Artificer
Base Class: Artificer

While other Artificers dabble with magic items, you have started down the path to master them and have unlocked the secrets of turning items you create into conduits of power. These items become part of a special network that collects ambient energy from the weave of magic and is used to bolster allies in their time of need.

Tool Proficiency

3rd-level Magic Network Engineer feature

You gain proficiency with Jeweler's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

In addition, when you craft nonmagical or magic jewelry, the amount of time required to craft it is halved.

Magic Network Engineer Spells

3rd-level Magic Network Engineer feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Magic Network Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

 Magic Network Engineer Spells

ARTIFICER LEVEL SPELL

3rd

Shield, Command

5th

Silence, Pass without Trace

9th

Counterspell, Sending

13th

Wall of Fire, Resilient Sphere

17th

Modify Memory, Passwall

Magic Network

3rd-level Magic Network Engineer feature

Network Nodes. Through your research, you have learned how to install special circuits into items so that they collect and store ambient magical energy (called "nodes" elsewhere in the subclass). Whenever you finish a long rest, you can touch a number of objects equal to your proficiency bonus + your intelligence modifier and install your circuits onto each of the objects. To be eligible, an object must be an amulet, bangle, brooch, circlet, or other similarly sized piece of jewelry.

Your circuits remain in an item indefinitely, but when you die, the magic dissipates after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). If you try to exceed your maximum number of nodes, the oldest circuit immediately ceases to function, and the new circuit is installed.

Energy Points. The energy accumulated by the network is represented as Energy Points, which allow you to enable certain actions. You have a number of Energy Points equal to your Artificer level and you regain all expended Energy Points when you finish a Long Rest.

Energy Convergence

3rd-level Magic Network Engineer feature

As a bonus action while you have a node equipped, you can direct collected energy to your node or a different node that is within one mile of you to convey one of the effects listed below. Each effect lasts for one minute unless otherwise stated. Additionally, you can choose to expend one Energy Point to gain the empowered effect instead of the normal effect.

Amp. The holder receives a bonus equal to 1d6 to the next damage roll they make as the result of a weapon attack or spell. The damage's type is the same as the originating damage.

Empowered Effect: The holder's next d20 test has advantage and the damage bonus becomes 2d6.

Ward. The holder receives a number of temporary hit points equal to 1d6.

Empowered Effect: The next attack roll against the holder has disadvantage and temporary hit points received becomes 2d6.

Locate. You sense the direction of and distance to the node.

Empowered Effect: The node broadcasts the direction and distance to anyone else that holds one of your nodes every 6 seconds for 1d6 hours. The broadcast can no longer be perceived by a holder if their node moves more than one mile apart from the broadcasting node. You can also choose to cancel the broadcast at any time (no action required).

Communicate. You send a brief, telepathic message to the holder. The message can be no longer than 6 seconds and the recipient must share a language with you in order to understand the message. The recipient can respond in a like manner immediately.

Empowered Effect: You create a telepathic link to the recipient for 1d6 hours. Your telepathic link is broken if you and the creature move more than one mile apart, either of you move more than 5 feet from the nodes, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).

Network Adept

5th-level Magic Network Engineer feature

When you target yourself with the Energy Convergence feature, your walking speed is increased by 10ft until the start of your next turn. Additionally, whenever you use the Amp or Ward options on a target other than yourself, you also gain the effects.

Refined Energy

9th-level Magic Network Engineer feature

The control and processing of the energy by the nodes becomes more refined. The number of dice used throughout the Energy Convergence feature is increased by one.

Network Master

15th-level Magic Network Engineer feature

When you use the Energy Convergence feature, you can expend five Energy Points to effect all holders within range instead of just one.

Additionally, if one of your nodes is also your Spell-Storing Item, then anyone holding one of your nodes can produce the spell without needing to hold the Spell-Storing Item.

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