Abdomenal Augumentor (Artificer Subclass)

by MightBeAPig

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Artificer Subclass:

Abdomenal Augmentor

Abdomenal Augmentors are focussed on the optimisation of the self, while retaining their sense of self. Through their techno-magical creations, they have made creations that enhance their abdomen in many forms. From that of a drider to that of simply better versions of what they have already, these artificers have mastered this art.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies. You gain proficiency with Smiths Tools assuming you don’t already have them. You also gain Smiths Tools for free — the result of tinkering you’ve done as you’ve prepared for this specialization. If you already have proficiency in Smiths Tools, then you can choose a different artisans tools to be proficient in.

Augumentor Spells

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

Augumentor Spells
Artificer Level Spell
3rd Shield, Tensers Floating Disk
5th Rope Trick, Heat metal
9th Ashardalon's Stride, Haste
13th Dimension Door, Otiluke's Resilient Sphere
17th Telekinesis, Temporal Shunt

Abdomenal Augmentations

At 3rd level, you learn how to create mechanical machinations to enhance yourself through the techno-magical alteration and modification of your abdomen.

Whenever you finish a long rest and your Smiths Tools are with you, you can create a number of mechanical Abdomenal Augmentations (AA) equal to half your intelligence modifier (minimum of 1). You can choose their forms from the options at the end of the subclass description.

These AAs cannot move without interaction and will stand still when not in use. You can spend 5 - your intelligence modifier minutes to compact one AA into a 1" x 1" x 0"4' magical object made of the same material as the AA (usually metal). This object weighs 5lb. You can use a bonus action to revert this compaction.

Over the course of 10 - your intelligence modifier rounds, you can equip an AA. AAs fix on to you at the hip and below. You can choose how it fixes on, whether that be that there is an interdimensional space akin to a bag of holding that your legs go in and then gets closed around your hip, or your legs are permanently magically enhanced prosthetic replacements and just slot in to the AA. This grants you abilities based off of which one you equip. You can only equip on AA at a time. You can exit the AA at any time as a bonus action. If you have exited the AA at any point within the last 4 hours, it only takes one action & a bonus action to equip the same AA.

Creator's Tips

I would not recommend using this subclass for any race that has more than 2 legs or legs that are drastically different in position to human legs. Races that I wouldn't recommend include Centaurs & Driders.

If the temporary hit points given by the AA are reduced to 0, the AA is "destroyed" and cannot be used again until you fix it. You need to spend 10ft of movement to get out of the AA when this happens, and can be used as cover (calculate all additional damage done to the AA even when "destroyed"). If the mending spell is cast on it, it regains 2d6 hit points. When the AA returns to 1 hp or above, then it can be equipped again.

Your AA can also be used as your spellcasting focus

5th Level Feature

At 5th level,

  • Your AA's temporary hit points increases by 1d20+5 (now with a total of 2d20+10).

  • When you cast a spell while your AA is equipped, you can use a metamagic option from the sorcerer class up to an amount equal to your intelligence modifier (minimum of once) per long rest.

  • You can cast Alter Self without expending a spell slot, provided you use either your Smiths tools or your AA as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).

9th Level Feature

At 9th level, You have learned to increase your reaction time when in your AA. You now have the following bonuses:

  • Your AA's temporary hit points increases by 1d20+5 (now with a total of 3d20+15).

  • While your AA is equipped, you can use any action twice, instead of once. This second action cannot be a spell if the first action was a spell. You also cannot dash using this additional action.

  • The time spent equipping an AA is now only 7 - your intelligence modifier rounds.

  • The amount of AAs you can create increases to your intelligence modifier.

15th Level Feature

By 15th level

  • Your AA's temporary hit points increases by 1d20+5 (now with a total of 4d20+20).

  • You can cast Animate Objects once without expending a spell slot and without providing the material component, provided you use your Smiths Tools or your AA as the spellcasting focus. You regain the ability to do so when you finish a long rest. You can also add it to your artificer spell list, but it does not count against the number of artificer spells you prepare.

  • The amount of times you can use the metamagic options for a spell increases by your proficiency modifier as well as your intelligence modifier.

Abdomenal Augmentations

As detailed earlier, whenever you finish a long rest and your Smiths Tools are with you, you can create a number of mechanical Abdomenal Augumentations (AA) equal to half your intelligence modifier (minimum of 1). You can choose their forms from the options at the end of the subclass description.

These AAs cannot move without interaction and will stand still when not in use. You can spend 5 - your intelligence modifier minutes to compact one AA into a 1" x 1" x 0"4' magical object made of the same material as the AA (usually metal). This object weighs 5lb. You can use a bonus action to revert this compaction.

You can choose how it fixes on, whether that be that there is an interdimensional space akin to a bag of holding that your legs go in and then gets closed around your hip, or your legs are permanently magically enhanced prosthetic replacements and just slot in to the AA.

The equipping of an AA gives bonuses depending on what is equipped (generally in speed and Dexterity among other things). If anyone but you equips an AA, it takes up an attunement slot, but only requires 10 rounds to equip.


