Base Class: Artificer
All artificers delve into that which is unknown, crafting magic items of all sorts, finding new ways to cast their spells, and accomplishing feats that anyone else might consider impossible, but no other tradition exemplifies the innovative nature of the artificer more than the Pioneer. These artificers specialize in the alteration of spells, modifying them to suit their needs, and then transcribing the altered spell onto unique spell scrolls. Pioneers are constantly experimenting and finding new ways to accomplish their goals, usually trying to do so without it blowing up in their faces, though success on that front is infrequent at best.
Tools of the Trade
3rd-level Pioneer feature
You gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Pioneer Spells
3rd-level Pioneer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Pioneer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Pioneer Spells
| ARTIFICER LEVEL | SPELL |
|---|---|
|
3rd |
chromatic orb, shield |
|
5th |
dragon's breath, alter self |
|
9th |
elemental weapon, protection from energy |
|
13th |
elemental bane, polymorph |
|
17th |
destructive wave, transmute rock |
Modified Casting
3rd-level Pioneer feature
You've learned how to change the properties of the spells you cast in order to suit the situation you're in. When you cast a spell using a spell slot, you can choose one of the following options:
- You change the damage type of a spell to acid, cold, fire, lightning, poison, or thunder.
- You double the range of the spell, or if the spell has a range of touch, you increase it to 30 feet.
- You change the casting requirements so that it doesn't require any somatic or verbal components.
- You alter the damage of a spell so that it deals siege damage. Any damage done by the spell is doubled against objects and structures, but halved against creatures.
You can alter a spell in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. If you have no uses remaining, you can expend a spell slot of 1st level or higher to use it again.
Retrofit Spell Scroll
3rd-level Pioneer feature
If you have your calligrapher's supplies on you when you use Modified Casting, you can instead create a spell scroll with the modified spell. The alteration you imbued still applies, even if someone else uses the spell scroll. Spell scrolls created in this way can be used by anyone, even if they aren't a spellcaster or don't have the spell in question on their spell list. When a creature other than you uses one of these spell scrolls, they must succeed on an Intelligence (Arcana) check, with a DC of 10 + the level of the spell. On a success, the spell is cast, with your modifications intact. On a fail, a malfunction occurs. Roll on the table below to determine the nature of the malfunction.
If the creature using the spell scroll can cast the spell in question normally, they can instead use the spell scroll to alter the casting of their own spell, with no need to make an Intelligence (Arcana) check. The scroll disintegrates after use, regardless of whether the scroll was used to alter someone else's casting or cast on its own. You can have multiple spell scrolls of this type created at once, up to a maximum equal to your proficiency bonus. If you attempt to create one while at your maximum, the spell slot is wasted.
Scroll Malfunction
|
d6 |
Result |
|
1 |
The spell turns back on the caster. If the spell does damage, the damage is rolled against the caster instead. If the spell does healing, the number of hit points it would have healed is instead dealt to the caster as necrotic damage. |
|
2 |
A surge of magical energy deals the caster 1d6 force damage per level of the spell. |
|
3 |
The spell affects a random location within the spell's range. |
|
4 |
The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold. |
|
5 |
The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration. For instance, a fireball might cause smoke to billow from the caster's ears for 1d10 minutes. |
|
6 |
The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away. |
Target Substitution
5th-level Pioneer feature
You have learned how to bypass the limitations on spells that would typically only target yourself. You treat spells with a range of self as having a range of touch. If the spell is a reaction you can cast it on another creature so long as the appropriate conditions for casting it are affecting them. For instance, if an ally is being attacked, you could cast shield on them, so long as you are within 5 feet of them. You cannot use your Modified Casting on a spell cast in this way.
Enhanced Modification
9th-level Pioneer feature
The modifications you make to your spells grow in power.
- When you alter the damage type, you also have the option to change it to radiant, psychic, necrotic, bludgeoning, piercing, or slashing damage.
- When you alter the components used, you can also change it so that it doesn't require material components, so long as the material components have no GP value.
- When you alter a spell to make it a siege spell, it no longer only does half damage to creatures.
Isolated Augment
15th-level Pioneer feature
You have learned how to apply your modifications to all manner of spells. You can create a Retrofit Spell Scroll that applies a modification without requiring a spell to be associated with it. Using this a spell scroll of this type, a creature can apply one of your modifications to any spell of their choice. Spell scrolls of this type do not count against the number of Retrofit Spell Scrolls you can have at once, and you can only have a maximum of three Isolated Augments at a time.
Previous Versions
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2/6/2021 5:20:27 PM
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7
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8/16/2022 6:50:05 PM
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24
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8
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Coming Soon
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