Limbsmith

A Limbsmith is an Artificer who has found their own body lacking in some way and began replacing parts of it through artificial ones. Maybe they had a disease they could not recover from normally, lost a limb in a tragic accident and noticed they had a knack for their newfound abilities or simply found themselves wanting physically.

Because of the alien appearance of some Limbsmiths, resembling half humanoid, half construct, they tend to keep their augmentations covered by clothes or robes.

Limbsmith's Proficiency When you choose this specialization at 1st level, you gain proficiency with tinker’s tools and in medicine. You or anyone else who is proficient with tinker's tools and in medicine can use them to repair you for 10 hit points per hour. You must at least spend one hour doing this for it to take effect.

Augmented Body At 1st level you have laid the framework for more upgrades to be integrated. You have augmented your body to not only be able to house a subdermal armor, but a plethora of upgrades. To use these upgrades you have charges at your disposal equal to two times your Artificer level plus half your intelligence modifier rounded down. Temporary increases like your Hastened Nervous System feature do not increase the number of charges. Each upgrade description states if there is an active effect that consumes charges and how many. You replenish half the maximum charges rounded up during a short rest and all of them during a long rest. Augmented Body

Wondrous Item, Medium Armor, Attunement (creator only).

Armor Class (AC) 14 + Con (max 2)

You are always attuned to your Augmented Body and cannot end this attunement. You cannot benefit from any armor other than that provided by your Augmented Body. In each of your arms is a compartment for tool integration. Per default you have tinker's tools and thieves' tools integrated, which do not count towards your starting equipment. You can swap each tool with any other tool weighing no more than 10 lbs and with which you are proficient during a short or long rest. You have proficiency in intimidation (charisma) checks when your augmentations are visible or the target knows about them. When you are already proficient in intimidation you gain expertise.