Artificer: Exo-Specialist
A Exo-Specialist works to enhance the wearer. Weather it be with enhancing arms, legs, or exo-skeleton full suits.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with tinkier's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Exo-Specialist Spells
| Artificer Level | Spell |
|---|---|
| 1st | Expeditious Retreat, Arms of Hadar, Catapult |
| 5th | Enhance Ability, Kinetic Jaunt |
| 9th | Thunder Step, Water Walk |
| 13th | Freedom of Movement, Fabricate |
| 17th | Skill Empowerment, Steel Wind Strike |
Knowing Your Tech
Beginning at 3rd level, you may use your Intelligence for any weapon attacks and damage rolls, replacing Dex or Str.
Exo Suit
Beginning at 3rd level, you can forge arcane infused vest which other creatures can wear to use your Exoskeleton extensions. Over the course of a short or long rest, you can use your Tinkers tools to produce two arcane vest. Each vest can support one of your extensions. If the a vest is destroyed or lost you can recreate it over a short or long rest as long as you have your tinkers tools. A vest last as long as your alive, it will last a number of hours equal to your proficiency bonus after you die before losing its power, or until you create more.
Outer Casing: This extension acts as a outer shell protecting the body within. While using the Outer Casing you cannot use any other armor, excluding shields.
- Your AC becomes 12 + Int or Dex.
- The Outer Casing counts as 2 pieces of armor for infusions. For clarification with other class abilities the Outer Casing counts as medium armor you are proficient with.
Upper-Body Support: This extension enhances your strength allowing for greater feats of strength and delivering more powerful blows.
- When using this extension you gain temporary proficiency in strength and athletics, if you are already proficiency in these you may add half of your your proficiency bonus in these.
- Once per turn you may also add 1d4 bonus damage to any attack.
- You may also shove as a bonus action a amount of times equal to your proficiency.
Lower-body Support: This extension enhances your Dexterity allowing for greater feats of agility and speed.
- When using this extension you gain temporary proficiency in dexterity and acrobatics, if you are already proficiency in these things you may add half of your proficiency bonus in these.
- You also gain 10 more feet of movement.
- You can also take the disengage action as a bonus action a amount of times equal to your proficiency.
Armored Mask: This extension covers your face providing limited dark-vision and oxygen supply.
- While using the Armored Mask you gain 30 feet of dark-vision, if you already have dark-vision add 20 feet to it.
- You also gain enough oxygen to breath a number of hours equal to half your proficiency bonus.
- Once per long rest this extension can stabilize you whenever you have a chance to roll a death save.
Quick transfer
At 5th level, you learn to change out your switch out your extensions mid fight to gain the upper hand. As a bonus action you can change out one extension on a arcane vest within 15ft of you. You can do this a amount of times equal to half your Intelligence rounded up. The range increases to 20ft when you reach 9th level in this class, and 30ft at 15th level.
Upgrades People Upgrades
At 9th Level, you learned to upgrade your extensions and arcane vest. You gain the following benefits:
- The Upper-Body Support die becomes a d6, and at 15th level it becomes a d8.
- When using Lower-Body Support your movement bonus increases to 20ft, and at 15th level you gain a climbing and swimming speed equal to 30ft.
- The Armored mask now has dark-vision of 60ft. In addition You now have resistance to any affect that requires you to breath and advantage on saving throws against effects that require you to breath. At 15th level you may use the Armored Mask feature 2 times per long rest.
- The Outer Shell AC bonus increases to 13 + Dex.
- You may now have 3 arcane vest at a time. Each vest can now have 2 extensions.
Arcane Surge
At 15th Level, you have learned how to add a arcane battery to the vest that will give surge of power. Each vest has one battery which will provide a single boost of power once per long rest. As a bonus action a creature wearing a vest can activate the battery. Once activated you gain the following benefits for 10 minutes:
- All four extensions activate granting you all the benefits.
- You gain advantage on all Str, Dex, and Con saving throws.
- As a bonus action you can end the arcane surge early to cause a burst of energy. Every creature within 15 feet must make a Con saving throw or take 5d10 force damage or half as much on a success.
- Upon exiting Action Surge you may choose which two extensions stay active.