Artificer
Base Class: Artificer

You have learned a long lost technique of the Arcane Lock, an art form some might say. Using nature's own gifts and the Weave of Magic to harness the innate power of creatures stronger than yourself.

You might've learned it from an older relative, your family being one of very few that keep this art form alive. You might've been taken under the wing of a more experienced Arcane Locker. You might've just stumbled your way into the blueprints for an Arcane Lock, who's to say?

Tool Proficiency

You gain proficiency with your choice of Glassblower's Tools or Potter's Tools. If you already have proficiency in both, you gain proficiency with one other type of artisan’s tools of your choice.

Glassblower's Tools

You gain proficiency with Glassblower's Tools.

Potter's Tools

You gain proficiency with Potter's Tools.

The Arcane Lock

Creating an Arcane Lock

Arcane Locks are handheld prisons made of glass or ceramics, etched with binding runes and tailored for unintelligent creatures. Each Arcane Lock you make can only be used by you. To create an Arcane Lock you must use Glassblower's Tools or Potter's Tools and spend 2 hours or work and 5gp worth of materials. For all intents and purposes you are considered proficient with your Arcane locks.

Capturing

You can, as an action, throw one of your Arcane Locks at a creature within 30ft of you. To be targeted, the creature must be of CR 2 or lower and its Intelligence Score must be of 6 or lower. On a hit, the target must make 3 Saving Throws using its best Ability Score. If the creature fails twice or more to meet your Arcane Lock DC, it is captured. However, if it succeeds two or more times, it breaks out of the Arcane Lock, destroying it a puff of magical sparks. If you miss your target, the Arcane Lock shatters on impact against anything else it hits.

(Your Arcane Lock DC equals 8 + your proficiency bonus + your Intelligence Modifier)

Combat

To summon a creature from its Arcane Lock during combat you must spend an action to do so. To return a creature to its Arcane Lock, it costs you a bonus action. While out of its Arcane Lock your creature takes its turn alongside yours, it can move freely up to its movement speed and will do its best to avoid being hurt. For your creature to take any other actions you must use your bonus action to issue a command. To issue a command you must roll a d20 + half your proficiency bonus rounded up against the creature's DV. On a success the creature obeys. On a failure, the creature will refuse to listen for this turn.

Inside the Arcane Lock 

While inside of an Arcane Lock, the creature is sent to a pocket dimension (the pocket dimension is always 10 times the creature's size) made to look like whatever the creature wants it to. While in it, the creature needn't food nor water and will stop aging, as it is sustained be the Lock's magic.

Managing your Creatures

A creature you just captured will listen to you but it may disobey. If you raise your Friendship Level with the creature, it will be less likely to disobey and will be better at executing orders and avoiding hits. You start with a FL of 0 and a DV of 6. Your DM may determine if an action will increase or decrease your FL with a creature.

Friendship Level (FL) Bonus Disobey Value (DV)
1 +1 to DEX 5
2 +2 to DEX 4
3 +2 to DEX 3
4 +2 to DEX 2
5 +3 to DEX 1

You may have up to three creatures total. However, you can only have one creature out of its Arcane Lock at a time. To catch a fourth creature, you must release one already in your possession, in which case its Arcane Lock is destroyed. If a creature dies while outside of its Arcane Lock, the Lock is destroyed.

Specialized Lock

At 5th level, by experimenting with the production process and adding different ingredients to your Locks, you're able to make them more effective against certain types of creatures. Giving it a +2 to its Arcane Lock DC when targeting the matching type of creature.

Creature Type Appearance Ingredients
Aberration Mirror-like with a purple sheen A drop of mercury
Beast dark green with spots of lighter green An ounce of catnip
Celestial  pastel red A vial of Unholy Water
Construct rusted A handful of powdered rusted metal
Dragon grey with a golden iridescence 25gp worth of gold dust
Elemental grey with a faint blue glow A pinch of radioactive material
Fey grey with red hot spots sprinkled on it Powdered iron
Fiend light blue A vial of Holy Water
Giant grey with a cracked egg pattern A dragon's scale
Monstrosity grey with a blue-green iridescence An ounce of fairy dust
Ooze black with a metallic sheen A handful of lead
Plant coarse and white A handful of salt
Undead silver with a metallic sheen Powdered silver

Arcane Lock Improvement

At 5th level your Arcane Locks become better, you can now target creatures of CR 3 or lower.

Telegraphed Command

At 9th level, you and your creatures have, through trust and experience together, formed an intrinsic knowledge of each other. Your creatures can now tell when you're about to issue a command and which one it is, based on your expressions and body language.

You can use a reaction to issue a command to your active creature. However, on your next turn you cannot use your bonus action. When you use your Telegraphed Command, your creature's DV becomes 0 for the duration. You can use this effect a number of times equal to your proficiency bonus before needing a long rest.

Arcane Lock Improvement

At 9th level your Arcane Locks become better, you can now target creatures of CR 4 or lower.

Weaved Together

At 15th level, you and your creatures become so intrinsically linked that you become one in the same, in the eyes of the Weave of Magic at least. If your active creature is within 30ft of you, you can:

  • Make it so any spell that you cast can have your active creature's space as its origin point, as if you were there.
  • Target your active creature with spells that have the range of touch or self.

Arcane Lock Improvement

At 15th level your Arcane Locks become better, you can now target creatures of CR 5 or lower.

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