The Ascendant
You have pushed the boundaries of magical augmentation, reworking your own body into a living arcane interface. Arcane limbs, sensory nodes, embedded power cores, your body becomes a conduit for invention. Some Ascendants are rebuilt after trauma, others pursue perfection. What remains is no longer merely mortal.
(3rd Level)
Arcane Graftwork
You no longer rely on an external suit. Instead, you have surgically and magically altered your own body, embedding arcane matrices, metallic filaments, and core stabilizers into your frame. You gain:
- Integrated Body Infusions: When you use your Infuse Item feature, you may choose to apply up to two infusions to your own body. These do not require attunement and function as part of your physiology. You can only remove or change them after a long rest.
- Spell Lattice: You can store one Artificer spell of 1st level or lower inside your body. You may cast this spell once per short rest without expending a spell slot. You must still complete all other casting requirements (unless the spell is a bonus action or reaction).
- Battle Mode Select: Choose one of the following enhancements:
- Aegis Protocol (Tank): You gain +1 AC and resistance to force damage while not wearing armor.
- Overdrive Core (DPS): Once per turn, when you deal lightning or force damage, add your Intelligence modifier to the damage.
(5th Level)
Internal Weaponry
Your body hosts integrated magical weapons.
- Unarmored Channeling: You can use magical infusions that normally apply to armor or shields on your body directly.
- Magitek Armament: You may use your bonus action to deploy or retract a magical weapon from your arm, shoulder, or chest. Choose one per long rest:
- Arcane Blade (force damage, finesse)
- Arc Thrower (lightning damage, 30 ft line, Dex save)
- Repulsor Palm (thunder burst, 10 ft cone, Con save)
These weapons count as magical and use your Intelligence modifier for attack and damage rolls.
(9th Level)
Augmented Reflexes
- Neural Mesh: You can’t be surprised while conscious. You add your Intelligence modifier to initiative rolls.
- Kinetic Buffer: Once per turn, when hit by a melee attack, you may use your reaction to halve the damage and force the attacker to make a Strength saving throw (DC = 8 + proficiency + Intelligence modifier) or be pushed 10 feet away.
(15th Level)
Perfect Integration
You have fused mind, machine, and magic into a seamless interface.
- Spell Reactor Core: You may now store two spells inside your body (1st–2nd level). Each can be cast once per short rest, without using a spell slot.
- System Overload: Once per long rest, you may enter an Overclocked State for 1 minute:
- Gain resistance to all damage except psychic.
- Add your Intelligence modifier to all weapon damage rolls and saving throws.
- You may use one stored spell as a free action (immediate, no components) during this minute.
Custom Infusions for Armorer
Infusion Name | Description |
---|---|
Ocular Uplink | Your eyes gain low-light vision up to 120 ft and can detect magic (as detect magic) for 10 minutes per long rest. |
Pulse Knuckle | A weaponized joint. Counts as a magical weapon (1d8 thunder). On a hit, may knock target prone if they fail a Strength save. |
Mag-Grav Boots | Grants advantage on checks to resist being moved. Can magnetically cling to surfaces (Spider Climb effect for 10 mins/day). |
Subdermal Plating | Grants +1 AC while not wearing armor and resistance to bludgeoning damage for 1 minute/day. |
Spell Socket | Stores an Artificer spell of up to 2nd level. Can be cast once without a spell slot. Only one spell socket infusion can be active. |
Neuro-Stim Coil | Once per short rest, gain advantage on a Dexterity or Constitution saving throw. Can be activated as a reaction. |
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