Bodysmither Specialist
There are works that draw fury from the nobility, those that revolt temples, and others that drive academics crazy. The art of bodysmithing outrages all of them. It is not an ungrateful labor, however. Not by a long shot. The bodysmither provides for those in need of accessibility and the mad overachievers alike. No bodysmither works the same, but no matter if their craft takes the form of prosthetic machines, bio-enhancements or magic-imbued primal elements, the bodysmither takes fulfillment on the perfection of bodies and the amazing feats anyone with enough drive (and bodily humours) can accomplish.
Tools of Physiology
3rd-level Bodysmither feature
You gain proficiency with the Medicine skill. If you already have this proficiency, you gain proficiency with one other skill or tool of your choice. You know how to create, repair and apply prosthetics using the Medicine skill or tool of relevance.
Bodysmither Spells
3rd-level Bodysmither feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Bodysmither Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Bodysmither Spells
Artificer Level | Spell |
---|---|
3rd | fog cloud, magic missile |
5th | barkskin, shatter |
9th | animate dead, call lightning |
13th | greater invisibility, locate creature |
17th | modify memory, Rary's telephatic bond |
Maintenance Hobbyist
3rd-level Bodysmither feature
You know how to create, apply and maintain protheses, and it’s something you delight off during your free time! You may work on a number of prosthetics and Augmentations equal to double your proficiency modifier while taking short or long rests. For the purposes of resting, maintenance work is considered a light activity for you, and you don’t need to make skill checks to maintain a prosthetic. You can use a maintained prosthetic on yourself as a spellcasting focus for your artificer spells, and can also apply your Magic Tinkering features to them.
You can create Disposable or Permanent prosthetics that simulate natural movement. A Disposable prosthetic can be created during a Short Rest expending 50gp of materials at hand. A disposable prosthetic breaks completely at the beginning of the user’s next long rest. You may then recreate it, expending more 25gp in materials. To build a Permanent prosthetic you must expend 500gp in materials during a Long Rest. You can create only one prosthetic per rest.
Adaptation
Despite the bodysmither work being (mostly) carefully done to avoid complications, the process of adaptation to new prosthetic limbs is still tough. The user takes 1 point of exhaustion per new prosthetic at application, and at the end of each day, for 1d6 days. The user may also experience disadvantage on activities that require effort or finesse for 1d4 days from implementation.
Additionally, whenever a character receives a prosthetic addition, roll 1d6, or choose, between the following recurring side-effects:
d6 | Loot |
---|---|
1 | The user loses sensation of the prosthetic area |
2 | Pain is heightened on the prosthetic area |
3 | Weather may cause the prosthetic to creak or jam |
4 | The user might need to concentrate to control the prosthetic’s strength |
5 | The area of the prosthetic may get infected from time to time |
6 | The prosthetic may sometimes move by its own |
Art of Augmentation
3rd-level Bodysmither feature
Prosthetics always add to the capabilities of the user. Most times it is already a wondrous craft to regain the ability to walk with your own feet or to handle objects with new hands. But the bodysmither takes that art to another level.
Augmentations give special features for the users that have them applied and maintained on your prosthetics. You can have an amount of active Augmentations equal to double your proficiency modifier, but at least half of them must be on yourself. You must apply the Augmentations during a Long Rest, and the user must already have a relevant prosthetic to be augmented. All Augmentations may be individually applied, maintained or changed during your maintenance work in a Long Rest, and a single prosthetic may carry more than one augmentation, but a user can have only one instance of each augmentation active at a time.
You know the following Augmentations:
Attacker-limb: One of the user’s augmented prosthetic limbs is armed with a lethal weapon with the Light property.
- The user Can make unarmed weapon attacks with the augmented prosthetic that deals 1d6 damage of the chosen type between bludgeoning, piercing or slashing. A bodysmither is considered proficient for attacks made in this way.
- The bodysmither can change the damage type on a Short Rest.
- The user can reroll Strength checks and saves made with the augmented prosthetic. They must then use the new roll.
Blaster-limb: The user is capable of shooting a projectile or elemental hazard from their augmented prosthetic limb. The user can do a ranged weapon attack with the augmented prosthetic. This attack is considered a simple ranged weapon, with a normal range of 20 feet and a long range of 80 feet, on which they are proficient. This attack deals 1d6 damage of the chosen type between bludgeoning, piercing, poison, fire, cold, acid, lightning or thunder. The bodysmither can change the damage type on a Long Rest.
Defensive-limb: The augmented prosthetic limb can be used to deflect blows without losing a free hand. The augmented limb grants +2 AC. This bonus is not cumulative with a shield.
Grappling-Hook: As a bonus action or reaction the user can hook themselves to a place or a larger object that they can see and move up to 20 feet in a straight line.
Herculean Arm: The user has a disproportionate stronger augmented prosthetic arm. The user:
- Can benefit from a Versatile weapon damage using it with only one hand.
- Has advantage on Strength Checks and Saves made with the augmented arm.
- Their unarmed strikes damage die cannot be smaller than an d6.
