Artificer
Base Class: Artificer

 The Vanguard Elite are perfect agents created using advanced biotechnology and cybernetics. They have been trained since birth, hardened in simulations of hundreds of worlds, and equipped with secret technologies. Their mission is not just to gain a foothold in a foreign world, but to radically change its balance of power, creating a springboard for a full-scale invasion.

Level 3: Additional spells

Artificier spells

Level Spells  
3 Command Shield
5 Magic weapon Heat metall
9 Galder's Tower Pulse wave
13 Fabricate Gate seal
17 Teleportaiton circle Gravity sinkhole

System of levels of difficulty of creation

Each item has 3 levels of difficulty of creation. When the level increases:

 increases the damage/efficiency;

 new properties are added;

 grows the requirement for materials and time;

 increases the Intelligence (Investigation) check difficulty.

 

Difficulty levels:

 Basic (level 1) — Difficulty 12, materials × 0.5 of the base cost.

 Advanced (level 2) — Difficulty 18, materials × 1.0 of the base cost, requires a rare component.

 Elite (level 3) — Difficulty 21, materials × 2.0 of the base cost, requires 2 rare components (rare ores or monster parts).

 

If the check fails:

 Level 1 - you lose 25% of your materials;

 Level 2 - you lose 50% of your materials and 1 rare component;

 Level 3 - you lose all your materials and components, and you gain exhaustion (Level 1), as well as a temporary 24-hour ban on creating items of this level.

 

Creation Time by Level:

 Simple Items: 1 minute (Level 1), 5 minutes (Level 2), 20 minutes (Level 3);

 Weapons/Equipment: 1 hour (Level 1), 6 hours (Level 2), 24 hours (Level 3);

 Complex Devices: 4 hours (level 1), 10 hours (level 2), 24 hours (level 3);

 

Craft recipes examples:

Rocket Launcher - fire stone/fire elemntal gem + metal pipe

Medical Nanogel - diamond dust(at least 10 gp) + potion of healing

Tactical Camouflage - mantle + gum arabic

Combat Stimulant "Strike" - small bottle + orphan's cradle

Level 3: Blueprint Base

You start with 5 basic blueprints (each has 3 difficulty levels) and can learn 3 more blueprints as you level up as an inventor. A successful Intelligence (Investigation) check allows you to create a new blueprint at any time:

 Basic - DC 12;

 Advanced - DC 18;

 Elite - DC 21.

 

 

Examples of blueprints with levels:

 

 Pulse Pistol:

     Level 1: 2d6 Radiant damage, 20 rounds, range 40/100;

     Level 2: 3d6 Radiant damage + 2d4 Electric damage, 30 rounds, 10% chance to paralyze for 1 round, range 50/150;

     Level 3: 5d8 Radiant damage + 4d6 Electric damage, 50 charges, ignores Electric immunity, 20% chance to paralyze, 100/300.

 

 Guardian Armor:

     Level 1: AC = 15 + Dexterity modifier (max +2), resistance fire and cold;

     Level 2: AC = 16 + Dexterity modifier (max. +3), resistance to fire, cold, and electricity;

  Level 3: AC = 17 + Dexterity modifier (max. +4), immunity to fire and cold, resistance to electricity and radiant damage.

 

 Electromagnetic Pulse Grenade:

     Level 1: 30-foot radius, 2d8 radiant damage;

     Level 2: 40-foot radius, 3d8 radiant + 1d6 electric damage, disables magical devices for 1 minute;

     Level 3: 60-foot radius, 4d10 radiant damage + 2d6 electrical damage, disables devices for 10 minutes, 30% chance to destroy them.

Level 3: Mobile Factory

After spending 8 hours and all your spell DCots, you create a mobile factory on a caterpillar base that moves at a speed of 50/100/300 feet, depending on its level (the level modification follows the standard rules of blueprints, but if you fail, you lose your spell DCots until you take a long rest and gain 2 levels of exhaustion if you upgrade to an advanced level, and 3 levels of exhaustion if you upgrade to an elite level. All further skill modifications follow the same rules.)

 The creation time is reduced:

 level 1 — 3 times;

 level 2 — 4 times;

 level 3 — 5 times.

