Sunday, August 1, 2021

Artificer Subclass - Biomechanic

Artificers are problem solvers, and so far every variant of artificer has focused more or less on a specific sort of technical problem; whether it's ranged combat, medicine, or the limits of armor, each artificer has something to fix, but none of them really set about fixing themselves. We're not trying to be philosophical, to be clear. Nearly every artificer is made of weak mortal meat, and that just gets in the way of them getting things done. What if the problem an artificer could fix... was the meat problem?

Enter the Biomechanic. These technicians are specially trained to augment their own bodies with metal and magic, letting them function in ways normal humanoids can only dream of. This self-tinkering lets the biomechanic become exceptionally versatile, able to act as a bruiser, an infiltrator, or as an explorer, and it makes them much hard to kill, since some weaknesses that meat has don't translate once the meat is gone. 

The archetype is built with customizability in mind, and we hope you enjoy discovering the little sub-builds and synergies between augments that we've hidden away for you. Tell us your favorite gadgets, and let us know what you think of your new cyborg character!

Download it here:

PS- Just a friendly reminder, our newest full class, the Enjoiner, is live on DriveThruRPG as of last week! We're super excited to have it out in the wild, and we'd love to hear from you about what you about what you think of it. The free sample is here, just a post or two back, and the full document is at the link above. We hope you enjoy!

Thanks for visiting Gelatinous Cubicles, we appreciate any and all feedback! We are committed to providing regular, high-quality, and free homebrew for the Dungeons and Dragons 5th Edition community. For more updates on our 5e D&D supplements, subscribe to our mailing list, support us on Patreon, or follow us here: @gelcubicle

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