Artificer
Base Class: Artificer

Master Craft Artificers are the biggest proponents for progress. Whereas some might be comfortable living out a routine life, these innovative and ambitious builders work tirelessly to produce hundreds, maybe even thousands of projects throughout their lifetime in order to achieve the highest level of scientific and arcane discovery. Some build because the love nothing more, other build to stop an impending war, either in their world or in themselves. 

Embarking on the path of a master craftsmen requires a great deal of study, paper cuts, burn marks, scars, and perhaps even a finger or two, but those that find themselves on the final draft of their blueprint will know what it means to push science to its limits.

Whether its to heal to sick, protect the innocent, discover lost secrets, or simply blow things to smithereens, Master Craft artificers can do it all. With a little bit of focus, cash, and a well-made blueprint, you can do anything!

Tool Proficiency

3rd-level Master Craft feature

In order to create elaborate and effective technologies, you master the art of creating a detailed blueprint. You gain proficiency with calligrapher's supplies.

Master Craft Spells

3rd-level Master Craft feature

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

Master Craft Spells

Artificer Level Spell

3rd

find familiar, identify

5th

locate object, silence

9th

call lightning, tiny hut

13th

death ward, private sanctum

17th

telekinesis, wall of force

Woven Knowledge

3rd-level Master Craft feature

Your experience crafting within the weave allows you to quickly understand the mechanics of magical devices and weaponry:

  • When you attune to a legendary or artifact magic item, your mind plays through a brief summary of the significant lore about that item, similar to the effects of the legend lore spell.
  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Load Bearer

3rd-level Master Craft feature

By manipulating the design and currents of weave in conjunction with your own capacity, you have maximized the efficiency of your artificer infusions, allowing you the bear of load of more magic at the cost of other energies. You gain the following properties:

  • you can use/sacrifice attunement slots to increase your infusion capacity, and the maximum number of items you can infuse at once increases by 2 for every attunement slot you use.
  • and/or you can increase the maximum number or item you can infuse at once by 1, but you take a level of exhaustion for every infusion created in this way until that infusion is destroyed.

Extra Attack

5th-level Master Craft feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Arcane Prototype

5th-level Master Craft feature

You have learned how to make a variety of machines which harness the power of the weave, sometimes in the way you intended...sometimes not. Your character can create a device called an Arcane Prototype, capable of duplicating the effects of any spell from any class list of a level equal to half you artificer level, rounded up, up to a maximum of 5th level spells (cantrips count as 0 level spells).  However, the Arcane Prototype cannot summon creatures. If the duplicated spell requires concentration, you must concentrate on the spell effect. Otherwise, the spell performs as if it was cast by the Arcane Prototype.

After a long rest, you can craft an Arcane Prototype by spending a number of hours equal to the spell's level you are attempting to duplicate (minimum of 1), and the creation requires materials which cost ten gold pieces, plus another 50 gold pieces for every spell level above 0. The device may appear however you wish, but weighs an amount of pounds equal to ten times it's replicated spell effect (minimum of 2 lbs.). i.e. an Arcane Prototype replicating a spell effect of 3rd level would weigh 3x10 pounds or 30 pounds. Your arcane prototype is a magical object which is immune to all non-magical damage, has an AC of 18, and a number of hit points equal to 5 x your level in this class.

You can only have a maximum number or functional Arcane Prototypes equal to your intelligence modifier. If you try to exceed your maximum, the oldest prototype (or an older one of your choice) breaks down, and then the newest one becomes functional. In order to restore a broken down prototype, you don't need to repurchase the materials, but you must spend the same amount of hours used to craft it to restore it after a long rest.

Once per long rest, you can use Arcane Activation as an action to power up your Arcane Prototype if it is within 60ft of you. When you do, roll on the Prototype Possibilities Table to create a magical effect. If you have built multiple Arcane Prototypes, you can only activate one per long rest. 

You gain another Arcane Activation at 9th level and one more at 15th level.

Prototype Possibilities

d20

Effect

1

The device explodes dealing 1d10 + 1d10 thunder damage for each spell level above 0.

2

Roll on the wild magic surge table.

3

The prototype's has a major design flaw, and will require you spend a short rest to fix it using your tinker's tools (DC 10 + spell effect's level), after which you can activate it again.

4

A slight mishap occurs, and the device will require 1 action to fix using your tinker's tools (DC 10 + spell effect's level), after which you can activate it again.

5

The prototype goes haywire, targeting another random space or creature within 120ft (for better or worse).

6

The machine activates, but nothing happens. At the start of your next turn, roll a d6. On a 5 or a 6, the machine activates; if not, the machine does nothing. Repeat this roll on subsequent turns until the machine activates.

7

The machine requires an unexpected amount of your arcane energy. After the machine is activated, you take one levels of exhaustion.

8

The weave momentarily implodes, polymorphing one random creature within 60ft into a random CR 0 beast that is immune to all damage except for psychic. 

9

The device works as normal, but becomes immovable for 1d4 days, similar to the effects of the Immovable Rod.

10

The device works as normal, but as soon as you break line of sight with the prototype, it mysteriously disappears!

11-19

The prototype works normally, duplicating spell effects as normal.

20

The prototype performs better than intended! The spell effects are enhanced at the DM’s discretion.

Artistic Pride

9th-level Master Craft feature

As an artist of magic and technology, its always nice to see your work put to good use. Whenever a creature that you can see within 30ft other than you takes their action to use a magic item or infusion you have created, you may use a reaction to gain 2d8 temporary hit points. You can use this feature a number of times equal to your proficiency bonus per long rest.

Additionally, spells you cast with material component cost can now be cast with materials at one quarter the original price.

Master Craftsmen

15th-level Master Craft feature

You have gained a large amount of practice stabilizing and building dangerous devices. You gain the following benefits:

  • Whenever you roll on the Prototype Possibilities table, you can roll twice and use either number.
  • You can now activate two different Arcane Prototypes per long rest.
  • You can create a single Arcane Prototype with a spell effect higher than 5th level. However, you still must meet all the other requirements in order to craft it, including the material cost, time, and class level, and even if you have multiple uses of Arcane Activation remaining, you may only use this prototype once per long rest.

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