Artificer
Base Class: Artificer

In the sacred halls of the Forgeborn, Artificers revere technology with a devotion akin to religious fervor. Every gear, spark, and crafted item is a manifestation of the Mechasiah’s essence. Their workbenches serve as altars where arcane rituals merge with craftsmanship. Whether building a toy or an automaton, every creation reflects their faith. To the Mechasiah, advancing technology is an act of worship that honors the Forgeborn legacy.

Level 3: Faith in Technology

You gain access to the Cleric spell list. When your Spellcasting feature allows you to learn or replace an Artificer cantrip or a 1st-level or higher spell, you may choose from the Cleric or Artificer spell lists. These become Artificer spells for you, and you must obey all normal restrictions when selecting them.

Level 3: Blessed Metal

You gain proficiency with martial weapons and heavy armor.

Additionally, you add +1 damage to your cantrips, weapon attacks, or unarmed strikes for each attuned magical item you have.

Level 3: Channel Technology: Blessing of the Magitech

As an action, you can channel a magical infusion to all allies within 15 feet. Each ally gains the benefits of one of your known 2nd-level infusions (excluding Homunculus Servant and Replicate Magic Item). This effect lasts for 1 minute.

This stacks with existing magical properties up to a maximum of +3 for AC or attack/damage rolls. You regain this feature after a short or long rest.

Level 5: Extra Attack

You can attack twice, rather than once, whenever you take the attack action on your turn.

Level 9: Fused with Steel

You can share one of your infusions with an ally. Choose an infusion you know and apply it to an item the ally possesses. It must meet the following criteria:

  • It cannot be Homunculus Servant.
  • If it’s Replicate Magic Item, it must come from the 2nd-level Artificer table.
  • At 14th level, you can use items from the 6th-level Artificer table as well.

Level 15: Pride in Steel

When you or an ally using one of your infusions lands a critical hit or reduces a creature to 0 HP, you heal a number of hit points equal to your Artificer level. Excess healing becomes temporary hit points.

As a reaction, you can activate this effect on any attack made by you or an ally. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.

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