Base Class: Artificer
Signature Mechanic
Masterwork
You gradually construct one legendary invention throughout your career.
It evolves.
Level 3
The Masterwork Begins
Choose one prototype.
It grows with you.
Aegis Frame
Powered armor.
Gain:
+1 AC
Ignore Strength requirements of armor.
Reduce forced movement by 10 feet.
Dawnbreaker
Weapon.
Choose one weapon.
It becomes magical.
Once each turn,
deal extra force damage equal to proficiency bonus.
World Engine
A floating construct.
Not a pet.
Think magical toolbox.
It carries tools,
casts Mage Hand,
provides Help,
holds concentration on certain Artificer-created effects (with careful wording),
and acts as an extension of your workshop rather than a combat companion.
Genesis Core
A backpack reactor.
Whenever you cast an Artificer spell,
one ally within 30 feet gains temporary HP.
Already...
Every Artificer feels different.
Level 5
Inspired Innovation
Whenever you finish a Long Rest,
choose one invention.
Until the next Long Rest,
you gain one benefit.
Examples:
Night vision.
Water breathing.
Spider climb.
Feather Fall.
Tool Expertise.
Explosive grappling hook.
Portable shield projector.
Nothing permanent.
You're adapting your gear.
Level 9
Impossible Engineering
You ignore one prerequisite of a magic item you craft or attune to (DM discretion where appropriate).
Additionally:
You craft common and uncommon magic items in half the normal time and at half the normal gold cost (subject to campaign crafting rules).
Level 15
The Final Forge
Your Masterwork reaches perfection.
Depending on your prototype.
Aegis
Flight.
Damage resistance.
Weapon
Critical 19–20.
Ignore resistance.
World Engine
Can cast one Artificer cantrip each turn using your spell attack modifier.
Genesis Core
Whenever you cast a spell,
heal two allies.
The Masterwork Begins
Masterwork I
Dawnbreaker
"Every masterpiece deserves a worthy wielder."
Choose one simple or martial weapon.
That weapon permanently becomes Dawnbreaker.
While wielding Dawnbreaker:
- It counts as magical.
- You may use your Intelligence modifier for attack and damage rolls made with it.
- Once on each of your turns, it deals additional force damage equal to your proficiency bonus.
- If disarmed, you can summon it to your hand as a bonus action, provided it is on the same plane.
Later upgrades could include:
- Returning when thrown.
- Ignoring resistance.
- Shedding radiant light against fiends and undead.
- Temporary overcharge.
Masterwork II
Aegis Frame
"When steel alone was not enough..."
You construct an advanced suit of arcane power armor.
Choose a suit of heavy armor.
That armor permanently becomes your Aegis Frame.
While wearing it:
- You gain proficiency with heavy armor.
- Ignore any Strength requirement it has.
- The armor cannot be removed against your will.
- It serves as your spellcasting focus.
- You gain +1 AC.
- Your walking speed isn't reduced by wearing heavy armor.
Later upgrades:
Built-in flight.
Life support.
Integrated shield generator.
Elemental resistance.
Auto-stabilization.
Masterwork III
World Engine
"A workshop that never leaves your side."
This is NOT a pet.
It is a floating arcane forge.
A hovering collection of articulated arms, lenses, runes, and tools.
While the World Engine is active:
- Counts as possessing every artisan's tool with which you're proficient.
- You may use it as your spellcasting focus.
- You can perform tool checks through it while within 30 feet.
- It projects a stabilized field.
Stabilized Field
While within 15 feet of the World Engine:
- You have advantage on Constitution saving throws made to maintain concentration.
- Once each round, if you fail a concentration check, you may reroll it.
Later upgrades:
Portable crafting.
Automatic Help action.
Spell storing.
Field repairs.
Arcane scanner.
This isn't a companion.
It's a mobile laboratory.
Masterwork IV
Genesis Core
"Creation deserves one more chance."
You create a miniature arcane reactor that powers miracles.
The Genesis Core is integrated into your armor or worn as a backpack.
Whenever you cast an Artificer spell of 1st level or higher, choose one creature within 30 feet.
That creature gains one of the following:
- Temporary hit points equal to your Intelligence modifier.
- Regains hit points equal to your proficiency bonus.
- Gains +10 feet movement until the start of your next turn.
In addition:
Whenever you restore hit points using an Artificer spell, add your Intelligence modifier to one healing roll.
Later upgrades:
Chain healing.
Recharge spell slots.
Empower allies' spell attacks.
Pulse shields.
Emergency revival.
Aegis Frame
While wearing it:
- You gain proficiency with heavy armor.
- Ignore any Strength requirement it has.
- The armor cannot be removed against your will.
- It serves as your spellcasting focus.
- You gain +1 AC.
- Your walking speed isn't reduced by wearing heavy armor.
Dawnbreaker
While wielding Dawnbreaker:
- It counts as magical.
- You may use your Intelligence modifier for attack and damage rolls made with it.
- Once on each of your turns, it deals additional force damage equal to your proficiency bonus.
- If disarmed, you can summon it to your hand as a bonus action, provided it is on the same plane.
Genesis Core
Whenever you cast an Artificer spell of 1st level or higher, choose one creature within 30 feet.