Juggernault Legs: With a pair of robust prosthetic legs the user is capable of astonishing feats of mobility. The user:
- Has advantage from being moved or pushed against their will
- Can jump double distance, in height and length, though can’t jump farther than their movement would allow.
- Takes half damage from falling
Metabolic Modulators: The user has a series of enhancements to their body limits. The user:
- Gains resistance to poison and can breath underwater.
- Once per long rest, if the user is made unconscious, they can, as a reaction, expend one hit-die to heal themselves and become conscious.
- Whenever the user takes lightning damage they can choose, as a reaction, to succeed a Strength, Dexterity or Constitution saving throw until their next turn.
Sensory Enhancers: The user has a set of special eyes. Because of that, the user:
- Has Darkvision out to a range of 90 feet.
- Can shed dim light of a color of choice in a 20-feet cone under line of sight. The color of the light can be chosen during maintenance.
- Can find tracks on solid surfaces where they would be otherwise imperceptible.
Attuned Body
5th-level Bodysmither feature
You learn how to use your artificer infusions to specially modify your prosthetics. You can infuse maintained prosthetics with one infusion each. If the prosthetic is on yourself, you may keep an already done infusion even if you no longer maintain that specific prosthetic during a Long Rest. For purposes of infusing a prosthetic, Head-prosthetics serve as helmets, limbs serve as its respectives wearables, and at least two entire limbs may amount to a full set of armor.
Additionally, as part of your attunement process you can merge your magic items with a prosthetic on yourself. While attuned to an item this way only a bodysmither can steal the item or disarm you of it. If the item requires one free hand to wield it, your hand is considered occupied only during the turn you used the item, though you do not require any action to sheathe or unsheathe it.
Upgrade Augmentations
9th-level Bodysmither feature
Your Augmentations now can be optimized in new ways. Each upgrade counts as an Augmentation on itself and adds to the original augmentation, as such requiring the previous version to also be augmented. Additionally, you now may cast your spells through any prosthetic maintained by you. The maintained prosthetic must be in a 60 feet range for the spell to work, and if it is not, the spell slot is wasted.
Attacker-limb 2.0: The user’s unarmed attacks with the prosthetic limb now cause magical damage, and an additional 1d6 magical damage of the chosen type between poison, fire, lightning, thunder or force. The bodysmither can change the damage type on a Short Rest.
Blaster-limb 2.0: The user’s ranged weapon attacks with the prosthetic limb augmentation cause 1d8 damage and the range is extended to 60 feet (Regular Mode). Additionally, as a bonus action, the user can change modes between Regular Mode, Cone Mode (15 ft. cone), or Line Mode (5 by 30 ft. line). Cone and Line modes deal damage on a failed Dex. saves against 8 + Dex + Proficiency modifier.
Defensive-limb 2.0: As a reaction the augmented limb can be extended to provide up to three-half cover for the user,or half cover for themselves and an adjacent creature. Grappling-Hook 2.0: The hook range is now 30 feet. You can attempt to grapple at a maximum of 30 feet distance. When you have a creature or object of your size or smaller grappled in this way, you can use a bonus action to move it in your direction up to 30 feet in a straight line.
Herculean Arm 2.0: The user with this upgraded augmentation can:
- Use one two-handed weapon using only the augmented arm. If the user makes an attack with such a weapon in that way, they cannot attack with another weapon in the same turn.
- Dual wield a non-light one handed weapon on the augmented arm.
- Throw One-handed weapons with the augmented arm as like having the Throw property.
Juggernault Legs 2.0:
- Attacks of opportunity against the user have disadvantage.
- The user cannot be unwillingly stopped on their turn while already moving.
- The user can now jump triple distance, in height and length, though can’t jump farther than their movement would allow.
Metabolic Modulator 2.0:
- The user is now immune to poison, and doesn’t require breathing.
- Once per short rest the user can expend hit-dice in amounts equal to half their proficiency modifier to heal themselves as a bonus action.
- Whenever the user takes lightning damage they can, until the end of their next turn, take their bonus action to Dash, Disengage, Grapple or Shove.
Sensory Enhancer 2.0:
- The user is now able to activate Blindsight for a range of 30 feet
- The user is capable of sensing poison or acid in a range of 120 feet.
- The user can decide to do an Investigation skill check over Perception or Insight on longer ranges.
Completely Bodysmithed
15th-level Bodysmither feature
You are now less of your old self, but also much, much more. The uncountable amount of bodysmithing additions piled up and you mastered it all:
- You are now resistant to all effects and spells that can’t target constructs.
- Once per Long Rest you can, as a bonus action, activate a signal to boost your allies. Choose a number of hit-dice up to your proficiency modifier. You and all creatures with an augmented prosthetic maintained by you expend that many hit-dice to heal. If anyone does not have that amount available, they expend all their remaining hit-dice.
Art Credit
By order of appearence:
Justice League: Cyborg by artist theDURRRRIAN
Valdis by artist Christophe Young
Sekiro prosthetic challenge by artist Angevere
The Kissing Booth Girl by artist Reiko Murakami
Homebrew made by Abovinable