Wizard
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

You learn detect magic and identify, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell to your spellbook for free. The chosen spell must be of a level for which you have spell slots and must have the ritual tag.

Artificer Trade

You specialize into one of the following artificer trades, gaining all bonuses of that trade.

Alchemist

You specialize in the trade of an alchemist. You gain proficiency with Alchemist's Supplies, whenever you finish a long rest you can craft a number of potions equal to half your Intelligence modifier (rounded up) from the Alchemist's Table, you can craft additional potions by expending a spell slot of the appropriate level according to the table below. Creating a potion requires 10 minutes of work and a set of Alchemist's Supplies. These potions lose their potency when you finish a long rest.

 Alchemist's Table:

Potion Wizard Level Spell Slot cost
Potion of Healing 3rd 1st
Potion of Waterbreathing 3rd 1st
Potion of Growth/Diminution 3rd 2nd
Potion of Heroism 3rd 2nd
Potion of Greater Healing 6th 2nd
Potion of Hill Giant Strength 6th 2nd
Potion of Invisibility 6th 3rd
Potion of Resistance 10th 4th
Potion of Gaseous Form 10th 4th
Potion of Superior Healing 14th 4th
Potion of Fire Giant Strength 14th 5th
Potion of Flying 14th 5th

Constructor

You gain proficiency with Tinkerer's Tools. You can use them to build a mechanical construct according to the Mechanical Construct table below, constructing your Construct requires 1 hour of work and expending a spell slot of sufficient level to power it. You determine the appearance of your construct. In combat, the construct acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be to Attack using the table below or some other action.

Construct Stats Construct Melee Attack Wizard Level Spell slot
Tiny (+0 all ability modifiers, HP:5+5*level of the spell slot use to power it) +4 to hit, 1d6+2 piercing damage 3rd 2
Small (+1 all ability modifiers, HP:5+5*level of the spell slot use to power it) +5 to hit, 1d8+3 piercing damage 3rd 3
Medium (+2 all ability modifiers, HP:10+5*level of the spell slot use to power it) +7 to hit, 1d8+5 piercing damage 6th 4
Large (+3 all ability modifiers, HP:15+5*level of the spell slot use to power it) +8 to hit, 1d10+5 piercing damage 10th 5
Huge (+3 all ability modifiers, HP:20+5*level of the spell slot use to power it) +12 to hit, 1d12+7 piercing damage 14th 6

You can have a maximum of two constructs powered at a time, if you power up another your oldest powered construct deactivates. Your constructs remain powered until you finish a long rest. Your constructs cannot regain hit points, when they reach 0 hit points they deactivate an become unpowered until you spend an appropriate spell slot to reactivate it.

Enchanter

You specialize in the arts of enchanting. You gain proficiency in Smith's Tools you can use to make weapons and armour to enchant. In addition, when you finish a long rest you can temporarily enchant a number of non-magical items equal to half your Intelligence modifier (rounded up) according to the Enchanter's table below, you can expend spell slots to enchant additional items. Enchanting an item requires you to touch it for 10 minutes. These enchantments end when you finish a long rest.

Enchanter's Table

Enchantment Wizard Level Spellslot
Bag of Holding 3rd 2nd
Hat of Disguise 3rd 2nd
Immovable Rod 3rd 2nd
+1 Wand of the Warmage 3rd 2nd
+1 Weapon 6th 2nd
Cloak of the Manta Ray 6th 2nd
Cloak of Elvenkind 6th 3rd
Ring of Protection 6th 3rd
Gem of Brightness 10th 3rd
+1 Shield 10th 3rd
+1 Armour 10th 4th
+2 Weapon 10th 4th
+2 Wand of the Warmage 10th 4th
+2 Shield 14th 4th
+2 Armour 14th 5th
Ring of Resistance 14th 5th
Ring of Evasion 14th 5th

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. You must be holding the item for the 1 hour required to use this feature.

Specialty Improvement

At 6th level, you improve skills and gain an additional ability based on your specialty.

Unstable Alchemy

You can spend 1 minute to infuse a vial of water with any spell you can cast with a casting time of 1 action and 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 1 hour.

Unstable Construction

Your constructs can use an action to self destruct. When they self destruction each creature within 10 ft of the construct must make a Dexterity saving throw against your spell DC. On a failed save they take 1d8 lighting and 1d8 force damage for each level of the spell used to power the construct, or half as much damage on a success.

Alternatively, you can quick-fix one of your constructs 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 hit points equal to 2d8+your intelligence modifier which increases by 2d8 for each level of the spell slot above 1st.

Unstable 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. A creature that is holding the object can use an action to concentrate on the object (as if concentrating on a spell) to activate the spell causing it to target themselves, the spell effect persists as long as the creature continues to hold and concentrate on the object.

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 ending its effect on any creature concentrating on it. 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 4 items. In addition, you are considered proficient with any object or equipment you are attuned to even if you are not normally proficient with it.

Artisan Mastery

You gain a benefit to your Trade.

Expert Alchemist

You have improved your alchemical skill beyond all others. When you use your Unstable Alchemy you can infuse any spell you know (you don't need to have it prepared), and vials remain infused for up to 8 hours.

Expert Constructor

You can use an action to impose your will on any Construct or Elemental creature within 60ft of you that you can see. The creature must make a Wisdom saving throw against your spell DC, failure is brought under your control and will follow only your commands. If you use this feature again, you lose control of any previously controlled creatures.

Expert Enchanter

You have improved your enchanting skill beyond all others. When you use your Unstable Enchanting you can enchant the object with any spell you know (you don't need to have it prepared), and objects remain enchanted for up to 8 hours.

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