Base Class: Artificer
Parchment, wood, mud, metal, bones- anything works for a craftsman. There's no limit to the tools and trinkets they can make from any given material in any given time. With quick wits and quicker hands, a craftsman is always accompanied by their many tricks up all of their sleeves.
Craftsman Spells
At 3rd level, 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 | Spells |
|---|---|
| 3rd | Color Spray, Tenser's floating disk |
| 5th | Arcane Lock, Knock |
| 9th | Counterspell, Stinking Cloud |
| 13th | Arcane Eye, Fabricate |
| 17th | Animate Objects, Contagion |
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with three artisan's tools of your choice.
Specialized Tinkering
Starting at 5th level, you learn the Prestidigitation and Thaumaturgy cantrips. When you use your Magical Tinkering ability, you can have one of those two cantrips cast, centered on the item- but you must set a prerequisite for the Tinkering and Cantrip effect to take place. Some examples of things that you can cause with this ability are:
- A sword that shines with light and is cleaned by a picking it up. (Prestidigitation)
- A door that flies open and speaks a recorded message when touched. (Thaumaturgy)
The affects of the cantrip fade when you dismiss them (no action required) or a minute after the effect has been activated.
Whatever Works
Also at 5th level, you are able to quickly construct mundane items out of materials you find. Over the course of an hour, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one shield, one simple melee or ranged weapon, or 1d8 darts or blowgun needles. To do this, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
The number of items that you can make doubles at 11th level and triples at 17th level. Additionally, you know the Mending cantrip, and it doesn't count against your cantrips known.
Knick Knacks
Starting at 9th level, you gain proficiency with two Artisan's tools of your choice. Additionally, you have learned to make special trinkets called Knick Knacks. a Knick Knack is an item you've created, such as a small statuette, a wooden ball, or another simple item. You can imbue any of the following effects into that item as a Bonus Action:
Exploding Item. You immediately throw the item at a point within 40 feet of you and it explodes in a 10-foot sphere. All creatures within that area must make a Dexterity saving throw against your Spell Save DC, taking 3d8 force damage on a failed save, or half as much on a successful one.
Blinding Item. When you speak a command word of your choice within the next hour, the item shines bright light for 100 feet and dim light an additional 100 feet for six seconds (1 round). All creatures that start their turn or go within 30 feet of the item during that time must make a Constitution saving throw against your Spell Save DC, taking 3d8 radiant damage on a failed save, or half as much on a successful one. A creature that fails the save is blinded until the end of their next turn.
Antimagic Item. No spells or magical effects can work while within 15 feet of the item for the next minute, as if my the Antimagic Field spell.
Protecting Item. For the next minute, a creature that has the item on their person gains a +1 bonus to AC. This effect stacks with up to two items.
You can create a Knick Knack a number of times equal to three times your Intelligence modifier, with uses resetting after a long rest. You can have no more than one Knick Knack at a time.
Mastercraft
At 15th level, you have learned to utilize things you craft to their full potential. Your Spell-Storing Item can have a 3rd, 4th, or 5th level spell stored within it, the damage dealt by Knick Knacks increases by 1d8, and you can use your Right Tool for the Job feature in an action instead of an hour.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/6/2023 2:05:50 AM
|
66
|
8
|
--
|
Coming Soon
|
Comments