Centaur Abdomen

Medium

This AA is made to mimic the abdomen of the centaur, a half man half horse.


  • Temporary Hit Points Gained 1d20+4
  • Speed 50ft
Stat Bonuses
STR DEX CON INT WIS CHA
+2 +2 +0 +0 +0 +0
  • Saving Throws Dexterity +3
  • Skills Athletics +3
  • Damage Vulnerabilities Lightning
  • Damage Resistances Fire
  • Condition Immunities Charmed

Abilities

Equine Build You count as one size larger when determining your carrying capacity and the weight you can push or drag.

Charge. If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Actions

Hooves. Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.


Drider Abdomen

Medium

This AA is made to mimic the abdomen of the drider, a fearsome creature of the underdark with the upper half of a drow and the lower half of a giant spider. Through your Techno-magical machinations you have created your own Drider Abdomen.


  • Temporary Hit Points Gained 1d20+5
  • Speed 35ft
  • Climbing Speed 30ft
Stat Bonuses
STR DEX CON INT WIS CHA
+0 +2 +2 +0 +0 +0
  • Saving Throws Dexterity +3
  • Skills Stealth +3
  • Damage Vulnerabilities Lightning
  • Damage Resistances Poison, Fire
  • Condition Immunities Poisoned

Abilities

Arachnid Build You count as one size larger when determining your carrying capacity and the weight you can push or drag.

Spider Climb. When equipped, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check while leaving your hands free.

Web Walker. The drider ignores movement restrictions caused by webbing.

General Ability Description. General Attack Description

Actions

Innate Webbing You can cast the web spell a number of times equal to half your intelligence modifier rounded down (minimum of one).

Enhanced Humanoid Abdomen

Medium

This AA is made in the shape of man. It emulates the legs you were born with and makes them better, giving you .


  • Temporary Hit Points Gained 1d20+4
  • Speed 35ft
Stat Bonuses
STR DEX CON INT WIS CHA
+1 +3 +0 +0 +0 +0
  • Saving Throws Dexterity +3
  • Skills Athletics +3
  • Damage Vulnerabilities Lightning
  • Damage Resistances Fire
  • Condition Immunities Prone

Abilities

Enchanced Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag.

Added Appendages. You have two additional limbs that extend upwards from your waist. These limbs can hold things and attack, however they have disadvantage on any melee attack rolls.

Actions

Enhanced Dash. You can use the dash action as a bonus action.


Ooze Abdomen

Medium

This AA is made to mimic the body of an ooze, allowing yourself to move and shift through small gaps like one.


  • Temporary Hit Points Gained 1d20+4
  • Speed 30ft
Stat Bonuses
STR DEX CON INT WIS CHA
+2 +0 +2 +0 +0 +0
  • Saving Throws Dexterity +3
  • Skills Athletics +3
  • Damage Vulnerabilities Lightning
  • Damage Resistances Fire
  • Condition Immunities Charmed

Abilities

Ooze Build You count as one size larger when determining your carrying capacity and the weight you can push or drag.

Amorphous. You can move through a space as narrow as 1 inch wide without squeezing.

Actions

Engulf. You can attac a single creature with a melee attack. On a hit ypu deal 1d4 bludgeoning damage, and the target is grappled (escape DC 13). You cannot grapple something else while a target is still restrained.

Pisces Abdomen

Medium

This AA is made to mimic the abdomen of a fish, giving the user the ability to swim in the ocean depths.


  • Temporary Hit Points Gained 1d20+5
  • Speed 5ft
  • Swimming Speed 40ft
Stat Bonuses
STR DEX CON INT WIS CHA
+0 +0 +0 +0 +0 +0
  • Saving Throws Dexterity +3
  • Skills Athletics +3
  • Damage Vulnerabilities Lightning
  • Damage Resistances Fire

Abilities

Merfolk Build You count as one size larger when determining your carrying capacity and the weight you can push or drag.

Amphibious You can breathe in both air and water


Serpentine Abdomen

Medium

This AA is made to mimic the abdomen of a Yuan-ti, a half man half snake creature .


  • Temporary Hit Points Gained 1d20+5
  • Speed 35ft
Stat Bonuses
STR DEX CON INT WIS CHA
+0 +0 +0 +0 +0 +0
  • Saving Throws Dexterity +3
  • Skills Stealth +3
  • Damage Vulnerabilities Lightning
  • Damage Resistances Poison, Fire
  • Condition Immunities Poisoned

Abilities

Serpentine Build You count as one size larger when determining your carrying capacity and the weight you can push or drag.

Actions

Constrict. You can attack a single creature with a melee attack with 10ft reach. On a hit you deal 2d6 damage, and the target is grappled (escape DC 14). The target is restrained and you cannot grapple something else with the tail for the duration.

Serpentine Venom. You can shoot a poisonous jet from this augmentation. Make a line range attack. On a hit, it deals 2d4 poison damage and gives the effected target the poisoned condition.

 

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