Base Class: Artificer
TBC - Artifcier interacts with Magical objects and has an understanding of magical objects better than any other.
Tool Proficiency
3rd-level Arcane Artisan feature
You gain proficiency with tinkerer’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Arcane Artisan Spells
3rd-level Arcane Artisan feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Arcane Artisan Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
[Tooltip Not Found], Locate Object |
|
9th |
[Tooltip Not Found], Remove Curse |
|
13th |
|
|
17th |
No Time Like The Present
3rd-level Arcane Artisan feature
The knowledge you have of magical objects and their arcane workings allows you to use your Intelligence and force breaking of a bond and making of one in an instant
You can un-attune and attune to a different magic item as an action once per long rest using this feature.
Magic Item Tinkering - TBB
3rd-level Arcane Artisan feature
At 3rd level, you learn how to tinker with the inner workings of magical items and weapons. Using tinkerer’s tools, you can during a Long rest you can infuse a Magical object using your infuse item ability.
You gain the knowledge of half Intelligence bonus rounded up infusions and the ability to infuse that many more objects. (E.g. Intelligence of 17 would give a +3 intelligence bonus allowing for two additional infusions known and two possible infusions active. An intelligence of 20 would give 4 additional infusions known and 4 additional infusions active.)
Additionally, you may spend a use of your Infuse item ability to provide an Elementary Infusion a single magical weapon to cause an additional 1D8 Fire, Cold, Acid, Poison, lightning or thunder damage.
An infused Magical object cannot gain a bonus to hit and damage rolls higher than +3.
* Experimental Enchanter optional rules. The process of attaching a device to a magical object is a dangerous one pushing the limits of an object is normally created for, yet the experimental enchanter pushes it even further beyond the understanding of safety. Roll a D20, on the roll of a 1 the magical object is destroyed and on the roll of a 20 the magical item gains a Minor Beneficial Property (DMG P.219)
Arcane Understanding -TBB
Arcane understanding.
At 3rd level, you have a greater understanding of magical objects that the majority of the populace. You learn how to have an intricate understanding of some magical objects that you have studied. After completing a long rest you can Intricately Understand a magical object.
You can have knowledge of Proficiency Bonus number of these items at any one time. Any object you have Intricate Understanding of you are able to activate a magical object using a bonus action provided that this object is not casting a spell.
Copy and Create - TBB
5th-level Arcane Artisan feature
At 5th level, you know are able to not only understand the inner workings of a magical object or weapon but create a device that will be able to mimic the power of such an item for a short time. By spending a short rest in contact with a magical object and using tinkering tools and similar materials you are able to create a similar device that mimics the properties and use of the magical object. The magical clone device is clearly a work of artifice. The magical clone is a hard tough on components and is unable to sustain itself indefinitely. Your cloned magical object will only last Intelligence bonus hours, after which time it becomes a mundane object.
You can only have one cloned magical item at once, it must stay within Intelligence bonus ft X100 away from the original item at any time, otherwise, the connection is severed and the clone becomes inert. You can use this ability once per Long rest. A cloned magical item cannot be infused using the infuse item and does not confer any infusions from the original object.
Additionally, at 5th level you are able to use your infuse item ability over a short rest
*Experimental enchanter Optional rules. When cloning a magical item the artificer can choose to go beyond the safe precautions of fabrication and enchantment of magical objects. Roll a D20, this roll may not be rerolled or adjusted by any modifiers. On the roll of a 1, disaster strikes - the Magical object being copied is destroyed. On the roll of a 20 the cloned magical object will last until the next long rest that the artificer takes.
Intricate Infusions TBB
9th-level Arcane Artisan feature
You are now a master of infusing mundane magical items. If the item you are infusing is a mundane (non-magical object*) you can place up to 2 infusions onto the same object. However only one infusion can have the Attunement trait
The Elementary Infused weapon now causes an additional 1D8 damage. This weapon causes an additional 2d8 Fire, Cold, Acid, Poison, lightning or thunder damage. This object cannot have any additional infusions by any means.
You can now Infuse 1 item as an action ending the oldest infusion you have active on a different object. This ability can only be used once per long rest.
Magical Mechanical Master - TBB
15th-level Arcane Artisan feature
Your ability to adapt magical objects is beyond parallel. Your Cloned magical object no longer has a restriction of distance away from the original.
You can now use your Intricate Infusions Ability on up to Intelligence modifier number of magical objects
You now may cast identify without expending a spell slot, Additionally cursed items up to rarity Very Rare become known to you instantly.







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