Base Class: Artificer
Appraisers combine the magical knowledge and crafting abilities of a standard artificer with a keen eye for evaluating the worth and properties of items. They are adept at identifying magical auras, discerning the history and potential uses of artifacts, and determining the materials and craftsmanship involved in creating objects.
Tools of the Trade
You gain proficiency with jeweler's tools. If you already have this proficiency, you instead gain proficiency with one type of artisan’s tools of your choice.
Appraiser Spells
3rd-level Appraiser feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Appraiser Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Appraiser Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
borrowed knowledge, locate object |
|
9th |
|
|
13th |
dimension door, vitriolic sphere |
|
17th |
Appraiser's Touch
When you choose this subclass, your understanding of magic items allows you to analyze and understand their secrets. You gain the following benefits :
• You always have the Detect Magic and Identify spells prepared, and you can cast them requiring no components. These artificer spells do not count against the number of artificer spells you prepare.
• If you cast the Identify spell by expending a spell slot, you can do so as an action instead of it's normal casting time.
• If you cast the Detect Magic spell by expending a spell slot, it no longer requires your concentration. If the spell slot expended was of 2nd level or higher, the duration of the spell becomes 1 hour.
Trick Item
When you activate a magic item with a limited number of charges or uses, you can try and trick it into not expending any uses or charges. Make an Intelligence (Jeweler's Tools) check contested by a fixed DC depending on the item rarity, as shown in the table below. If you expend more than one use or charge, you have a penalty to the roll equal to the number of additional charges or uses that you are trying to expend at once. If you succeed in the check, no charges or uses are expended for this use.
You can only use this feature a number of times equal to your proficiency bonus per long rest.
| Item Rarity | DC |
|---|---|
| Common | 10 |
| Uncommon | 12 |
| Rare | 15 |
| Very Rare | 18 |
| Legendary | 21 |
Item Tinkerer
Starting at 5th level, you have learned to tinker with your magic items in order to get the best out of them.
• When you activate a magic item that has an attack roll or a Save DC, you can choose to substitute your own Spell Attack Roll or Spell Save DC instead.
• When you finish a short rest, you can touch a magic item that lacks charges and has a way to regain them ; with jeweler's tools in hand and by expending a spell slot, you can trick it into thinking it's recharging conditions are met (for example, for a wand of magic detection, trick it into believing it's already dawn). You must expend a spell slot of at least the appropriate level for the rarity of the item, as shown in the table below. You can only recharge a number of items equal to your proficiency bonus per long rest this way.
| Slot Level | Item Rarity |
|---|---|
| 1st Level | Common |
| 2nd Level | Uncommon |
| 3rd Level | Rare |
| 4th Level | Very Rare |
| 5th Level | Legendary |
Master Replicator
Starting at 9th level, you've gained a deep understanding about the magic items you've appraised. When choosing the Replicate Magic Item infusion, you can now replicate any uncommon magic item, as long as it's one that requires attunement. Once you've reached the 17th level in this class, you can replicate any rare magic item requiring attunement as well.
Master Appraiser
Starting at 15th level, you've been so used at using magic items that you've learned to do so without even thinking about it. You gain the following benefits :
• You are no longer affected by cursed items detrimental effects. If a magic item forces you to make a saving throw, you can choose to automatically succeed at it instead.
• You can forcefully break any of your existing attunements as a free object interaction.
• You can attune to any magic item requiring attunement as a bonus action. You can attune to an item in this way no more than your Intelligence modifier times per long rest.
Previous Versions
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7/21/2024 10:26:41 AM
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Coming Soon
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