Artificer
Base Class: Artificer

Cogs, Gears and Pistons, the ticking and shifting of perfectly uniform and calculated designs. A Clockwarden is a title given to those that have mastered the art of invention past just their workbench's and blueprints, someone who is able to use their ingenuity and wit on a whim to create mechanical machinations others would take years to understand. A Clockwarden take their hold within the Conservatoire Row of Chaluera, allowing the pattering of students wandering the brick streets and the echoing cacophony of hissing steam to inspire their next innovation. 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency in one type of artisan tools of your choice, this tool is considered your inventor tools.

Clockwork Inventions

Starting at 3rd level, you have begun to create the initial blueprints of your mechanical machinations. Starting from 3rd level and onward, you gain 2 invention points each level which can be spent to create one of the clockwork inventions or upgrades listed below. Creating an invention requires time spent working towards the creation, the time required to create the invention is equal to the cost in invention points x 4 Hours, spending the time working with your inventors tools. If you choose to recreate the base invention, spending the invention points to create it for again, it retains all upgrades previously put towards it without the added cost but taking the full total time.

Arm Guard (2 Invention Points) (Prerequisite 6th Level)

You craft a mechanical folding shield that can extend to protect you when needed. As an action you may imbue a spell slot into the arm allowing it to generate the shield. The shield grants an AC bonus of +2 and 15 temporary hit points.

Upgrades

1 Invention Points | You can cast a spell slot above level 1 into the shield. For every level above 1st, the shield grants an additional 10 temporary hit points.

Calibrated Legs (2 Invention Points) (Prerequisite 6th Level)

You created a clockwork machine that assists you in movement, increasing your carrying capacity by 25lbs and movement speed by 10ft.

Upgrades

1 Invention Point - Increases your carrying capacity by 25 lbs.

2 Invention Points - Increases your walking speed by 10ft

2 Invention Points - Doubles your long and high jump distance

3 Invention Points - As a bonus action you can gain 15ft of  tremorsense for 10 minutes. You can use this upgrade as many times as your Intelligence modifier and resets each long rest.

Clockwork Mount (2 Invention Points) (Prerequisite 6th Level)

You craft a large clockwork contraption that you are able to ride on. You are able to mount the contraption at a cost of half your total movement speed. While mounted, you use the stats of the Clockwork Mount on your turn as if it were you, though a creature may choose to target you or the mount. You may choose to act independently of your mount on your turn, in doing so if it was moving last turn, it continues to move. You may continue to be mounted while acting independently.

 

Upgrades

1 Invention Point - Increase hit points by 10

1 Invention Point - Increase carrying capacity by 50lbs to a maximum of 500lbs (You may choose to take this again)

1 Invention Point - You give your mount a horn that is whatever sound you choose. While mounted you gain advantage on intimidation checks.

1 Invention Point - You craft a single button that once pressed calls the mount to your location. The mount takes the fastest possible route to your location. If it is unable to or you are on a different plane of existence then the Mount, it returns to its original location when the button was pressed.

2 Invention Points - Increase armor class by +1 to a maximum of +6 (You may choose to take this again)

3 Invention Points - You craft a shielded interior that protects you from outside forces. While mounted you are considered behind 3/4 cover, aswell it now takes a bonus action to mount or dismount. If you decide to act independently, it takes your bonus action in order to attempt to target a creature outside the mount's space.

4 Invention Points - You craft a contraption that allows your mount to accelerate its speed at an alarming rate. This increases your mounts speed to 80ft and the damage of its slam attack increases to 2d10

 

Grappling Hook (2 Invention Points)

You craft clockwork contraption that allows you carry and shift your weight at will, the rope attached has a range at 40ft, and can pull and carry up to 250lbs at a time. As an action you may fire the grappling took towards a creature or object with range, making a reneged attack using your Intelligence modifier, on a hit the target is pulled 20ft towards you and must spend its action to remove the hook from itself on its turn, you may choose to pull it another 20ft towards you as bonus action on your subsequent turns. Aswell, if the hook attaches to an object or surface that is heavier than 250lbs, you may instead pull yourself towards it in the same manner.

Upgrades

1 Invention Point - The range increases by 20ft

1 Invention Point - The rope becomes a Rope of Entanglement

Inventor's Blade (2 Invention Points)

You craft a retractable folding blade that shifts its own weight with each strike. Your attack bonus while using the blade is your Intelligence modifier + proficiency. This weapon cannot be used by anyone other than its creator.

Characteristics

1d8 + Intelligence Modifier Piercing Damage | 5ft Range

Upgrades

1 Invention Point - The Blade is now able to retract and fold in on itself as a bonus action, while retracted it requires a successful Investigation check against your spell save DC inorder to discern its nature as a weapon.

2 Invention Points - The Blades damage increases to 1d10

2 Invention Points - The Blade gains the light property (Cannot already have the Two-handed property)

2 Invention Points - The Blade counts as magical for the purposes of overcoming resistance.

3 Invention Points - The Blade gains the two-handed and reach property, aswell its damage increases to 1d12 (Cannot already have the Light property)

4 Invention Points - The Blade begins to vibrate rapidly allowing it to use its own friction to heat its edge. You may choose to superheat the blade, allowing it to deal an additional 1d6 Fire damage on its next attack, you may only do so a number of times equal to your intelligence modifier per short-rest.

Inventor's Firelock (2 Invention Points)

You craft a firearm with a short range and large barrel which is flared at the muzzle that can pack a large punch. Your attack bonus while using the Firelock is your Intelligence modifier + proficiency. The Firelock’s damage changes based on the range at which you fire it. This weapon cannot be used by anyone other than its creator.

Characteristics

1d6 Piercing within Range, 2d6 Piercing within 20ft, 3d6 Piercing within 10ft | Range 30/60, Two-Handed, Reload 1 (Must spend 1 full action to reload), Misfire 2

Upgrades

1 Invention Points - Increases reload score to 2

2 Invention Points - Increases reload score to 3 (Requires upgrade to 2)

2 Invention Points - All ammo fired from the Firelock becomes magical for the purposes of overcoming resistances

2 Invention Points - Increase damage dice to d8

2 Invention Points - You can charge your shot with extra force, allowing it to pack additional punch when firing. When you attack and you hit, the target creature makes a dexterity saving throw or is pushed 10ft away and knocked prone. You can use this ability a number a times equal to your Intelligence modifier, recharging all uses on a short rest.

3 Invention Points - Increase damage dice to d10 (Requires upgrade to d8)

Inventor's Pistol (2 Invention Points)

You craft a small firearm that fires rapidly but takes a long period to reload. Your attack bonus while using the Pistol is your Intelligence modifier + proficiency. The Pistol operates as if dual wielding; meaning you may fire it additionally as a bonus action, but add no modifiers to the roll or damage. This weapon cannot be used by anyone other than its creator.

Characteristics

1d4 + Intelligence Modifier Piercing Damage | Range 40/80, Reload 4 (Must spend 1 full action to reload), Misfire 1

Upgrades

1 Invention Point - Increases reload score to 6

2 Invention Points - Increase damage dice to 1d6

2 Invention Points - All ammo fired from Pistol becomes magical for the purposes of overcoming resistances

3 Invention Points - Increase damage dice to a d8. (Requires d6 upgrade)

4 Invention Points - You may reload as an attack rather than an action.

Inventor's Rifle (2 Invention Points)

You craft a firearm made for long range, steady accuracy, and deadly precision. Your attack bonus while using the sniper rifle is your Intelligence modifier + proficiency. This weapon cannot be used by anyone other than its creator.

Characteristics

1d10 + Intelligence Modifier Piercing Damage | Range 150/300, Reload 2 (Must spend 1 full action to reload), Misfire 6

Upgrades

1 Invention Points - Decreases Misfire score to 4

2 Invention Points - Increase range to 300/450

2 Invention Points - All ammo fired from the Rifle becomes magical for the purposes of overcoming resistances

2 Invention Points - Increases damage to 2d10

3 Invention Points - Increases damage to 3d10 (Requires upgrade to 2d10)

4 Invention Points - Taking a moment to allow the rifle to do the aiming for you, allowing you to precisely target a weak spot. You may turn the shot into a automatic critical, upon doing so the Rifle immediately misfires afterwards. You may use this ability once per long rest.

Signature Design

Starting at 5th level, you have begun the process to refine your designs and create reusable and more durable prototypes of your mechanical creations. You may choose one of your clockwork inventions that now becomes your Signature Invention, from which you have mastered its process of creation and honed your craftsmanship. The cost of Invention points towards recreating your Signature Invention is removed, allowing you to spend the time to create another whenever needed. Aswell, moving forward all Invention points spent to upgrade the Signature invention are decreased by 1.

Extra Attack

Starting at 9th Level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Calculated Genius

Starting at 15th level, each click and movement has been accounted for, every design simplified to its most integral parts, your wit has grown allowing yourself to not just account for your own actions but as well the actions of others. You may create an Invention of your own design that is both able to assist and hinder through you. As a reaction, when a creature within 60ft of you makes an ability check, attack or saving throw you may choose to grant either advantage or disadvantage to the roll, in turn another chosen creature other than yourself with range is given the opposite on their next roll. You may do this a number of times equal to your intelligence modifier, resetting all uses on a long rest. Aswell you may choose another Signature Invention from the Clockwork Inventions List. All signature inventions can now be used by individuals other than yourself, in doing so they use your modifiers.

Previous Versions

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