccupied space adjacent to a surface within 30 feet to which you have a direct path. You move in a straight line to that space.

Megapress Bracer. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can make Athletics checks with your Intelligence modifier instead of your Strength modifier.

Precision-Tuned Digits. You can use your arm, with which you are proficient, as thieves’ tools and can use your Intelligence modifier to make checks with it. Additionally, you can make Sleight of Hand checks with your Intelligence modifier instead of your Dexterity modifier.

You can spend at least 1 hour during a long rest to retool your arm to a different form.

Supplemental Prosthetic

3rd-level biomechanic feature

You have augmented your body in unique ways with your exceptional artifice. Choose a supplemental prosthetic from the following options. When you reach 9th level in this specialization, choose another supplemental prosthetic in addition to your original.

Adamantine Exoskin

Any critical hit against you becomes a normal hit. While you are not wearing any armor, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

Featherflight Footsprings

Your speed increases by 10 feet your jump distance is doubled, and you can take the Dash action as a bonus action. Finally, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your artificer level.

Ocular Runelens

You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks and you can make Perception checks with your Intelligence modifier instead of your Wisdom modifier. Finally, you learn the true strike cantrip and can cast it as a bonus action. This cantrip doesn't count against the number of cantrips you know.

Verbaflex Respirator

You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. You can make this Deception check with your Intelligence modifier instead of your Charisma modifier.

Additionally, you can breathe underwater and you automatically succeed on Constitution saving throws against airborne effects such as the stinking cloud spell or the ghast’s stench ability.

Supercharged Prosthetics

5th-level biomechanic feature

You can use your bionic arm as a spellcasting focus for your artificer spells. When you attack with or cast an artificer spell through the arm, roll a d8, and you gain a bonus to the attack or spell's damage roll equal to the number rolled. You can gain this bonus only once on each turn.

Body Autoregulation

9th-level biomechanic feature

You have resistance to poison damage and make saving throws against poison and disease with advantage.

Additionally, your body ceases to visibly age, your life span is doubled, and you no longer suffer the frailty of old age.

Neuroenhancements

15th-level biomechanic feature

You gain proficiency with Wisdom saving throws.

Additionally, as a bonus action, you can gain the benefits of the foresight spell for 1 minute. Once you gain these benefits, you cannot do so again until you finish a long rest.

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