Base Class: Artificer
Artificer's are more than just inventors... Some are keen workers constantly tinkering and pushing their creations to the limits. Those with the Steeled Resolve to push thru any task, the Mechanical Expertise to heighten their inventions, the Arcane Engineering to triumph over any foe and the Quick Thinking to react to any situation are known as the Machinists of Sanctuary... The Overgeared
Overgeared Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Overgeared Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Level 3: Armor of Agathys , Hunter's Mark
Level 5: Barkskin , Spiritual Weapon
Level 9: Sending , Slow
Level 13: Aura of Purity , Sickening Radiance
Level 17: Far Step , Wall of Force
Quick Thinking
At 3rd level, you master how to react to any situation. You can’t be surprised while you are conscious and you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
At the start of your first turn of each combat, you gain an additional action That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Arcane Engineering
Starting at 3rd level, you have tweaked and enhanced your personal items to their limits.
You gain Proficiency in 1 Martial Weapon or Armour of your choice. The weapon allows the use of Intelligence for Attack and damage rolls instead of Dexterity or Strength, the armour allows the use of Intelligence in lieu of any Strength requirements. (This proficiency can be changed each Dawn.)
At the end of the first turn in combat you may use your reaction to gain the benefits of 1 of the following options:
- One Magical or Infused Armour you are currently equipped with grants you a bonus of +2 AC.
- One Magical or Infused Item you are currently equipped with gives you a bonus of 10' to your move speed
- One Magical or Infused Weapon you take the attack action with deals one additional damage die.
These Benefits last for 10 mins. If activated again before the duration ends the new effect chosen replaces the prior effect.
You may only choose each effect once upon activation.
At 9th Level you may choose 2 of the Arcane Engineering options effects instead of 1.
The following effects are also now available:
- One Magical or Infused Armour you are currently equipped with heals you for 1d6 at the start of each turn as long as you remain conscious with at least 1HP.
- One Magical or Infused Item you are currently equipped with grants you proficiency in one additional saving throw. (You can not gain proficiency in a saving throw in which you already have proficiency in using this method.)
- One Magical or Infused Weapon you take the attack action with gains a +2 to hit on attack rolls.
At 15th Level you may choose 3 of the Arcane Engineering options instead of 2.
The following effects are also now available:
- One Magical or Infused Armour you are currently equipped with grants you resistance to either acid, cold, fire, lightning, poison, thunder damage
- One Magical or Infused Item you are currently equipped with grants you the ability to teleport each turn 30' to a space you can see as bonus action.
- One Magical or Infused Weapon you take the attack action with now deals either acid, cold, fire, lightning, poison, thunder damage instead of the original damage type.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Mechanical Expertise
When you reach 9th level, your ingenuity in Magic and Science allows you to fully understand and utilize your gear with your intellectual prowess.
You may use your Intelligence modifier for all Tool checks you make.
As a bonus action you may make a Tinkerer's Tools check to magically tinker with one item, this Tools check has a DC of 18. If the check is met or passed you may add one additional benefit from the "Arcane Engineering" feature to a piece of equipment within 5 feet of you, this benefit will last for 1 minute or until this feature is used again.
You can use this feature a number of times equal to your Intelligence modifier.
This feature recharges on a long rest.
Steeled Resolve
Starting at 15th level, your sheer determination to complete your tasks allows you to break through most obstacles.
At the start of your turn you may end one of the following magical conditions affecting you:
- Blinded
- Charmed
- Deafened
- Frightened
- Incapacitated
- Paralyzed
- Petrified
- Poisoned
- Stunned
If you end one of these conditions you can not take your standard action for the current turn.
Once this feature is used it cannot be used again until the next dawn. Alternatively you may end one ongoing benefit given from the "Arcane Engineering" feature as a Free Action to regain one use of this feature.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/9/2021 9:54:46 PM
|
4
|
0
|
1
|
Coming Soon
|
|
|
9/9/2021 9:58:26 PM
|
3
|
0
|
1.1
|
Coming Soon
|
|
|
9/9/2021 10:07:26 PM
|
3
|
0
|
1.2
|
Coming Soon
|
|
|
9/11/2021 1:48:49 AM
|
3
|
0
|
1.3
|
Coming Soon
|
|
|
9/11/2021 1:55:31 AM
|
3
|
0
|
1.4
|
Coming Soon
|
|
|
9/11/2021 2:20:43 AM
|
3
|
0
|
1.5
|
Coming Soon
|
|
|
9/11/2021 9:01:35 PM
|
3
|
0
|
1.7
|
Coming Soon
|
|
|
9/11/2021 9:10:06 PM
|
4
|
0
|
--
|
Coming Soon
|
|
|
9/18/2021 2:32:01 AM
|
3
|
0
|
--
|
Coming Soon
|
|
|
9/18/2021 3:53:35 AM
|
3
|
0
|
--
|
Coming Soon
|
|
|
9/18/2021 9:53:51 PM
|
4
|
0
|
--
|
Coming Soon
|
|
|
9/18/2021 9:57:03 PM
|
3
|
0
|
2.1
|
Coming Soon
|
|
|
9/18/2021 9:58:07 PM
|
3
|
0
|
--
|
Coming Soon
|
|
|
9/25/2021 12:12:33 AM
|
3
|
0
|
2.1
|
Coming Soon
|
|
|
10/2/2021 5:13:02 PM
|
5
|
0
|
2.21
|
Coming Soon
|
|
|
10/16/2021 12:55:26 AM
|
5
|
0
|
--
|
Coming Soon
|
|
|
10/16/2021 3:31:24 AM
|
6
|
0
|
2.7
|
Coming Soon
|
|
|
5/4/2022 5:42:27 PM
|
68
|
4
|
2.8
|
Coming Soon
|
Comments