 

Additionally (if material is available):

 the factory can produce 1 simple item (sword, bow, spear, etc.) per hour without your participation (level 1);

 can produce 1 medium item (pistol, rifle, grenade, etc.) in 4 hours, 3 simple items per hour (level 2);

 can produce 1 complex item (anti-matter rifle, radiant field generator, etc.) every 8 hours, 5 medium items every 4 hours, and 10 light items every hour (level 3).

The factory requires maintenance (does not consume spell slots, but requires 1 hour to calibrate the equipment) every:

 48 hours (level 1);

 72 hours (level 2);

 168 hours (7 days) (level 3).

Level 5: Emergency Supply System

Once per day, you can request an "emergency supply." Make an Intelligence check:

 If you roll 12, you receive 1 Level 1 item from the supply list;

 If you roll 17+, you receive 1 Level 2 item;

 If you roll 21+, you receive 1 Level 3 item and a Level 2 blueprint for that item.

 

Supply List:

 Rocket Launcher - deals 6d8 fire damage in a 20-foot area (Dexterity save DC 15 for half damage) with a range of 150-400 feet; (2nd level - 8d10, 30-foot area (DC 18) 200-600; 3rd level - 10d12 damage, 50-foot area (DC 22) 300-800);

 Medical Nanogel - restores 3d8 + 2 \times \text{your level} hits and removes one condition (blinding, poisoning, etc.); (level 2 - 5d8 + the number of hits equal to twice the level and removes three negative conditions; level 3 - 5d10 + the number of hits equal to three times the level and removes all negative conditions);

 Tactical Camouflage grants invisibility for 1 minute (dissipates upon attack or use of a spell); (Level 2 grants invisibility for 3 minutes and dissipates after two attacks; Level 3 grants invisibility for 10 minutes and dissipates after 5 attacks)

 Radiant Field Generator - Creates a 10-foot radius barrier that grants +3 AC to all allies within (duration 10 minutes); (Level 2: 20-foot radius, +4 AC to all allies within (duration 15 minutes), Level 3: 40-foot radius, +5 AC to all allies within (duration 30 minutes);

Combat Stimulant "Strike" - A single-use syringe containing a serum designed to maintain soldiers' combat readiness. When used for 1 hour, it increases movement speed by 10ft and adds +2 to strength and dexterity; (at level 2, +4 and 3d8 temporary hits; at level 3, +6 to strength and dexterity, and +5 to wisdom saving throws against fear. Does not affect constructs or undead.)

Magic Light Source(MLS) - A small, plastic rod with a small glass rod containing red powder floating inside a DCightly sparkling liquid. When a small rod is broken, a reaction occurs that emits a white magical light. It comes in packs of 8, and the MIS glows for 8 hours. When used, it emits a bright light within 20 feet and a dim light within another 20 feet; (at level 2, this light dispels magical darkness cast by level 3 and lower spells; at level 3, it reveals invisible creatures and magical illusions within its range);

 Request for ammunition - boxes of ammunition are sent depending on the requirements (100 bullets, 30 small-caliber gun shells, 20 medium-caliber gun shells, 10 large-caliber gun shells, or 1 energy cell suitable for the gun) (at level 2, the amount of ammunition is doubled, and at level 3, advanced ammunition (in the original amount) with reinradiantd tips (in the case of an energy cell, more dense energy) is sent (+5 to hit when used)

Level 5: Item infusion

Fusion is a true skill that gave the emperor a path to the top, his children carry his genes and the will to continue his work. By filling objects with your inner strength, you merge them and get something that can go beyond the boundaries.

You can merge items the number of times a day equal to your skill bonus + the bonus of the main characteristic. If the fusion occurs between identical items, then you enhance their quality and durability, giving special skills at high levels. Or you can merge two or more materials or things.

That is, for example, to link a rifle and some kind of thunderstone, forcing it to release a lightning spell several times a day.

In addition, if the item is not in the system, then if I wish, I can add it and it will receive the stardom and rarity that the master decides (this is for unification). Also, stardom, from one to seven, rarity - common, unusual, rare, very rare, epic, legendary, mythical, artifact, semi-divine, divine.

But you can choose what rarity an item will have and increase its star rating for the number of cells by creating a dummy that allows you to enhance any item (a dummy is a common item, but when merging it is considered to be of the same rarity and star rating that you specified, as a result of which the enhancement occurs as if for two equally powerful items.).

