Artificer
Base Class: Artificer

The Apocrypher Artificer utalizes the energy of holy scripture and forbidden wards to string new fantasies into reality. They can take a hallowed text, or demonic grimore, and indevidualy craft from them new tales of glory and tragedy, many manefesting physically.

[more flavor text to come]

Tool Proficiency

3rd-level Apocrypher feature

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

Apocrypher Spells

3rd-level Apocrypher feature

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

Apocrypher Spells

Artificer Level Spell

3rd

detect evil and good, comprehend languages

5th

[Tooltip Not Found], zone of truth

9th

magic circle, speak with dead

13th

dimension door, private sanctum

17th

reincarnate, hallow

Energy Shift

3rd-level Apocrypher feature

You've devised a method to change the magical makeup of entities and objects you choose. You learn the spell Arcanist's Magic Aura. When you cast Arcanist's Magic Aura, you have additional options of how you can change magical identity. You can cast this spell with no components a number of times per long rest equal to your intellegence modifier. You can also cast the Arcanist's Magic Aura as a ritual. This spell also has a range of 30 ft. for you, instead of touch.

When you change an aspect of an entity or object, the effect is non-illusinary and cannot be dispelled. All aspects of this change are truley and fully physical, and act as such. The Arcanist's Magic Aura spell is considered of the transmutation school instead of illusion. 

If this spell is cast on an unwilling creature, they must make a charisma saving throw equal to your spellcast DC, on a success they avoid all affects of the spell.

When casting Arcanist's Magic Aura, you have the following additional options for the spell:

 

Arcanist's Magic Aura Expanded Options:

Name Options

Elemental Transfer

You can cast this spell, with the material component of one item or creature (unarmed strike) that deals damage of any type, and imbue one other item/creature with the same damage type for the duration. For example, if you have a sword that deals fire damage, and a spear that deals piercing damage, you can make the spear deal fire damage for the duration and vise versa

Effectancy Warp

You can choose to enlarge or shrink the size of the damage dice any item or creature (unarmed strike) to one size higher or lower (cannot be lower than d4, cannot be higher than d12). This change affects the highest damaging die of this item / creature (if it has multiple types). 

Enflaw

You can change one pre-exsisting voulnerabilty of any creature to a new damage type. For example, if a yeti has voulnerability to fire damage, you could change that voulnerability to psychic for the duration.

Eldritch Drain

5th-level Apocrypher feature

     You know how to manipulate the fundamental strengths of other beings. When you hit with an attack roll with any magic item you have created, or any item you have cast Arcanist's Magic Aura on, you can force your opponent to make a charisma saving throw against your spell save DC, or have one ability score of your choice reduced by 1d4 -1 (minimum 1). If any ability score they possess is reduced to 0, the target dies. You then regain hitpoints equal to double the ammount decreased, or increase your own coresponding (same as the one drained) ability score by 1 (maximum of 20).

    These changes last until the drained creature dies, or 1 minute after the drain.

In addition to this ability, any affects you add to a magic item of your creation (through the Arcanist's Magic Aura spell) are permenant until the item becomes mundain.

Explosive Cannon

9th-level Artillerist feature

Every eldritch cannon you create is more destructive:

  • The cannon’s damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

15th-level Artillerist feature

You’re a master at forming well-defended emplacements using Eldritch Cannon:

  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can’t create a third cannon while you have two.

Previous Versions

Name Date Modified Views Adds Version Actions
1/7/2022 3:09:24 PM
15
1
1.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes