Artificer
Base Class: Artificer

A Magitechnician is a master at mixing magic and technology, creating advanced machines powered and sustained by magic. Among artifcers, members of this subclass are adept at utilising gadgets and advanced technology.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.

Proficiencies. You gain proficiency with smith's tools and tinker's tools, if you don't already have them. You also gain those tools for free, the result of tinkering you've done as you've prepared to specialize. You also gain proficiency with all vehicles.

Crafting. If you craft a gadget, it takes you a quarter of the normal time, and costs you half as much of the usual gold.

Magitechnician Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Magictechnician Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

**Unable to publish subclass with these spells added to your characters sheet as they should be. Instead please select only the below spells using the drop downs included with this feature.

Artificer Level Magitechnician Spells
3rd engine stutter, grease
5th heat metal, pyrotechnics
9th arcane power, tiny servant
13th fabricate, overload
17th animate objects, creation

Magitech Contraption

At 3rd level, you manage to put together a complex magitech contraption of your own devising.

Whenever you finish a long rest and your tinker's tools are with you, you can form this magitech contraption in your hand. If you already have a magitech contraption from this feature, the first one immediately malfunctions and breaks.

When you create your contraption, choose whether you construct armor, an omnitool, a vehicle, or a weapon. Your contraption has the properties detailed below.

Armor. Your contraption is a chest piece that projects a forcefield to protect you from harm. While wearing this armour, a greater has AC equal to 10 + your Intelligence modifier + that creature's Dexterity modifier.

Omnitool. Your contraption is a complex device which can be used to assist you in various technical endeavours. As an action while holding the omnitool, you gain proficiency in one skill or tool of your choice for 1 minute. In addition, you add your Intelligence modifier (a minimum of +1) to any check you make with that skill or tool for the duration.

You can use your omnitool a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.

Weapon. Your contraption resembles a technologically advanced weapon, powered by magical energy. Choose one melee martial weapon, sidearm or longarm. Your contraption has the properties of that weapon. You are always proficient with your contraption weapon, and you use your Intelligence modifier for attack and damage rolls with it.

If you choose a firearm, your contraption weapon does not require ammunition, and deals force damage instead of its usual damage type.

Once per turn, when you hit with an attack with your contraption weapon, you can deal additional force damage to the target equal to your Intelligence modifier (a minimum of 0).

Overdrive. Your magitech contraption has the Overdrive property, which you can trigger as a bonus action and which lasts for 1 minute. While in overdrive mode, an armor contraption grants you an additional +1 bonus to AC, an omnitool grants you an additional +1 bonus to all skill checks, and a weapon contraption grants you an additional +1 bonus to attack and damage rolls with the contraption.

Make an Overdrive check each time you take damage, and each time you use the omnitool to make a skill check or make an attack roll with the weapon contraption. If you roll less than or equal to 10  your Artificer level (minimum of 1), the device breaks (see the Overdrive section for details).

(De)Stabilize Device

At 5th level, your familiarity with the interplay between magic and technology allows you to use your magic to stabilise and unstabilise unstable technological devices. When you cast an artificer spell of 1st level or higher while touching a gadget or technological device, you can channel some of that magical energy into the device, causing it to stabilise. Any creature who makes an Overdrive check with that device before the start of your next turn gains a bonus to that check equal to your Intelligence modifier (a minimum of +1).

In addition, when a creature that you can see within 30 feet of you attempts to make an attack roll against you with a firearm, gadget, or technological device, you can use your reaction to magically disrupt the mechanism. The creature making the attack roll must make a Constitution saving throw against your spell save DC. On a failure, the device breaks as if the creature had failed an Overdrive check with that device, and the attack automatically misses. Once you have used this feature, you cannot do so again until you cast an artificer spell of 1st level or higher.

Magitech Adept

You've learned much from tinkering on your contraptions, At 9th level, The AC from your armor increases by 1, you gain a +1 bonus to all skill checks if you have your omnitool on your person, and you gain a +1 bonus to attack and damage rolls with your contraption weapon. This is in addition to any benefits given from putting your contraption in overdrive.

**Because the original version of this subclass was written for a different or outdated version of the artificer class, along with shifting the levels of some of the features so that this subclass is publishable on dndbeyond, I have also added a feature (this one), for the same reason. It is the same as Technical Savant, minus the resistances. Feel free to ignore it, or consult your DM about receiving both features, effectively buffing your Contraptions first at 9th level then again at 15th level.

Technical Savant

By 15th level, your repeated failures and resultant explosions have made you hardy against technology going wrong and your magitech contraptions are even more advanced. The AC from your armor increases by 1, you gain a +1 bonus to all skill checks if you have your omnitool on your person, and you gain a +1 bonus to attack and damage rolls with your contraption weapon. This is in addition to any benefits given from putting your contraption in overdrive.

In addition, you gain resistance to fire, lightning and thunder damage.

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