Artificer BioMechanical Weapon

by DrManhattan

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Art by Ronan Ahdi

Artificer Specialist:
Integrated Weaponsmith

Those who are Integrated Weaponsmiths go against the order of things set by standard tinkers and artificers. While most make their creations into separate pieces of technology, these specialists make their creations part of them, enhancing their bodies and turning themselves into a walking armory.

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 of your choice.

Integrated Weaponsmith Spells

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

Integrated Weaponsmith Spells

Artificer Level Spell
3rd shield, searing smite
5th hold person, mirror image
9th blinding smite, blink
13th polymorph, staggering smite
17th banishing smite, hold monster

Knowledge of Arms

When you reach 3rd level, your skill with your integrated equipment grows. You gain proficiency with any integrated parts.

Cybernetic Body

At 3rd level, your body itself becomes the embodiment of a living bio-mechanical weapon.

• You can attach two weapons to your body and can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. This weapon is attached to your body and does not take up the use of your hands.

• You can attach two pieces armor (this includes shields) to your body, this hides the armor completely under your "skin". If the armor normally has a Strength requirement you can ignore that, as well as any disadvantage on stealth checks the armor normally causes.

• You can infuse these objects as if they were nonmagical weapons not part of your body. You also gain one more infusion known and active.

You can change your attached objects whenever you finish a short or long rest, provided you have smith's tools in hand. When you do this any infusions on your attached objects is removed until you reapply them.

Extra Attack

•Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. •You gain one more infusion active & known. This stacks with "Cybernetic Body"

Art by Adrian Bilozor

Nanite Infusions

At 9th level, you learn how to command each induvidual nanite in your body causing it to boost you in the following ways.

• Any armor you have integrated gives an additional +1 to AC.

• Any weapon you have deals an additional 1d6 of damage.

• You gain the "copy magical item infusion", if you already have this one you can choose another one. In addition, the infusion can now copy any magical item up to a rarity of rare, rather than common. You gain one more infusion active, this stacks with "Cybernetic Body"

Perfected Evolution

At 15th level, your continued exploration, tinkering and nurturing has produced a perfected versions of your living machines. You can gain the following benefits:

• You can use your intelligence in place for your constitution for determining hit points.

• Your nanites cover your entire body, you have resistance to all damage except psychic damage.

• You can speak telepathically to any creature who is within 100 feet of you.