Mastermaker

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Mastermaker

The mastermaker is an artificer who sees the flaw in the biomechanics of their body and seeks to enhance it to such a degree that they become a harmonious blend of arcanobiotech. While not all seek to replace their body, the mastermaker pushes the boundaries of what can be achieved by their mortal flesh and blood.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with leatherworker's tools or smith's tools. If you already have these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.

Mastermaker Spells

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

Mastermaker Spells
Artificer Level Spells
3rd shield, inflict wounds
5th mirror image, enhance ability
9th glyph of warding, haste
13th resilient sphere, stoneskin
17th arcane hand, destructive wave

Arcanobiotecs

By 3rd level, you have began work on one or two arcanobiotecs limbs that can either replace or be worn by the limb after which they are modeled, granting you. While they are either attached or worn by you and attuned to, the arcanobiotecs have the following properties:

  • You can choose one tool you're proficient with. This tool is integrated into your arcanobiotecs, and you may use the tool even if your hands are in use.
  • You can use the arcanobiotecs as a spellcasting focus for your artificer spells.
  • The arcanobiotecs are also a magical simple melee weapon that deal 1d8 force damage on a hit. When you attack with a magic weapon held with your arcanobiotecs or the arcanobiotecs itself, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. When you use the Attack action with an arcanobiotec, you can make one melee weapon attack with the arcanobiotecs as a bonus action.
  • You gain a bonus to Athletics equal to your Intelligence modifier (minimum of one).

Each arcanobiotec limb requires attunement. While attuned to, they can not be removed unless you are incapacitated or you choose to remove them as an action.

Bioarcane Interface

Also at 3rd level, you attune your body in a way that can fuse with your arcane infusions. When you gain this feature, you can choose to apply 1 infusion you know from your Infuse Item class feature to your body or your arcanobiotecs as if they were a non-magic armor or melee weapon respectively. This does not count against your total Infused Items.

You also gain proficiency with heavy armor, and your speed is not reduced by wearing magical heavy armor.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Supporting Construction

At 9th level, you body can withstand more bioarcane tinkering and the arcanobiotecs integrate more fully, like a second skin:

  • You can apply 1 more infusion, for a total of two, to your body or your arcanobiotecs as if they were a non-magic armor or weapon.
  • You can also craft up to 1 additional arcanobiotecs limb, for a total of three.
  • Additionally, you gain an AC bonus equal to half the number of magical items you are currently attuned to, rounding down, and you can also now cast mending on yourself when you are missing any of your hit points to gain temporary health equal to half your artificer level, rounding down, + your constitution modifier.

Construct Exemplar

By 15th level, your body is a harmonious fusion of flesh and arcanobiotecs changing you in a number of ways:

  • Your creature type is construct, in addition to humanoid and you no longer age
  • You can also craft up to 2 additional arcanobiotecs limbs, for a total of four.
  • You can apply 1 more infusion, for a total of three to your body or your arcanobiotecs as if they were a non-magic armor or weapon. An infusion may only be applied once in this way.

  • Further, when you cast an artificer spell, you can make one melee weapon attack with the arcanobiotecs as a bonus action.

Designer's Note

This subclass is intended to provide a transhumanist thematic. Spells as such should be flavoured as bioarcane augments that help to push your mortal body to its very limits through the use of both the arcane and mechanical technology. You arcanobiotecs can be flavoured in many different ways. Perhaps your character seeks to simply create a magical suit of armor to reinforce their own human body, or maybe their goal is to replace their weak flesh with metal and magic. While the class is based on the Renegade Mastermaker from 3.5E, it does not need to necessarily follow that story thread, and instead can be retrofitted to fit your own design and character.

Credits

  • Author: u/DinoDiner
  • Art: Page 1 - vi by Yuyang Wang, https://www.artstation.com/artwork/1nG14G Page 2 - Subterfuge - Camille by CONCEPT 4, https://www.artstation.com/artwork/1kRoG
 

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