Augumented (5e Subclass)
Augmented[edit]
Artificer Subclass
These artificers through years of study have learn how to manipulate the surrounding magic through devices, weapons or their own life force to help augument themselves and their arcane weapon.
- Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools.. If you already have this proficiency, you gain proficiency with one other type of artisan's tools or artificer skill of your choice.
- Augmented Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augmented Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Augmented Spells |
---|---|
3rd | Zephyr Strike, Longstrider |
5th | Arcanist's Magic Aura, Misty Step |
9th | Haste, Pulse Wave |
13th | Fabricate, Death Ward |
17th | Skill Empowerment, Steel Wind Strike |
- Arcane Weapon
When you reach the 3rd level, you learn how to enhance your weapons even further. After finishing short or long rest, you can make a simple or martial weapon to become your arcane weapon. You are proficient with it while you wield it and it counts as arcane focus. When you attack with your arcane weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. You can only have one arcane weapon at a time, and if you augment a new arcane weapon, the old one loses this property.
- Body Augmentation
When you reach 3rd level, your experiments on body augmentation have paid off in two ways. You gain a bonus to initiative equal to your Intelligence modifier and additionally you may adopt a particular style of fighting as your specialty. Choose one of the following options (you can't use a Fighting Style feature from two class sources):
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense. While you are wearing armor, you gain a +1 bonus to AC.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. In addition, at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- Close Quarters Shooter. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 10th level and to four at 15th level.
- Burst Core
Starting at 9th level, your speed increases by 10 feet. Additionally, you can also add twice your Intelligence modifier for attack and damage rolls made with your arcane weapon.
- Enhanced Armament
At 15th level, your arcane weapon reached the full potential, gaining the following benefits:
- Your arcane weapon attacks score a critical hit on a roll of 19 or 20.
- You may use your bonus action to cast a cantrip from this arcane focus, ignoring the casting time.
- You may add an additional 4d8 force damage to damage rolls and spell damage you made with this weapon. You can use this feature a number of times equal to you Intelligence modifier per turn.
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