Artificer Specialist

At 1st level, you choose the type of Artificer

Specialist you are: Alchemist, Gunsmith or War Machine. Your choice grants you features at

1st level and again at 3rd, 9th, 14th, and 17th

level.

War Machine

In pursuit of powerful new technologies, you forge a mechanised suit of armour powered by a dangerours reactor core

Power Armour

At first level you assemble a suit of power armour that has an energy core used for charging special abilities. This armour is called Power Armour. It is decades ahead of even the most developed weapons platforms available and is capable of incredible defensive abilities. You are profficent with Power Armour. It is heavy armour that provides an Armour Class of 18 and increases your strength score by 1. When wearing power armour you have disadvantage on stealth ability checks. It take 10 minutes to both donn and doff the armour. To use upgrades granted by this specialisation you must be wearing the armour and be able to expend the required amount of energy points. If you lose your Power Armour, you can create a new one over the course of three days of

work by expending 1000 gp worth of metal and other raw materials. The amount of energy points you have increases as you gain Artificer Levels as shown in the table below. When you take a long rest your energy points replenish.

Core Energy

Level Energy Points Total 1st - 2nd - 3rd 4 4th 6 5th 8 6th 10 7th 12 8th 16 9th 18 10th 20 11th 21 12th 22 13th 23 14th 24 15th 25 16th 26 17th 27 18th 28 19th 29 20th 30

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installing upgrades

To use an upgrade you must have installed it from the list of available abilities below. You must also spend the required amount of energy points. To install an upgrade you must have the energy points to use it. Some upgrades have a permanent cost that decreases your total energy points and some may have a character level requirement. At third level your power armour has 2 upgades and gains an additional one when at 9th, 14th, and 17th level. These upgrades represent significant research and tinkering to develop them.

Overwatch. Cost: 3 energy points. A system of flashing lights is installed to aid allies and distract enemies. As a bonus action you can mark a creature. The next weapon attack roll made against this creature has advantage and the creature has disadvantage for its next attack roll if the target is not you.

High Voltage. Cost: 2 energy points. The overflow of energy in your reactor can be used to deadly effect. As a reaction to being hit you deal 1d4 lightning damage to your attacker. If the die result is 4 then the attack instead becomes a miss.

Bullet Sponge. Cost: 4 energy points. (permanent) Advances in impact dampening have allowed you to increase your survivability. The Amour Class of your Power Amour increases by 2. Each time you gain a level increase your maximum health by 2.

Barrier Shield. Cost: 6 energy points. By using a projector to harden magical energy you can protect yourself and allies. As a bonus action you can project a barrier shield arround yourself and allies within 5 ft granting them half-cover and 10 temporary hit points. The shield lasts until your next turn.

Reactor Overdive. Cost: 8 energy points. Pushing your reactor to its limits allows you to control the battlefield. You can use an action to electrify the ground around you. The 20ft radius around you counts as difficult terrain for enemies. You can select a saving throw and within this area creatures have disadvantage with it. These effects last for 1 minute.

Blow Re-compensator. Cost: 4 energy points. A series of pnuematic pumps aid in correcting swings. As part of an attack action you re-roll all damage die, taking either total.

Extra Attack. Cost: 4 energy points. (permanent) Level: 5 Heavy electric motors Increase the speed of your attacks. Whenever you take the attack action you can make one additional attack

Magitech. Cost: 4 energy points per spell level. You have discovered electricity is a suitable substitute for magical engergy. When casting a 1st or 2nd level spell, you can expend energy points to regain the spell slot used. Also, you can fuse any magical armour with your Power Armour, allowing you to use the effects of both. This takes 8 hours and consumes the magic item. Only 1 item may be fused.

Jet pack Cost: 10 energy points. (permanent) level: 14 Using your reactor to its fullest allows you to maximise mobility. You gain a flying speed of 30 ft

Adamantium plating Cost: 10 energy points. (permanent) level: 14 The strongest metal can allow for powerful protection. You have resistance to non-magical forms of bludgeoning, slashing and piercing damage.