Augumented (5e Subclass)
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These artificers through years of study have learn how to manipulate the surrounding magic through devices, weapons or their own life force to help augument themselves and their Arcane weapon.
- Augmented Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Augmented Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
|1st||zephyr strike, longstrider|
|2nd||nystul's magic aura, misty step|
|3rd||haste, pulse wave|
|4th||fabricate, death ward|
|5th||skill empowerment, steel wind strike|
- Arcane Adjusted
When you reach the 3rd level, you have enhanced your body with infusions, which grant you the following benefits:
- You gain proficiency in the smiths tools if already proficient gain proficiency in another artisan tool or artificer skill
- Over the course of a short or long rest, you can make a simple or martial weapon your arcane weapon. You can use your Intelligence modifier for attacks and damage rolls made with the integrated weapon. You are proficient with it while you wield it. You can only have one arcane weapon at a time.
- Arcane Augmented
Also at 3rd level you can add your Intelligence modifier to your initiative and gain one of these fighting styles. (you cannot of two instances of the same fighting style.)
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great weapon fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Arcane Burst
At 9th level, You gain 10 walking speed. You can also add your Intelligence modifier to you damage rolls made with your arcane weapon.
- Arcane Armament
At 15th level, you reach the full potential of your body. You gain the following benefits:
Your arcane weapon now crits on 19 or 20 and when you crit you can use your bonus action to cast a cantrip. you can add extras 4d8 force damage to one damage roll of attack or spell you make. You can add extra damage by this feature a number of times equal to you Intelligence modifier, regaining all uses after you finish a long rest.