Artificer
Base Class: Artificer

Some artificers build wonders of wood and steel, forging magic and ingenuity into common materials. However, those individuals who possess a heightened psychic awareness find themselves able to manifest materials out of thin air, creating psionically resonant crystals, flexible ectoplasmic substances, and other things brought into existence by sheer force of will. Aside from being able to generate literally something from nothing, this enables these unique artificers to create tools, magic items, armor and weapons that not only possess but confer unique psychic gifts to their wielders.

In Avalestra, this unique style of artifice was devised by the Embodied Elan named Churigo, who used its powers to create the two mythically powerful items known as the Annulus and the Dissinus. Years later, Makaven the Crafty would unearth the knowledge of this style and use Churigo's research to create The Machine Goddess before both he and she were vanquished by the First Heroes.

Shaper Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Shaper Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Shaper Spells

ARTIFICER LEVEL SPELL

3rd

Create or Destroy Water, Floating Disk

5th

Detect Thoughts, Shatter

9th

Clairvoyance, Sending

13th

Confusion, Conjure Minor Elementals

17th

Conjure Elemental, Telekinesis

 

New Magic Items and Infusions:

Artificers with any remote capability to handle psionic power have the ability to craft two new types of psionically-powered magic items: Dorjes and Deepcrystal Weapons and Armors. Dorjes are long, thin lengths of contiguous crystal which function similarly to wands, and Deepcrystal is a material found only in the depths of the Aetheric realms which remarkably remains quite stable and strong in the material realm.

Dorje of Telekinesis: Those who hold this shaft of red crystal in their hand find that they become able to move items with their mind. As long as this item is held in one hand, you have access to the benefits of the Telekinetic feat, with no need to meet the prerequisites for said feat. Once you have used the Dorje, it can be used as much as you'd choose throughout the day. At dawn, the Dorje becomes inert, needing a day to recharge, and isn't usable until the next dawn.

Dorje of Telepathy: Those who hold this shaft of purple crystal in their hand find that they become able to communicate with other minds. As long as this item is held in one hand, you have access to the benefits of the Telepathic feat, with no need to meet the prerequisites for said feat. Once you have used the Dorje, it can be used as much as you'd choose throughout the day. At dawn, the Dorje becomes inert, needing a day to recharge, and isn't usable until the next dawn.

Deepcrystal Items: Armors and weapons crafted out of Deepcrystal are every bit as strong as steel, and they possess a unique advantage for those with Psionic Talent, acting as an extra reservoir of psychic energies. Once every day, if your Psionic Talent die is no longer available, you may use a bonus action and a Deepcrystal item then restores your Psionic Talent die to 1d4. This feature is usable again at the next dawn. This material is considered nonmagical for the purposes of enchanting the item, and has double the cost in gold to create.

New infusions exist for the Replicate Magic Items infusions beginning at artificer level 6, Craft Dorje of Telekinesis and Craft Dorje of Telepathy.

Psionic Talent

You awaken to your psionic potential, which enhances your mind and your creation abilities. You also harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Psi-Boosted Tools. When you make an ability check with any skill that uses tools with which you are proficient, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.

Psionic Repair. Whenever you would make a roll to repair an item or construct, you may roll your Psionic Talent die and restore hit points to that object equal to the number rolled on the Psionic Talent die. You may also use this option when you cast the Mending cantrip to restore hit points to your Homonculus or your Psicrystal Companion. 

Psionic Shaping. As an action, you can roll your Psionic Talent die and spontaneously create one of the following substances: a glassy quartz-like crystal up to one foot long, one foot wide, one foot in depth, or one foot diameter, a brown hardwood-like substance called Orichal up to the same dimensions as the quartz-like crystal above, or up to a pound of sculptable, putty-like ectoplasm. If you choose, you can create a mass of these substances that is seamlessly attached and connected to any other existing mass of these substances. You manifest these substances for a number of hours equal to the number rolled on the Psionic Talent die, or if you choose, you may reduce your Psionic Talent die one size for the substance to remain for a number of days equal to that roll.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). If you have a Psionic Talent die from another source, such as a class feature, you don’t get more than one die; use only the one with the largest starting size.

