Base Class: Artificer
The true gift of artifice is the ability to bridge the gap between the mysteries of magic with technology that allows the common person to wield magic. Innovators use their talents and deep understanding of magic to replicate its effects for the accessibility of others.
These talents can often find themselves in the hands of philanthropists having the ambition to use magic to provide help to the needy, or even in the hands of warmongers having the ability to greedily equip others with tools of destruction.
Tool Specialization
Starting at 3rd level, your Tinker's tools always have something useful for any job. When an ability check that uses a skill is made, you can roll a d4 immediately after seeing the number on the d20 and add the number on the d4 to the check if you have your Tinker's tools. You can use this feature a number of times equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you finish a long rest.
Innovator Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Innovator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Innovator Spells
ARTIFICER LEVEL | SPELL |
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3rd |
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5th |
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9th |
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13th |
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17th |
Magical Conduits
At the 3rd level, your work focuses on a deep knowledge or magic to be able to create magical effects others are capable of emulating or wielding. You gain an additional cantrip and can infuse one more item, but the infusion must be used on another creature. You gain an additional cantrip and can infuse one more item, but the infusion must be used on another creature. Your spells can be performed from anyone within direct line of sight of you that possesses one of your artificer infusions for the purpose of determining the starting point of the spell's range or if the spell's range is touch.
When you reach certain levels in this class, you gain an additional cantrip and can infuse one more item at the 9th level and 15th level.
Additional Cantrip (lvl15)
You can learn an additional cantrip from the Artificer or Wizard spell list.
Additional Cantrip (lvl3)
You can learn an additional cantrip from the Artificer or Wizard spell list.
Additional Cantrip (lvl9)
You can learn an additional cantrip from the Artificer or Wizard spell list.
Arcane Innovation
At the 5th level, you started with the basics of magic to allow others to be able to wield it for themselves, not only that, your understanding of the fundamentals incorporated with technology have helped you surpass some limitations. Targets that succeed on their saving throw against your cantrips or spells still take half damage even if they have abilities that might prevent them from taking any damage on success.
Additionally, creatures with an infusion you created can cast one of your cantrips at their character level or Challenge Rating+2 for their spellcaster level. They can add your spellcasting ability modifier for spell attack rolls or saving throws required. If the cantrip requires concentration, then only one person may cast it with this ability at a time.
Magical Device
At the 9th level, your studies of the arcane have taught you how to infuse spells into magical devices you create and can be conveniently used by others. When you prepare your spells for the day, choose one additional spell up to the 3rd-level. The selected spell is cast into a device without spending a 3rd-level spell slot. The device becomes the focus item for casting the stored spell and is destroyed once it is used. Once you cast these spell in this way, you can't use this feature again until you finish a long rest.
A creature that has the device can cast the spell on it using your spellcasting modifier. If the spell requires concentration, the creature must concentrate. Any required material components for the spells are used from your inventory after the spell is cast.
If you change the spell known, you must also change the spell stored on the device. When you reach certain levels in this class, you can select and cast up to a 4th-level spell at level 13, and you can select and cast up to a 5th-level spell at level 17.
Use Magical Device (3rd-level)
Know an additional spell that must be of a level you can cast.
Use Magical Device (4th-level)
Know an additional spell that must be of a level you can cast.
Use Magical Device (5th-level)
Know an additional spell that must be of a level you can cast.
Amplified Arcana
At the 15th level, you've discovered the bridge between magic and technology to deliver fuller effects. You gain 4 spell charges, each spell charge increases the spell level (9th-level max) of any spell you cast by an additional level (max of 4 charges). You regain all expended uses when you finish a long rest.
You can add spell charges to one of your spells used with your Magic Device ability.
You can regain a number of charges (up to 4) from a short rest by converting spell slots into a number of charges equal to the spent spell levels, or for every 3 uses of your Spell-Storing Item class feature being converted into 1 charge.
Previous Versions
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