Artificer
Base Class: Artificer

Coming from the plane of Kaladesh, the Quicksmiths are inventors that work to free the people of their home plane of existence from the oppressive rule of the Consulate. With an exceptional mind & unlimited creativity, your mind works in an eccentric way that very few can match. With quick flashes of inspiration, you throw out yesterdays work for tomorrows future by always keeping your mind occupied on a new project. Whereas some people see this as scatterbrained, you see this as opportunity as your methods are not understood by many. 

Street Smarts

3rd-level Quicksmith feature

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

Quicksmith Spells

3rd-level Quicksmith feature

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

Quicksmith Spells
ARTIFICER LEVEL SPELL

3rd

thunderwave, silent image

5th

find traps, mirror image

9th

counterspell, fireball

13th

dimension door, Hallucinatory terrain

17th

mislead, telekinesis

Quick Tinkering

3rd-level Quicksmith feature

Your quick thinking and creative mind allows you to form small inventions in the midst of battle. As a bonus action, you can expend a use of this ability to form an invention provided you have tinker’s tools in your hand during the process. The amount of uses you have for this ability is equal to twice your proficient bonus, and resets after a long rest.

You may only have one invention active at a time, and if you have one active when you activate this ability again, the former one created will immediately break. The created invention must be used fully by the end of your next turn, or it will break early unless stated otherwise. If used fully, the invention will break at that time. 

Quick Tinkering Options

3rd-level Quicksmith feature

The following are options to choose for the Quick Tinkering ability. You will gain two at level 3, one at level 5, one at level 9, and one at level 15. 

Arcane Accelerator

You use your tools and magically ability to quickly create a magical gauntlet (or some type of device that you can imagine) that quickens the spell casting of your basic spells. When the gauntlet is formed you may choose one cantrip (that is given from the Artificer spell list) that you know, and may cast that as part of the bonus action that you use to create this gauntlet. You may cast the chosen cantrip twice from this gauntlet as a bonus action before it breaks. If the gauntlet is not used fully, it breaks as normal at the end of your next turn. 

At level 15, you may choose one spell that you have prepared that is from the Artificer spell list and cast it as a bonus action or choose a cantrip. *You would still use the spell slot of the spell chosen for this, and may cast the chosen spell at any level that it is available to you*

Automated Defense

You use your tools and magical ability to quickly generate a barrier that protects your target from being hit. You expend a use of this ability to grant a target within 30 ft. of you (this can be yourself) +5 bonus to AC. If the target is still hit when the defense is still up, they gain resistance to the damage they take from that attack and for the rest of that turn, then the defense breaks. If not broken early, the defense lasts the normal amount of time and breaks upon the end of your next turn after the ability is used. 

At level 15, this ability is upgraded to give the target +8 bonus to AC.

Operational Amplifier

You use your tools and magical ability to create a gadget that links on to your hands to send a surge of magic drawn from your body to amplify your spells. When you expend a use of this ability, you cause the next Artificer spell that you cast on the turn it is expended to be amplified. The spell that you cast is amplified in one of the two following ways (you choose which happens): you cause the target to have disadvantage on the saving throw of the spell that you cast that targets only them or the spell that you cast is cast as if it was 2 levels higher than the level that you cast it at. You may use this ability twice before it breaks, expending a bonus action each time before you may use the effect. If not used fully, it breaks at the end of your next turn after use. 

At level 15,  you may have the spell that you cast be cast as if it was 4 levels higher than the spell slot used and use the other ability causing one target to have disadvantage at the same time.

Rapid Repositioner

You use your tools and magical ability to trap energy in an object that you invent on the spot. As part of the bonus action of activated this ability, you may expend energy from the object to teleport up to 15 ft in any direction of your choosing. You may teleport up to 3 times (15 ft each time) in total before this object breaks. The object lasts a turn longer if not used, breaking upon the end of the second turn after activating this instead of the turn after. If you use the object to teleport as a bonus action, you may bring one willing creature with you during the teleport. You may also use this as a reaction when you are hit with an attack to teleport, and if the attack is out of range, the attack automatically misses you. 

At level 15, the range of the teleport goes up to 30 ft. 

Spell Queller

You use your tools and magical ability to generate a small device that when thrown latches onto a target and restricts the flow of magic through the target, prohibiting them from casting spells. As part of the bonus action to activate the ability, you may throw this device at a target (60 ft. range), and if it hits, it will latch onto it for the duration of this ability (lasts for 2 turns, breaking upon the end of your second turn after the ability resolves). Each time the target attempts to cast a spell, they must succeed on an intelligence saving throw equal to your spell save DC, or fail to cast the spell as the device restricts the flow of magic. 

At level 15, you manifest 2 of these devices. You may throw both as part of the bonus action to activate this ability. 

Simple Spellcasting

5th-level Quicksmith feature

From your studies and inventions, you have learned to draw from sources and learned more basic spells to help you in your pursuits. You learn one cantrip from the Wizard spell list. You learn an additional cantrip from the Wizard spell list at level 9. These cantrips count as Artificer cantrips for you.

On the Fly

9th-level Quicksmith feature

With a mind racing as fast as yours, you're able to deduce a situation quickly and find the solution. As a bonus action, you may switch any Artificer spell you have prepared that is not granted by this subclasses spell list with a different spell from the Artificer spell list that you can prepare at that time.

You have one use of this ability, and you regain its use when you finish a short or long rest.

Exploit Weakness

9th-level Quicksmith feature

Through quick thinking, you can analyze an enemies weakness so that they are less able to evade your teams attacks. 

Your Flash of Genius ability can now target your attacks or your allies attacks when they attempt to hit an enemy. When an ally (this can be yourself) rolls and misses an enemy with an attack roll, you may use your reaction and expend a use of Flash of Genius to add that bonus to the attack potentially causing the miss to hit the target. This ability uses "Flash of Genius", which is granted at level 7 to Artificer and uses its same bonus (intelligence modifier). 

Master of Mayhem

15th-level Quicksmith feature

Your inventive abilities have reached their apex as you master your ability to create inventions on the fly.

  • You may now have 2 of your quick tinkering options active at any time instead of 1. 
  • All of your quick tinkering abilities are upgraded. 
  • Through all the scraps and burns, from the failed experiments to the successful ones, your body has hardened from the process of your invention making. You gain resistance to fire.

Previous Versions

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