Artificer
Base Class: Artificer

Arcanist  have studied the works of the ancient human empires and the great artificer lords of old, to push the possibilities of what can be accomplished when magic and technology were combined to the limit and possibly even one day beyond.

Bonus Proficiencies

3rd-level Arcanist  feature

You gain proficiency with mason’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Arcanist Spells

3rd-level Arcanist  feature

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

Arcanist Spells

Sigil Regulator

3rd-level Arcanist feature

You've learned how to create a magical device that allows you to regulate the arcane energies of your spells and magical items, allowing you to replicate the effects of meta magic thx to the series of interchangeable Sigils etched into it's parts. You choose what this device looks like and if it is a tiny or small sized object. The device has a number of charges equal to your proficiency bonus, regaining all expended charges when you finish a long rest. When you cast a spell or a magical effect, you can expend charges to apply one of the following effects:

  • Optimized Spell

     When you roll damage for a spell or a magical effect , you can spend 1 Charge to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

  • Calculated Spell

     When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 charge and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell or magical effect.

  • Transmuted Spell
    When you cast a spell that deals a type of damage from the following list, you can spend 1 charge to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Arcane Manipulation

5th-level Arcanist feature

Your studies on the way magic works has given you insight on how to manipulate it's raw energies to a degree and better prepare yourself to defend against the magic of your enemies, allowing you to manipulate the arcane energy found within items. You can, as a reaction, expend one charge from your sigil regulator to gain advantage on saves against spell and spell like effects until the end of your next turn. You can, as a bonus action, also empower a magical item in one of the following ways:

  • Impart Energy: You replenish the charges of a magic item that uses charges by up to half your artificer level rounded down.
  • Augment Energy: You infuse a weapon with a reservoir of arcane energy that lasts until the end of your next long rest or until it is expended. The wielder of the weapon can use a free action after making an attack roll to expend this energy to gain a +2 bonus to that attack roll.

Arcane Backlash

9th-level Arcanist feature

Like the ancient Imaskari artificer lords you have learned to rig you items with ways of countering the otherwise unique powers of divine magical energies. As a reaction, when you take damage from a Cleric, Druid, Ranger, or Paladin spell, spell like effect, or magical effect, you can inflict damage to the source equal to the amount of damage you took.

Ancient Advancements

15th-level Arcanist feature

You have begun to recreate and progress toward mastering some of the most ancient secret advancement of the school of artifice. Once per long rest you can expend all the charges in your sigil regulator to cast one of the following spells, no components requires, via a prototype magical device you have created which contains the needed resources or alternative yet similar enough ones that you have discovered, the chosen spell uses your spellcasting ability as if you casted the spell:

Additionally if you have no charges left in your sigil regulator, you can as a bonus action expend a spell slot to add a number of charges equal to the level of the spell slot expended as you infuse it with you quickly jumpstart it by channeling the raw magic through the weave and into the regulator using your body as a means of focusing it into the regulator. You can only regain charges in this way once per short or long rest.

Arcanist Image

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