Artificer
Base Class: Artificer

You are one of the first users of capture magic developed through techniques kept secret by the select few that founded the special sect within the Artificer's Guild of Crystal Bay. Through the innate elemental magic found in the magic crystal that grow around the plane of Arconia, Artificers that founded this sect use the crystals to bind monsters that have a tie to the specific elemental Gem that they share such as fire, ice, lighting, grass, etc.

Trainer's Investure

Once you hit 3rd level you lose use of your leveled spell slots and gain the ability to give your captured monsters new attacks and spells in turn.

-The only spells and attacks that your monster can use beside physical ones are if they are matching in Element (example a fire elemental could use the fire ball spell.)

-You retain use of your Cantrip spells and learn them as normal

Capture Sphere Creation

At 3rd level you have gained the ability to create Capture Spheres after studying the one gifted to you with your first monster. you can make Capture sphere's and can use 2 additional spheres at a time for a total of 3 but can make as many as you want. At level 5 you can use a 4th sphere at 7 a 5th and at 9 a maximum of 6. After a long rest you can change which monsters are active and inactive.

At level 11 you have mastered use of you Capture sphere's and at will as an action can change out which monsters you have active as long as you have 1 monster with remaining health

If at any time all your active monsters hit 0 Hp you fall to 1 hitpoint to keep your monsters alive.

You have a set rate for catching monsters and can only capture monsters that have the Same CR as you. A monster with full Hp you have a 5% chance to catch the monster, at ~75% you have a 25% chance, at 50% there is 35% chance, and at 25% and less you have a 50% chance of catching the monster

As a Bonus action you can determine it's approximate lifeforce left.

The amount of monsters you can have out is their CRs added together equal to or less than your own.

Rapid Evolution

Using your magic you cause your Monsters to rapidly evolve as if many years had passed changing a feature of the monster and making it stronger you and the DM decide what that feature is. After this happens you choose one of the spells that your monster knows and turn it into a special move for it creating a unique effect for that specific monster.

Advanced Evolution

At level 9 you have further enhanced your monsters Evolving and changing them again giving them another new feature and specialized spell.

 

Perfected Lifeform

At level 15 you have perfected your capture magic and can give your captured monsters an additional 2 specialized spells that are unique to that monster. monsters that are a lower CR or same as you can now being invested with half your hitpoints to gain a temporary mega form that lasts for 1 minute.

-This form gives the monster temporary hitpoints equal too twice your level and a bonus to it's attacks and damage equal to your proficiency bonus. You can also use an ultimate move beyond the monsters capabilities once during the duration of the transformation ending the transformation immediately.

The additional ability you gain with this feat is that you can now catch 1 legendary monster that is 4 CR levels higher than you but it cannot have a mega form.

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