AGTM

by TaterTotsFromHell

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Artificer Specilization: The Coder

Coder Spells

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

Artifier Lever Coder Spell
3rd Infallible Relay, Remote Access
5th Arcane Hacking, Digital Phantom
9th Haywire, Invisibility to Cameras
13th Conjur Knowbot, System Backdoor
17th Mass Hacking, Shutdown

Tool Proficiency

When you take this speciiliization, you gain proficiency with Hackers Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

E-Mind

At 3rd Level, you discover how to implant artificial Intelligence into an object. Whenever you finish a long rest, and your Hackers Tools are with you, you can implant artificial intelligence within any tiny non-magical object with Electronic properties. (Cellphones, Remotes, Watches, Etc.), turning it into a magic Item. If you already have an E-mind from this feature, the first one dissipates.

The E-Mind has the following Properties

Artificial Advisor: The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you can spend a bonus action to gain proficiency in any skill for one minute.

Information Overload: As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the e-mind can see that is within 5 feet of the e-mind, channeling a jumble of information from the e-mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), and 15th level (4d8) in this class. Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.

E-Glasses

At 5th level, you gain the ability to put your E-mind into a pair of glasses, turning them into E-Glasses

Heads-up Display: When a creature is wearing your E-Glasses, they gain knowledge about subjects relevant to what they are doing, gaining half proficiency in all proficiencies, as if a bard with Jack-Of-All-Trades.

Auto-translate: It is as if you are under the effect of comprehend languages when you are wearing the E-Glasses

Imbued Internet: Whenever you have internet connection, you may spend instantly cast the Identify spell on an object. This uses a 1st level spell slot, and takes an action.

True Information

At 9th level, your E-Mind can Cross reference information for you. While your E-mind is on your person, you can tell if any factual information you are given is true or false. The information needs to already exist on the internet

Pure Information

At 15th level, your E-Mind is able to receive and transmit more information than ever before.

Mind Overload: When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.

Teleporter: As an action while your E-Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear. You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.

Bard College: College of Streaming

Bards of the College of Streaming provide entertainment in a different way from most, streamed to the world at once. Not one to be dismissed so easily, they use a varieety of talents to make the longform improv session called a "Stream" an entertaining one

Roll With the Punches

At 3rd level, you are used to adversity and having to be entertaining even when failing. When you fail on an abiliity check, you may expend a use of bardic inspiiration to Reroll the check.

Loyal Fans

At 6th level, you have a loyal fanbase ready to help you whenever. An amount of times equal to your Charisma Modifier (at least 1) per long rest, you can call upon the power of your fanbase to provide you with advantage on any ability check

Ignore the Haters

at 14th level, you have learned to ignore the ahters. You get a +2 buff to your AC gainst spells that do psychic dammage





Bard College: College of the Troll

Bards of the College of the Troll love to cause mischief. They are Jesters of the Modern Age, causing Havoc in the wastes of the internet.

Scathing Mockery

At 3rd level, your insults leave gaping holes in your enemies bodies, and come naturualy to you. You can now cast Vicious Mockery as a bonus Action, and if cast as a full action, it does 1d4 more damage

Bardic Desperation

Also at 3rd level, you gain the ability to cause your enemies Desperation. By expending one use of your bardic inspiration, you can give bardic desperation to an opponent. They must subtract your bardic inspiration die from the next d20 check they make

Fury

At 6th level, you gain the ability to tap into the primal fury within you. Once per short rest, you can enter a Fury. While in a Fury, your Vicious Mockery does 1d4 more damage, you are resistant to all damage types except Bludgeoning, Piercing, and Slashing, and you have advantage on spell attack rolls. You stay in a fury, as long as you cast a spell other than a cantrip on your turn.

Reactionary

At 14th level, you are a master at reacting, you now have Three reactions

Reactive Mockery

Also at 14th level, you always know how to mock someone. As a reaction, you can cast Vicious Mockery on an opponent when they fail a D20 Check.

 

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