Base Class: Wizard
Artificers are a key part of the world of Eberron. They illustrate the evolution of magic from a wild, unpredictable force to one that is becoming available to the masses. Magic items are part of everyday life in the world; with an artificer in your party, they become part of every adventuring expedition.
Infuse Potions
Starting at 2nd level, you can produce magic potions and gain proficiency with Alchemist Supplies. You spend 1 hour focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until you have completed a long rest. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions.
|
Spell Slot |
Potion created |
|---|---|
| 1st
|
Climbing, Growth or Healing |
|
2nd |
Mind Reading, Greater Healing |
|
3rd |
Invisibility, Superior Healing or Water Breathing |
|
4th |
Resistance |
The number of potions you can craft increases with your level. 4 at level six, 5 at level 10, six at level 14 and eight at level 17.
Infuse Scrolls
At 2nd level, you can also tap into your reserves of magical energy to create spell scrolls. You can use your Arcane Recovery ability to create a spell scroll or you can spend 1 hour infusing paper with the spell, expending a spell slot. You must create a spell scroll containing one spell chosen from those you know. Subtract the spell’s level from the total levels worth of slots you regain using Arcane Recovery if you choose to use Arcane Recovery. This reduction to your Arcane Recovery applies until you finish a long rest.
Infuse Weapons and Armour
Beginning at 6th level, you can enchant weapons and armor to make them magical. You spend 2 hours each day for a week focusing your magic on a mundane weapon, suit of armour, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement. You can infuse only three items at level 6 (5 at level 10, 8 at level 14). Once you have expended a spell slot to create such an item, you cannot regain that slot until you complete a long rest. The spell slot you expend determines the type of weapon, armor, or shield you can create.
This will class as a skill check. Using your INT modifier and proficiency bonus, if you roll below ten, you fail the enchantment.
|
Spell SLOT |
ENCHANTMENT |
|---|---|
|
1st |
+1 ammunition, +1 shield, +1 weapon, moon-touched, unbreakable arrows, wallopping ammunition, weapon of warning, sentinel shield, shield of expression, efficient quiver |
|
2nd |
armour of gleaming, cast-off armour, mariner's armour, smoldering armour, boots of elvenkind, boots of false tracks, boots of striding and springing, boots of the winterlands, bracers of archery, circlet of blasting, cloak of elvenkind, cloak of many fashions, cloak of protection, cloak of the manta ray, clothes of mending, dread helm, gauntlets of ogre power, glamerweave, gloves of missile snaring, gloves of swimming and climbing, gloves of thievery, goggles of night, helm of comprehend languages, |
|
3rd |
+2 ammunition, +2 shield, +2 weapon, dagger of vemon, dragon slayer, flametongue, giant slayer, sunblade, life stealing, vicious weapon, sword of wounding, arrow catching shield, shield of missile attraction. |
|
4th |
armour of resistance (choose a damage type when crafting), +1 armour, dragonguard, elven chain, glamour armour, belt of dwarvenkind, belt of hill giant strength, boots of levitation, boots of speed, bracers of flying daggers, bracers of defense, cloak of displacement, cloak of the bat, mantle of spell resistence. |
|
5th |
animated shield, +3 shield, spellguard shield, +3 ammunition, ammunition of slaying (determine type when enchanting), dancing sword, frost brand, nine lives stealer, oathbow, speed weapon (only on light weapons), weapon of sharpness, +3 weapon, |
|
6th |
+2 armour, dwarven plate, belt of fire/stone/frost giant strength, cloak of arachidna, Ioun Stone |
You can only enchant a piece of equipment with one enchantment.
When crafting an Ioun stone, roll a d20, if you roll 1-9, the enchantment has failed whilst consuming the spell slot. any other number shall craft an Ioun stone.
10 - Awareness, 11 - Protection, 12 - Reserve, 13 - Sustenance, 14 - Agility, 15 - Fortitude, 16 - Insight, 17 - Intellect, 18 - Leadership, 19 - Strength, 20 - Absorption.
You cannot craft another Ioun Stone for another 2d4+2 weeks, rolled by the GM.
The above graph is simply examples, run all enchantments by our GM first. You must provide the object to enchant which must be a mundane object before you enchant it.
Entrepreneurial Mindset
Beginning at tenth level, you can research and create your own enchantments. After a long time, you have finally made an Artificer's Journal (same enchantment as an enduring spellbook) You must provide the materials needed and it will cost you an amount of gold determined by your GM. This research can be done sporadically as long as you keep a note of your research in your Artificer's Journal.
Master Artificer
On reaching 14th level, your mastery of arcane magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item. You must provide the material components and the pricing is to be determined by your GM. The item is created through the same process as crafting as your Infuse Weapons and Armour trait.







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Posted Feb 26, 2025What a totally original idea!
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Posted Dec 29, 2018This subclass seems to be the same as https://www.dndbeyond.com/characters/subclasses/66648-artificer