Base Class: Wizard
If you hear the clangs of tools and crackles of arcane energy then you have stepped foot in an Artificers' laboratory. Artificers are wizards who combine arcane ability with a trade to create novel arcane objects or creatures. Artificers are scholars of engineering and magic. They are naturally inquisitive and endlessly creative. Each artificer specialized in one type of material to manipulate and infuse with their arcane energy:
- Alchemists specialize in the manipulations of liquids into potions of various types
- Enchanters infuse magic into weapons, armor and other objects
- Constructors use magic to animate mechanical beings of various size
Artificers will set up a laboratory of their own with the tools and material necessary for their craft and which reflect their particular interests and personality.
Artificer's Knowledge
At 2nd level, you learn the spells identify and detect magic if you don't already know them and they don't count against your spells prepared each day, you can cast them at will without expending a spell slot. In addition, you add double your proficiency bonus to any Intelligence (Arcana) or Intelligence (History) check relating to the origin or use of magical objects or constructs.
Handy
Beginning at 2nd level, your deft fingers and quick hands allow you to use magical items or potions as a bonus action. However, you cannot use the same item more than once per round. You ignore all class, race, and level requirements on the use of magic items.
Artificer Specialty
At 2nd level, you learn the specialised skills of one type of artificer.
Alchemist
You gain proficiency with Alchemists' supplies. Making potions takes you half the time and requires half the cost of material components.
Constructor
You gain proficiency with Tinkerer's Tools. You can use them to build mechanical constructs based on any beast according to the Mechanical Construct table below.
To animate each construct you must infuse it with magic by expending a 1st or higher level spell slot, which dissipates over the course of a long rest. Larger constructs require more magical energy to animate them as detailed in the Mechanical Construct table. This construct uses the base creature's statistics and rolls its own initiative in combat. It follows your commands and understand the same languages as you but cannot speak. Constructs are immune to poison, fear and charm. In addition, they are immune to psychic damage, and resistant to fire, cold, necrotic and radiant damage.
Dispelling the infused magic causes the construct to be incapacitated until you expend another spell slot to re-animate it but does not damage it. When the construct is reduced to 0 hp it releases its infused magic in an explosion affecting all adjacent creatures, and it is irreparably destroyed. Affected creatures make a Dexterity saving throw against your spell DC, receiving 1d8 lightning and 1d8 force damage on a failure and half as much on a success. Each of these damage types increase by 1d8 for each spell slot level above 1.
Only you can repair/heal your mechanical constructs. You can do this for free during a short or long rest, restoring your construct to full HP. Alternatively, you can quick-fix a construct as a bonus action on your turn by touching your construct and expending a spell slot of 1st level or higher, cause it to regain hitpoints equal to 1d8+your intelligence modifer which increases by 1d8 for each level above 1. Your constructs count as creatures for the purpose of targeting them with spells.
Mechanical Construct Table:
| Wizard Level | Max CR | Max Size | Infuse Spell Level | Cost |
|---|---|---|---|---|
| 2 | 0 | Tiny | 1-2 | 10g, 1 hour |
| 6 | 1/2 | Medium | 3-4 | 50g, 2 hours |
| 10 | 1 | Large | 5-6 | 250g, 6 hours |
| 14 | 3 | Huge | 7+ | 500g, 24 hours |
Enchanter
You gain proficiency with Smith's Tools. These can be used to make weapons and armour that you can enchant. Enchanting items takes you half the usual time and half the cost.
Recharge Items
Starting at 6th level, you can spend an hour to restore expended charges to any magical item that holds them by expending spell slots of equal or greater total level to the number of charges restored. Objects that are single use, or that contain only a single charge cannot be restored in this way.
Specialty Improvement
At 6th level, you improve skills and gain an additional ability based on your speciality.
