Artificer
Base Class: Artificer

A thematic choice for many NPCs that are those hermits dedicated to their passion of making items. Craftsmen are a group who double-down on the creation aspect of Artificers. They do not get the same maneuverability or combat prowess of the other subclasses but instead fill a more supportive niche. 

Tool Proficiency

3rd-level Craftsman  feature

You gain proficiency with any one Artisan's tools.

Craftsman Spells

3rd-level Craftsman feature

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

Craftsman Spells

Artificer Level Spell

3rd

Burning Hands, Shield

5th

Shatter, Spiritual Weapon

9th

Wind Wall, Conjure Barrage

13th

Fabricate, Fire Shield

17th

Creation, Telekinesis

Maker of Things

3rd-level Craftsman feature

Foregoing other temptations, you dedicate yourself to your work alone, creating more things than others can imagine. You gain the following benefits:  

  • The number of Infused Items you can have are doubled.
  • You gain 1 more Infusion Known when you reach Level 6, 10, 14, and 18.
  • You gain the Mending cantrip if you do not already possess it, this spell now requires no Verbal or Somatic components for you and has a casting time of 1 action or 1 bonus action. 
Arcane Propulsion Armor

The wearer of this armor gains these benefits:

  • The wearer's walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Armor of Magical Strength

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Boots of the Winding Path

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Arcane Focus

While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Helm of Awareness

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

 

Homunculus Servant

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

Mind Sharpener

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

 

Radiant Weapon

This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Repeating Shot

This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.

Repulsion Shield

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Returning Weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

 

Spell-Refueling Ring

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Heart of the Craft

5th-level Craftsman feature

You're determination to craft is leagues beyond your peers, allowing you to work though any conditions. Whenever you are crafting an item or working on an object, you gain resistance to all damage, gain a +5 bonus to your AC, and are immune to charm and fear effects.

Additionally you gain advantage on concentration checks and Constitution saving throws. You must not be incapacitated or unconscious to gain this benefit.

Masterpiece Maker

9th-level Craftsman feature

Your creations are near perfect if not better, and your knowledge of items is incredible. When you create a weapon, that weapon gains a bonus to attack and damage rolls equal to half of your Intelligence Modifier (rounded up), this increase is not magical. Additionally, you can now cast the Identify spell at will, this spell does not require any Verbal or Somatic components and has a casting time of 1 bonus action, you also can cast this spell without expending any spell points and without preparing the spell.

Master of Infusion

15th-level Craftsman feature

You’ve mastered the applications of infusions that Artificers are famed for. You can put two infusions into an item you have crafted. To do so you must have full spell points and expend all of them into the item, magically bracing the item to withstand the arcane power you infuse.

This is not without risk, however, you must pass a DC 25 Artisan's Tools check with the Artisan's Tools you used to create the item. On a failure, every creature in a 10 + Intelligence Modifier foot radius must make a Constitution Saving throw equal to your Spellcasting DC or take 10d10 force damage, and the Infusion fails.

Whether you fail or succeed, you suffer 1d4 levels of exhaustion and cannot regain any spell points or cast spells other than cantrips for 10 - Intelligence Modifier days.

Previous Versions

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