That creature gains one of the following:
- Temporary hit points equal to your Intelligence modifier.
- Regains hit points equal to your proficiency bonus.
- Gains +10 feet movement until the start of your next turn.
In addition:
Whenever you restore hit points using an Artificer spell, add your Intelligence modifier to one healing roll.
World Engine
While the World Engine is active:
- Counts as possessing every artisan's tool with which you're proficient.
- You may use it as your spellcasting focus.
- You can perform tool checks through it while within 30 feet.
- It projects a stabilized field.
Stabilized Field
While within 15 feet of the World Engine:
- You have advantage on Constitution saving throws made to maintain concentration.
- Once each round, if you fail a concentration check, you may reroll it.
Inspired Innovation
At the end of each Long Rest, choose one Innovation from the Innovation list. You gain its benefits until your next Long Rest.
Mobility
Grappling Launcher
A wrist-mounted launcher.
- Climbing no longer costs extra movement.
- Once per turn, you may move an additional 10 feet immediately before or after moving without provoking opportunity attacks.
Adaptive Climbing Harness
- Gain a climbing speed equal to your walking speed.
- You have advantage on Athletics checks made to climb.
Arcane Rebreather
- You can breathe underwater.
- Gain a swimming speed equal to your walking speed.
Feather Boots
- Reduce falling damage by 60 feet.
- Standing from prone costs only 5 feet of movement.
Exploration
Tactical Visor
- Darkvision 120 feet.
- Advantage on Investigation checks involving mechanisms, traps, or magical devices.
Surveyor's Lens
- Advantage on Perception checks.
- Double the range of your passive Perception for noticing hidden objects and creatures.
Arcane Compass
- You always know true north.
- You can't become magically lost.
- Advantage on Survival checks to navigate.
Universal Translator
- You can read and understand all written languages.
- You may communicate simple ideas with any creature that knows at least one language.
Engineering
Reinforced Toolkit
- Gain Expertise with one artisan's tool you're proficient with.
- Crafting mundane items takes half the normal time.
Portable Forge
- You may perform smith's tools, tinker's tools, or jeweler's tools work during a short rest.
- You count as having appropriate workshop equipment for common repairs.
Arcane Analyzer
- You can cast Identify once without a spell slot per long rest.
- You have advantage on Arcana checks involving magic items.
Precision Instruments
- Add your Intelligence modifier to initiative rolls.
- Ignore disadvantage on ranged attacks caused by long range with weapons you're proficient with.
Defense
Stabilization Injector
- Once per short rest, when reduced below half your maximum hit points, gain temporary hit points equal to your Artificer level.
Kinetic Dampeners
- Reduce all falling damage to zero.
- Once per turn, reduce damage from one weapon attack against you by your proficiency bonus.
Emergency Barrier Projector
- As a reaction when an ally within 30 feet is hit by an attack, grant them +2 AC against that attack, potentially causing it to miss.
- Uses equal to your Intelligence modifier per long rest.
Arcane Insulation
Choose one damage type after each Long Rest:
- Acid
- Cold
- Fire
- Lightning
- Thunder
Gain resistance to that damage type.
Utility
Magnetic Manipulator
- You can cast Mage Hand if you don't already know it.
- Your Mage Hand can manipulate objects weighing up to 30 pounds.
Auto-Scribe
- You may perfectly copy written text.
- Advantage on checks to decipher codes and ciphers.
Emergency Medical Kit
- Whenever you stabilize a creature, it also regains hit points equal to your Intelligence modifier.
- You may use a healer's kit as a bonus action.
Arcane Battery
- Once per long rest, recover one expended 1st-level spell slot.
- If you already have all your spell slots, instead gain temporary hit points equal to your Artificer level.
Combat
Gyroscopic Stabilizers
- Ignore disadvantage from firing ranged weapons while adjacent to hostile creatures.
- Once each turn, if you haven't moved, gain +1 to your next weapon attack roll.
Overclocked Servos
- Your speed increases by 10 feet.
- Once per turn, you may draw or stow a weapon or tool without using your object interaction.
Reactive Targeting Matrix
- Once each turn, after missing with a weapon attack, add your Intelligence modifier to the attack roll. You can turn the miss into a hit if the new total equals or exceeds the target's AC.
- Uses equal to your proficiency bonus per long rest.
Holographic Decoy
- Once per short rest, when a creature attacks you, create an illusory duplicate. The attacker has disadvantage on that attack.
Omnitool
"There is always another attachment."
Choose one artisan's tool after each Long Rest.
- You become proficient with that tool.
- It is considered to be integrated into your Masterwork.
- Whenever you make an ability check using that tool, treat a roll of 9 or lower as a 10.
Impossible Engineering
General Benefit
- You ignore one prerequisite when attuning to a magic item (DM approval where appropriate).
- Crafting common and uncommon magic items takes half the normal time and cost.
- You can maintain two different Infusions on the same non-weapon, non-armor item, provided they don't duplicate effects.
The Final Forge
General Benefit
Choose one of your known Infusions.
It no longer counts against your maximum number of active Infusions.
Additionally:
- You ignore class, race, and spellcasting prerequisites for attuning to magic items (still subject to DM discretion for unique artifacts).
- You can craft rare magic items in half the normal time and cost.
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