Conspiracy -a common rarity

Cell level 1 is an unusual rarity

Cell level 2 is a rare level

Cell level 3 is very rare

, Cell level 4 is epic level

.....

Cell level 9 is divine level.

In addition, with repeated infusion, you increase the star rating, 1 cell is spent– 1 star, 7 cells are spent and 7 stars are received.

You can also pour in other people's cells, and with the help of any other magic class, artifact, or scroll, you can pour in the cells of this item/creature to get the appropriate boost.

Level 9: Blueprint Master

At level 9, you reach the pinnacle of skill in improving blueprints. Now, when you create any item, you can enhance its base stats by successfully passing the Dexterity (Sleight of Hand) check during the crafting process.

 

 

Enhancement Mechanics

 

When you create an item, you can attempt to enhance it by adding one of the following effects. To do this:

 Declare the effect you want to add before creating the item;

 spend additional time: +10 % to the total item creation time;

 make additional Dexterity (Hand Dexterity) check;

 if successful, the effect applies to the item being created.

 

 

Item type check difficulty:

 weapons — DC 17;

 armor and shields — DC 18;

 devices and tools — DC 18.

 

Enhancement effects

 

 For weapons:

     +1 additional weapon damage die (if elemental damage dice are added, an additional elemental damage die is added)

     20% chance to inflict a status effect on hit (stun for 1 round, DCowdown for 2 turns, blindness for 1 turn, etc.)

     50% increase in shooting range.

 

 For armor and plate:

     +2 to armor class (AC);

     resistance to one type of damage (fire, cold, electricity, bludgeoning, piercing, etc.) - choose when enhancing;

     bonus - one type of saving throw (of your choice) is made with advantage while wearing this armor.

 

 For devices and tools:

     doubling the duration of the effect (for example, the duration of invisibility from camouflage is doubled);

     Increase the range by 100% (for example, the range of an anomaly scanner or radiant field);     Add one additional function (for example, a tactical flashlight gets a strobe mode that disorients enemies).

 

Restrictions and important rules

 The effect is applied permanently to the created item - it does not disappear over time.

 If the enhancement check is failed, the item is created with its basic characteristics.

 On a critical failure (roll a 1 on the check die), you lose all materials and the item is not created.

Level 15: Fortified Stronghold

Level requirements and effects:

 Level 1: 4 hours of work, materials for 1,000 gp, range 60 feet;

 Level 2: 8 hours of work, materials for 3,000 gp, a 120-foot radius, and an air defense system (automatically shoots down flying threats within a 1-mile radius);

 Level 3: 12 hours of work, materials for 5,000 gp, a radius of 300 feet, and a high-power portal (allows you to teleport up to 10 creatures once per day up to 50 miles, and each creature receives a "Return" spell (used by reaction, instantly returning to the portal).

 

Effects:

 Attack/Save Bonus: +2 (Level 1), +4 (Level 2), +8 (Level 3);

 Damage Resistance: All Types (Level 2), Immunity to One Type and Resistance to All Types (Level 3).

Full Invasion Channel

When using a pure 1d20 roll:
First Level 1-10
Second level 10-16
Third level 17-20;

Level parameters:
Level 1: duration 8 hours, up to 50 creatures of level 12, exhaustion (level 1);
Level 2: duration 12 hours, up to 100 creatures of level 15, exhaustion (level 2), summoning an elite fighter;
Level 3: Duration 48 hours, unlimited number of creatures up to level 18, exhaustion (3 levels), summon a squad of elite fighters.

Damage when opening the portal (for all non-allied creatures) :
Level 1: 8d8 radiant damage (DC 18), radius 100 feet;
Level 2: 8d10 radiant damage + 4d6 energy damage (DC 20), 500-foot radius;
Level 3: 20d12 radiant damage + 10d10 energy damage, 50% chance to instantly kill creatures below level 12 (DC 22), 10-mile radius.

The ability has a 7-day cooldown.

Previous Versions

Name Date Modified Views Adds Version Actions
5/12/2026 3:37:04 PM
55
1
1
Coming Soon
5/12/2026 5:58:14 PM
37
1
--
Coming Soon
5/12/2026 6:01:40 PM
29
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes