Base Class: Artificer
You've doubled down on crafting as your primary focus. Whether to load yourself up on magic items or to support your party. You wish to craft to your heart's content.
Tool Proficiency
You gain proficiency with two artisan’s tools of your choice.
Crafting Specialist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Crafter Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Experimental Item
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental enchantment on a non-magical item you touch. Roll on the Experimental Enchantments table for the Item's effect, which is triggered when someone uses the item. As an action, a creature can use the item.
Creating an experimental item requires you to have the appropriate tools for the item on your person, and any item you create with this feature lasts until the end of your next long rest.
When you reach certain levels in this class, you enchant more items at the end of a long rest: two at 6th level and three at 15th level. Roll for each item's effect separately. You can only have one enchantment per item
You can create additional experimental enchantments by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to modify the non-magical item you touch, and you choose the item’s effect from the Experimental Enchantments table.
Experimental Enchantments
| d6 | Effect |
|---|---|
|
1 |
Helper: The user gains advantage on their next attack or ability check. |
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2 |
Floating: The object floats a maximum of 5 feet in the air and can be pushed around freely. It can hold a maximum of half its own weight before it falls to the ground. |
|
3 |
Shielding: The user gains a +1 bonus to AC as long as it is equipped. (Can only have a maximum of 2 active at once on one creature.) |
|
4 |
Quick: Gain an additional 10 movement speed as long as it is equipped. (Can only have a maximum of 2 active at once on one creature.) |
|
5 |
Forceful: The item is indestructible and does double damage to objects, structures, and constructs. |
|
6 |
Amplifying: The user can amplify one effect of a magic item created from this ability, an infusion, or one you crafted. The amplification lasts as long as they have the item equipped. They can increase one number in the magic items description by 1. This effect can only effect an item once. |
Dilligent Crafter
At 5th level. You gain the following benefits
proficiency in 2 artisan's tools of your choice.
Any tools you make with The Right Tool for the Job feature now only take 10 minutes to create and you can have 3 artisan's tools in existence at once. And they can all be dismissed as an action.
Crafting non-magical items takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Once per long rest you can magically craft 1 non-magical item that costs 100gp or less to craft as an action. The item disappears after the end of your next long rest.
Crafting Infusions
beginning at 9th level:
You gain 2 infusions known:
Duplicate magic item: You can touch one magic item and touch one similar non-magic item of your choice. Then the non-magic item will become a replication of the magic item. The item must be common or uncommon at artificer level 9. common, uncommon, rare at artificer level 13. common, uncommon, rare, very rare at level 16.
Amplify Magic item: You can infuse one item that you have created, crafted, infused, or made with another ability. When you do so you amplify the effects of the magic item. Doubling their power in some way at the DMs discretion. Examples: +1 sword becomes a +2 sword. Bag of holding capacity doubles. And so on. This can only affect an item once and can be stacked with an existing infusion. The item must be common or uncommon at artificer level 9. common, uncommon, rare at artificer level 13. common, uncommon, rare, very rare at level 16.
In addition, the maximum number of items you can infuse at once increases by 2.
Crafting Mastery
Starting at 15th level you gain the following:
Improved Magic Item Adept: This feature can now be used on rare and very rare items.
Improved Spell-Storing Item: You can use 1st, 2nd, 3rd, and 4th level spells. And they can either be from the artificer spell list or any spell you have access too such as known spells, spell scrolls, or other party members. The spell can be a spell of any casting time. Additionally, you can create 2 magic items with this feature instead of 1. Using this feature this way instead of the original takes 10 minutes.
You can get creative with your spell storing. Allowing you to create an item that has effects that are different than the original spells. Allowing you to create either a custom trigger that isn't an action, or create a new effect based on the original spell and non-magical item. Example, A shield that casts shield when targeted with magic missile, or a magnifying glass that casts identify instantly on whatever you look at through it.
Once per long rest you can apply one infusion to one item as an action.
Previous Versions
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8/28/2020 12:23:55 AM
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8/28/2020 2:30:00 AM
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8/28/2020 2:46:16 AM
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8/28/2020 4:07:34 AM
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9/20/2020 9:47:59 PM
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12/5/2020 6:55:03 PM
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