Artificer
Base Class: Artificer

Tinkerers, who work with magic like machines; these artificers work with the gears behind magic.

Elemental Swap

You have been able to solo out the part of magic responsible for elemental infusion; and how to alter it.

Whenever you cast a damaging spell, you may choose one of the following options:

Specified Swap:

You may choose a particular type of damage to change the damage type of a spell, however, the strain on the spell will require you to make a DC:3+spell level, arcana check.

Random Swap:

You may choose to leave the type of damage dealt up to chance, if you do so, roll 3d12, choose one of the dice results as your type of damage. (1:Blugening/Slashing/Piercing, 2:Fire, 3:Cold, 4:Radiant, 5:Acid, 6:Poison, 7:Necrotic, 8:Lighting, 9:Thunder, 10:Force, 11:Psychic, 12:Choose Freely.)

You may use this ability a number of times equal to your spell casting modifier.

Grafted Spell

You have learned that combining certain parts of spells allow you to form new, almost-spells, which have qualities of both spells.

Whenever you cast a spell, you may choose to attempt to cast an additional spell "inside" the first, to strengthen the two; when you do so, roll a spell check, DC:9 + the distance between spell level - (1*the spell type compatibility). if you succeed, work with your DM to describe how the two spells you chose work together. If you fail, roll on the Arcane Miscalculation Table.

d20:

1-6:roll on the Wild Magic Table, 7:cast both spells on yourself, 8:cast chaos bolt on your nearest ally; only target your allies with this spell, 9:cast magic missile targeting your allies, 10:reroll on this table; activate the rolled effect twice, 11:reroll on this table twice, 12-14:reverse the effects of the original spell; then cast that now reversed spell, 15-17:cast chaos bolt at the nearest possible target; continue to target the nearest target, 18-19:reroll your spell check, 20:you succeed.

You may use this ability a number of times equal to your spell casting modifier.

 

 

Animated Arcana

Thanks to your skills in magic, you have learned how to make small constructs out of mana.

Once, during a long rest, you may attempt to create a solid structure of magic to do a special purpose based of the type of magic used.

 

Abjuration: a small spectral object that can absorb a single attack at it's carrier's discretion, it dissolves into the air after it has absorbed an attack, or 6 hours pass.

Conjuration: a miniature version of a building/structure that can be temporarily enlarged to its proper size for up to 3 hours, before destabilizing.

Divination: a tiny statue that glows whenever someone within earshot of it lies, it crumbles after 1 day.

Enchantment: a drop of thick liquid that is instantly absorbed into the skin; when absorbed, the consumer gains one condition of your choice for 1 hour(this must be decided on creation of the liquid).

Evocation: a hand sized geometric shape that will explode after a moderate amount of force is applied, dealing 1d10+3d6 damage in a sphere centered on the point of impact/force, any creature inside must make a dexterity saving throw, taking half damage on a success; the type of damage of the explosion is randomly determined based off the d10(1:force, 2:lightning, 3:psychic, 4:acid, 5:thunder, 6:radiant, 7:fire, 8:cold, 9:necrotic, 10:bludgening). The object explodes after 10 hours.

Illusion: a small candle that, when lit, will produce the effects of the spell minor illusion centered on the candle, the candle lasts for 2 hours; the candle will light itself after 1 hour.

Necromancy: a nut, that, when fed to a corpse, will animate it temporarily, allowing the person who fed the corpse to ask it two questions or give it one simple task that seems reasonable; if two questions, or the task, have not been answered/completed by the next sunrise/set, the corpse de-animates and cannot be affected by similar effects for one year. The nut decays after one week.

Transmutation: create a portable device that can quicken one simple task, such as purifying water, or heating metal.

None: a translucent magical version of any simple melee weapon.

You may only create one of the above at a time, but may have up to two at a time; if creating one would exceed the maximum amount of, then the device that was made first is consumed as described.

Built spells

Your skills of the mechanics behind magic have reached an incredible size.

During a short rest, you may choose to spend at least 2 hours attempting to "build" a spell; when you do so, you must make an arcana check, DC10 + spell level + spell score, if you succeed, you "build" the spell, if you fail, roll on the. Arcane Miscalculation Table with counterspell at 5th level as the primary spell, and fireball at 4th level as the added spell. When you cast the “built” spell, you forget the spell; you may spend 6 hours during a short/long rest to internalize the spell, if you do, roll an Intelligence Saving Throw, DC:same as “building” the spell + 5, succeeding will allow you to cast the spell without forgetting it.

Determining The Spell Score:

Each piece of the spell “costs” a different amount of score;

Casting time: Reaction(5), instantaneous(3), bonus action(2), action(1), ritual(0-[the number of hours divided by 2, rounded down]);

Range: sight(5), 60-30ft(3), 30-5ft(2), touch(1);

Amount: 1:2;

Dice(optional): d100(10), d20(7), d12(5), d10(3), d8(2), d6(1), d4(-1);

Damage: Spell Swap(does not count toward uses);

Components: 7, M(-1), V(-2), S(-3);

Spell level: Cantrip(0), 1-2(-1), 3-4(-2), 5-6(-3), 7-8(-4), 9(-5)

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