Artificer
Base Class: Artificer

Bards claim to echo the words of creation through their spells, but for some inexplicable reason, your magical artificer pursuits have tapped into that same familiar power. Except your magic goes beyond words, your spells echo an entire, ever-changing, never-ending song and your magic manifests its own instrument. Have you discovered an eternal song hidden within the Weave? Who wrote this music that the bell chimes along to? 

Despite not knowing exactly what led to this peculiar discovery, you've embraced all of it, as you now specialize as a bellfounder, or in a simpler term: a bell-maker. That said, your "specialization" is amateur at best. You have only just begun to discover what all this means but your intelligence pushes you towards finding the appropriate answers to all of your most outrageous questions. You want to understand your specialized craft so that you may master it. Once it's mastered, so many doors will open.

Metal-Casting Proficiency

At third level you gain proficiency in Smith’s Tools.

Bellfounder Spells

You learn additional spells at specific artificer levels. These spells are always known but do not count against the number of artificer spells you can learn.

In addition, whenever you gain an artificer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the bard's spell list.

Artificer Level Spell

3rd

ThunderwaveBless

5th

SuggestionHold Person

9th

Hypnotic PatternDispel Magic

13th

Phantasmal KillerBanishment

17th

Legend LoreDispel Evil and Good, Wall of Force

  • I do want to note that it is the player's job to keep track of which spells they replace with bard spells. Dndbeyond doesn't have a system that allows you to replace spells like this yet, so you will need to find a system that works for you and your DM. By the way, this feature is similar to the Abberant Mind and Clockwork Soul sorcerer spell list features so replacing spells for others isn't unheard of!

 

Arcane Bell

At third level, whenever you finish a long rest, you manifest an arcane bell that casually floats alongside you, ringing occasionally. You form the bell to your desired shape and aesthetic each time you use this feature. It can be a small or medium sized object. The bell has no weight, is incorporeal, offers no cover, has no hitpoints, and cannot be targeted. The arcane bell just exists. You are also able to decide who hears the bell as it rings. The bell lasts until you have no spell slots left or until you use this feature to create another bell at the end of a long rest, whichever happens first.

You can cast your artificer spells through the bell, as if you were in the bell’s position. When you cast an artificer spell through the bell, it acts as a spell focus and therefore satisfies all material spell components, except for material components with a specified cost. As a bonus action on your turn you can move the bell 30 feet in any direction. If you are separated from your bell and go more then 120 feet away from it, it immediately returns to your side in a spot within 10 feet of you. And unless you've used your bonus action to move the bell, it naturally stays within 10 feet of you, most likely trailing directly behind you in your wake.

An Eternal Ringing

Beginning at third level, whenever you use your Arcane Bell artificer subclass feature in order to cast a spell through the bell’s position and that spell’s attack misses, or, if the creature succeeds on its save, then you can use your reaction to regain your expended spell slot.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Thunderous Concentration

At fifth level your arcane bell begins to respond to your concentration spells and will amplify your spells.

While you are concentrating on an artificer spell, or upon casting a spell that will require concentration, your arcane bell matches your intensified power and becomes an enhanced spell focus for all your artificer spells. As an enhanced spell focus, it gives a flat bonus to damage and attack rolls, as well as a flat increase to your spell save DC. The bell's enhancement is affected by the level of the spell slot that you used to cast the concentration spell; a level one spell slot would equal a +1 bonus whereas a level five spell slot would result in a +5 bonus.

This effect does not stack with other enhanced arcane foci including, potentially, your own artificer infusions.

Harmonic Resonance

Beginning at ninth level, the ringing from your arcane bell empowers you and steels you for battle. As a consequence, when you take damage, you subtract your intelligence modifier from the total incoming damage.

Also, whenever you would be afflicted with a status condition, you can use your reaction to roll a 1d6. If the result of this roll is 4 or higher, the status condition fails to affect you. If the roll is 3 or lower the status condition affects you as normal. You can use this reaction a number of times equal to your constitution modifier per long rest.

Wrought Iron Secrets

At 15th level your understanding of the Arcane Bell grows as does your technical bellfoundry and spellcasting skills. You gain any two sixth level spells of your choice from any class spell lists; although, the spells cannot require your concentration. You can cast each of these spells once per long rest without expending a spell slot of the appropriate level.

At the end of a long rest you can roll a 1d20. A result of 10 or higher means you are able to retune the arcane bell and can choose two different sixth level spells. If you fail to retune the bell at the end of a long rest, you'll have advantage on this roll at the end of your next long rest.

Due to dndbeyond's restrictions on spells and homebrew I was not able to include any spells from non-core dnd rules. Spells like Scatter and Gravity Fissure which come from purchasable books are not included in this feature. If you have access to additional spells from specific books, specifically: spells of 6th level that do not require concentration, then those spells are intended to work with this feature and should be available for you to pick if you choose to do so. However, you will need to manually add those spells to your dndbeyond character sheet.

 

Bones of the Earth

You choose the spell: Bones of the Earth.

Chain Lightning

You choose the spell: Chain Lightning.

Circle of Death

You choose the spell: Circle of Death.

Contingency

You choose the spell: Contingency.

Create Undead

You choose the spell: Create Undead.

Disintegrate

You choose the spell: Disintegrate.

Forbiddance

You choose the spell: Forbiddance.

Freezing Sphere

You choose the spell: Freezing Sphere.

Guards and Wards

You choose the spell: Guards and Wards.

Harm

You choose the spell: Harm.

Heal

You choose the spell: Heal.

Heroes' Feast

You choose the spell: Heroes' Feast.

Instant Summons

You choose the spell: Instant Summons.

Magic Jar

You choose the spell: Magic Jar.

Mass Suggestion

You choose the spell: Mass Suggestion.

Planar Ally

You choose the spell: Planar Ally.

Programmed Illusion

You choose the spell: Programmed Illusion.

Transport via Plants

You choose the spell: Transport via Plants.

True Seeing

You choose the spell: True Seeing.

Wind Walk

You choose the spell: Wind Walk.

Word of Recall

You choose the spell: Word of Recall.

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