Prerequisite: Wizard or Artificer or ability to craft magic items. Requires Int score of 13 or higher Requires Wis score of 13 or higgher
You posses one of the greatest minds that the world has ever seen. Your ability to think of new ideas and invent is nearly unparalleled and actually building the inventions is child’s play. Your inventions don’t need to follow conventional physics nearly as much because you are master of even enchantment giving you the prowess to build teleportation devices, collars that nullify magic, and more.
- Your Intelligence and Wisdom score both increase by 1 to a maximum of 20.
- You are able to change damage type of your magic items (such as the Artillerists Turret) as an action. Their choices are Piercing, Fire, Cold, Lightning, Acid, Poison and Thunder.
- Crafting items both Magic and Mundane now require 1/2 their time and both the Material and Gold costs are reduced by 1/2.
- You can even rival master craftsmen. You gain the ability to use Artificer Infusions. You have a number of active infusions equal to your Spellcasting modifier. If you are artificer you may add these to your Max number of active infusions.
- You learn a number of new infusions equal to half your spell-casting ability modifier rounded up.
- You've picked a new path to study. You gain the ability to use 1 artificer specialization. If you are an artificer with a specialization you gain the ability to use a Second Specialization.
- You've found need of an assistant to ensure all your affairs are in order while you work. You gain the ability to use the spell unseen Servant for a number of hours equal to your Spell-casting modifier. You can use this ability a number of times equal to your Wisdom modifier per day.
- At 6th Level you gain the ability to learn new infusions very easily. You learn the spell-storing infusion and can turn any spell or magic into a new infusion by studying a suitable spell-book, magic scroll, a spell you know, or spell you've seen 3 times for a period of for 5 hours. You must have the spell slot levels to cast the spell to learn it as an infusion. if you do not have the spell slot levels to cast the spell you must spend an additional 3 hours studying and make an intelligence(Arcana) check with a DC= 10+ Level of spell+ Difference of your Spell slot level and the spell. (e.g fireball is LVL3 and the craftsmen can only cast 1st level spells. DC 15. DC= 10 + 3 +2)
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Posted Jan 14, 2021i am not seeing a second specialization added to my artificer. how is this supposed to be implemented? i assumed this refered to armorer, alchemist, etc.