Artificer
Base Class: Artificer

A precisionist  seeks to optimise every facet of their equipment through all possible means. Whether this is sharpening a blade to the thickness of a hair, adjusting the straps on their armour to allow for maximum mobility and range of motion or refining a potion recipe down to the nearest pinch of each ingredient. The precisionist seeks to improve and refine whatever is placed in front of them, they seek to do more with less and are on a journey to learn as much about the mechanisms behind the world as possible.

 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Spellcasting

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

Refinement

Refine an existing item by collecting materia and ephermia.

  1. Materia: Physical items to a total value equal to that of the rarity of an item (i.e. common, uncommon, rare, very rare, legendary, artifact)
    • Refined materials (iron ingots, silver ingots, gold ingots, polished wood, polished gems etc.)
    • Monster parts (hides, chitin, poison gland, alchemical organs etc.)
  2. Ephermia: Magical items to a total value equal to that of the rarity of an item 
    • Magic items (pearl of power etc.), this is equivalent to value of item sacrificed.
    • XP from monster kills (whatever xp is gained half the total group value is added to ephermia )

Max number of refinements per an individual item is 3 at level 3, increasing to 4 at 7th level, 5 at 11th level, 6 at 15th level and 7 at 19th level.

Artifact Item

At 19th level an artifact magic item may be refined using infusions, a base item, materia and ephermia as below:

  • 6 infusions
  • Any non-magical base item
  • 4000GP worth of materia
  • 4000 points worth of ephermia

One of the following effects can be granted based on the materia and base item used:

  • +5 AC added to any armour, stacking with additional infusions, to a maximum of +7.
  • +5 attack granted to any weapon, stacking with additional infusions, to a maximum of +7.
  • +1d12 damage added to any weapon, stacking with additional infusions, to a maximum of 2d. (based on materia/ephermia provided)

At 20th level any artifact item can be created.

1d12 days must pass before infusions can be regained

Common Items

At 3rd level a common magic item may be refined using infusions, a base item, materia and ephermia as below:

  • 1 infusions
  • Any non-magical base item
  • 100GP worth of materia
  • 100 points worth of ephermia

One of the following effects can be granted based on the materia and base item used:

  • An aesthetic effect, i.e. cloak of billowing, colour change of item, smell of item
  • An animated prosthetic limb
  • The effect of a disguise kit including a small change to height, weight, gender and general appearance.
  • Any common magic item

Once a long rest is completed the infusions used are returned.

Legendary Item

At 15th level a legendary magic item may be refined using infusions, a base item, materia and ephermia as below:

  • 5 infusions
  • Any non-magical base item
  • 2000GP worth of materia
  • 2000 points worth of ephermia

One of the following effects can be granted based on the materia and base item used:

  • Adamantine (requires adamantine materia)
  • +4 AC added to any armour, stacking with additional infusions, to a maximum of +6.
  • +4 attack granted to any weapon, stacking with additional infusions, to a maximum of +6.
  • +1d10 damage added to any weapon, stacking with additional infusions, to a maximum of 2d. (based on materia/ephermia provided)
  • Creation of any magic item on the Artificers 14th level infusion item list

At 19th level any legendary magic item can be created

1d10 days must pass before infusions can be regained

Rare Item

At level 7th a rare magic item may be refined using infusions, a base item, materia and ephermia as below:

  • 3 infusions
  • Any non-magical base item
  • 500GP worth of materia
  • 500 points worth of ephermia

One of the following effects can be granted based on the materia and base item used:

  • Cold Iron (requires cold iron materia)
  • +2 AC added to any armour, stacking with additional infusions, to a maximum of +4.
  • +2 attack granted to any weapon, stacking with additional infusions, to a maximum of +4.
  • +1d6 damage added to any weapon, stacking with additional infusions to a maximum of 2d (based on materia/ephermia provided)
  • Creation of any magic item on the Artificers 6th level infusion item list

At 11th level any rare magic item can be created

1d6 days must pass before infusions can be regained

Uncommon Items

At 3rd level an uncommon magic item may be refined using infusions, a base item, materia and ephermia as below:

  • 2 infusions
  • Any non-magical base item
  • 250GP worth of materia
  • 250 points worth of ephermia

One of the following effects can be granted based on the materia and base item used:

  • Silvered (requires silver materia)
  • +1 AC added to any armour,  stacking with additional infusions, maximum of +3.
  • +1 attack granted to any weapon,  stacking with additional infusions, maximum of +3.
  • +1d4 damage added to any weapon, stacking with additional infusions, to a maximum of 2d, (based on materia/ephermia provided)
  • Creation of any uncommon item on the Artificers 2nd level infusion list (based on materia provided.

At 7th level any uncommon magic item can be created.

1d4 days must pass before infusions are restored

Very Rare Item

At 11th level a very rare magic item may be refined using infusions, a base item, materia and ephermia as below:

  • 4 infusions
  • Any non-magical base item
  • 1000GP worth of materia
  • 1000 points worth of ephermia

One of the following effects can be granted based on the materia and base item used:

  • Mithral (requires mithral materia)
  • +3 AC added to any armour, stacking with additional infusions, to a maximum of +5.
  • +3 attack granted to any weapon, stacking with additional infusions, to a maximum of +5.
  • +1d8 damage added to any weapon, stacking with additional infusions, to a maximum of 2d. (based on materia/ephermia provided)
  • Creation of any magic item on the Artificers 10th level infusion item list

At 15th level any very rare magic item can be created

1d8 days must pass before infusions can be regained

Ephermia Efficiency

At 5th level the amount of ephermia gained from monsters is increased. 

Ephermia is gained at a rate of half of the total group experience. Ephermia efficiency increases this by 5% multiplied by half the character's level rounded down.

i.e. Ephermia Modifier = Half Group EXP gained + (Half Character's Level Rounded Down * 5%)

ex. CR1 monster, PC at level 5 = 100 exp, Ephermia = 100 x (0.5 + (0.05 * (5/2)))  = 100 * (0.5 + (0.05 * 2))  = 100 * (0.5 + 0.1) = 100 * 0.6 = 60 ephermia

ex. CR1 monster, PC at level 10 = 100 exp, Ephermia = 100 x (0.5 + (0.05 * (10/2)))  = 100 * (0.5 + (0.05 * 5))  = 100 * (0.5 + 0.25) = 100 * 0.75 = 75 ephermia

ex. CR1 monster, PC at level 20 = 100 exp, Ephermia = 100 x (0.5 + (0.05 * (20/2)))  = 100 * (0.5 + (0.05 * 10))  = 100 * (0.5 + 0.5) = 100 * 1 = 100 ephermia

Materia Reduction

At 9th level the amount of materia required is decreased. 

Materia is reduced at a rate of 1/character level.

i.e. 500GP for an uncommon magic item is reduced to 500/character level, rounded up.

ex. Uncommon Magic Item/Character @ level 9 = 20/9 = 2GP, 2SP, 2CP

ex. Rare Magic Item/Character @ level 10 = 50/10 = 5GP

ex. Artifact Magic Item/Character @ level 20 = 100/20 = 5GP

Time Reduction

At 15th the level the time taken to return infusion slots is reduced as follows:

  • 15th level = -1days
  • 16th level = -2days
  • 17th level = -3days
  • 18th level = -4days
  • 19th level = -5days
  • 20th level = -6days

At minimum infusion slots will not return before a long rest.

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