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Psicrystal Companion

At 5th level, you gain the ability to create a unique homonculus known as a Psicrystal Companion. This construct acts in all ways like a homonculus (see the Homonculus Infusion) with a few additional features:  it gains additional hit points upon creation equal to your Intelligence modifier, it has proficiency in any one skill of your choice and can perform the Help action for attempts with that skill, and while your Psicrystal Companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Psicrystal Companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the Psicrystal Companion has. During this time, you are deaf and blind with regard to your own senses. These companions do have unique personalities which are fragmented from their creator's own personality, and tend to communicate in a manner similar to their creator, with one aspect of their creator's personality emphasized dramatically.

Construct Adaptation

At 9th level you become able to conjure and create "psionic constructs" which are powerful mimicries of the beings summoned by magical spells. Whenever you cast Conjure Animals, Conjure Elementals, Conjure Minor Elementals, Guardian of Faith, Mordenkainen's Faithful Hound, Summon Greater Demon, Summon Lesser Demons, or Tiny Servant you may add the construct creature type to the creatures conjured by these spells. Additionally, any such construct summoned under your control by one of these spells may now utilize a new action:  

Conduct Constructs- as an action, this construct telepathically communicates with you to understand your orders and intentions for all of the constructs you control, and can then send a series of lights, noises, and words to your constructs to direct them all at once. This replaces any need you may have to use a bonus action to issue independent commands to a construct you control.

In addition to this, you gain the ability to use your tools to restore hit points to construct creatures more rapidly. You use an action with your tools in hand to repair a construct, which then regains 2d8 + your Intelligence modifier hit points. You can use this action a number of times equal to your Intelligence modifier before you must complete a short rest to use it again.

Craft Crystal Golem

You gain the ability to create a remarkable type of golem that is extremely receptive to your psionic capabilities. This is known as a Crystal Golem, and it is capable of many amazing feats. You spend 14 days and 5000 gold worth of materials constructing your Crystal Golem (See Waterdeep: Dungeon of the Mad Mage for Crystal Golem stat block). If you choose to, you may incorporate your Psicrystal Companion into this construct, which causes it to lose its fly speed, Strength, Dexterity and Constitution scores, and its attack. The Crystal Golem loses its Intelligence, Wisdom, and Charisma scores, its Senses, and Languages and has those abilities replaced by those of your Psicrystal Companion. All other skills, features, abilities, and attacks remaining are treated as the properties of this new Crystal Golem. Additionally, if you incorporate your Psicrystal Companion in this way it has the following features:

Psionically-Empowered Slam- The Crystal Golem body can channel magic through it in a similar manner to your Psicrystal Companion's ability to deliver touch spells, and if desired, it can administer those touch spells at the moment of attacking with a slam attack. On your action, you may cast a spell with the range of touch and have the Crystal Golem use its reaction to deliver that spell as if you had cast it from the Golem's space. If you choose, it can deliver this spell at the same time it performs a slam attack. To do so, you roll the Crystal Golem slam attack roll (+10 to hit, 5ft reach), and if it hits, deal damage as normal for the slam attack (3d8 +6 bludgeoning damage), then you can cast the touch spell immediately on the hit target, and if that spell has a melee spell attack roll, you may treat that spell attack roll as a hit. If the slam attack misses, the Crystal Golem will hold the spell in its structure until the beginning of your next action, and it may be commanded to use this slam attack again on its own action as a replacement for one of its slam attacks. If this attack roll misses however, the spell is lost.

Undocking- The Psicrystal Companion can disconnect from the Crystal Golem and return to its normal form as an action. The Crystal Golem becomes inert, inactive, and unable to move or take actions. Your Psicrystal Companion can use another action at any time later to merge with this or another specially crafted Crystal Golem body made with the Craft Crystal Golem feature. Once it does so, it becomes incorprated into the Crystal Golem as above.

You may only have one active Crystal Golem from the use of this feature at one time, but you may spend the time and gold costs to create another Crystal Golem body which remains inactive until you or your Psicrystal Companion no longer have control over the active Crystal Golem and you activate the next one by spending 1 minute sprinkling it with psionically-imbued crystal powders.

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