Improved Alchemy
You can spend 1 minute to infuse a vial of water with any spell you can cast that does not require concentration. Infusing the vial requires expending a spell slot and material components as normal and causes the vial to glow and pulse with energy. As an action, the vial can be used by any creature to cast the infused spell on themselves or a willing creature/object within 5ft of them using your spell DC. The magic will dissipate from the vial after 8 hours.
In addition, you learn the following spells and they count as wizard spells for you:
1st level: cure wounds, sanctuary
2nd level: lesser restoration
3rd level: plant growth
Improved Construction.
You can build bigger and more powerful constructs. In addition, your constructs can now choose to self-destruct as an action on their turn.
Improved Enchanting
You can spend 1 minute to temporarily enchant an object with a spell you can cast that targets a single creature and has a duration of at least 1 minute. Enchanting the object requires expending a spell slot as normal and causes the object to glow and pulse with energy. While a creature is holding the object in one of their hands they are under the effects of the spell you have enchanted it with, if the spell requires saving throws they make them as normal ending the enchantment on success. Holding the object requires a free hand and the holder's concentration (as if concentrating on a spell), if they let go of the object the spell immediately ends.
Objects enchanted in this way are unstable, they can only be enchanted with one spell at a time and the magic will fade after 1 hour. You can have a maximum number of objects enchanted in this way equal to your Intelligence modifier.
Object Affinity
Beginning at 10th level, you can attune one additional item. In addition, you are considered proficient with any object or equipment you are attuned to even if you are not normally proficient with it. You gain an addition, attunement slot at 14th level.
Speciality Improvement
At 10th level, you gain a further improvement to your chosen speciality.
Advanced Alchemy
You can spend one minute to distill your magic into potent poisons. You expend a spell slot of 1st level of higher to create one vial of a magical poison that can be applied to any weapon or ammunition, as a bonus action. This poison deals 2d10 damage of any type of your choice (except psychic or force damage) to the first creature struck by the weapon after the poison has been applied.
Each vial of poison can be used a number of times equal to 1+the level of the spell slot expended. These poisons lose their potency after 24 hours.
Advanced Construction
You can build larger and more powerful constructs. In addition, any spell cast on yourself is also cast on up to one of your constructs that is within 5 ft of you.
Advanced Enchanting
You can spend 10 minutes to temporarily boost the enchantment on an existing item for 8 hours.
- You can expend a 2nd level spell slot (or higher) to increase a +1 magic item to a +2 enchantment .
- You can expend a 4th level spell slot (or higher) to increase a +2 magic item to a +3 enchantment.
- You can expend a 6th level spell slot (or higher) to add 1d8 damage of a type of your choice to a weapon.
- You can expend a 6th level spell slot (or higher) to add resistance to one type of damage to a set of armour.
You can only boost a single item's enchantment with one of these effects at a time.
Improved Attunement
At 14th level, you can attune up to 5 magical items.
Speciality Improvement
At 14th level, you gain an additional ability based on your speciality.
Expert Alchemy
You have improved your alchemical skill beyond all others. You can when infusing vials you can infuse any spell you know (you don't need to have it prepared) and can infuse two spells into a single vial expending a spell slot for each one.
Expert Construction
You can build larger and more powerful construction. In addition, you can use an action to impose your will on any mechanical or arcane construct within 60ft of you. If the target is of a CR higher than half your wizard level it must make a Wisdom saving throw vs your spell DC resisting your will on a success. On failure or if the target has a CR less half than your wizard level, it is brought under your control and will follow only your commands. You can impose your will on only one creature at a time.
Expert Enchanting
You have improved your enchanting skill beyond all others. You can when temporarily enchanting objects you can apply any spell you know (you don't need to have it prepared).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/20/2019 8:09:16 PM
|
419
|
22
|
2
|
Coming Soon
|







-
View User Profile
-
Send Message
Posted Aug 20, 2019This is a large update to my previous version. I've rebalanced several of the abilities that I realized could be OP. But I've also added two new sub-types of the Artificer: the Alchemist and the Enchanter that each have their own play-style.