Artificer
Base Class: Artificer

Eager and ever preparing for all trouble their way, Arsenalists apply everything they can for the heat of battle. Through a discovery of unique properties and technological shortcuts, Aresenalists equip themselves with the ability to quickly put together technological marvels, add unique properties to items, and adapt their arcane capabilities.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Arsenalist Expanded Spells

Starting at 3rd level, you learn new spells after you reach particular levels in this class, as shown in the Aresnalist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

ARTIFICER LEVEL SPELLS

3rd

Chromatic Orb, Shield

5th

Phantasmal Force, Spiritual Weapon

9th

Slow, Spirit Shroud

13th

Fire Shield, Sickening Radiance

17th

Hold Monster, Maelstrom

 

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Prepare Arsenal

When you reach 3rd level, your insights in the art of invention have granted you the need to carry a mobile fabricator and infusion components wherever you go.

At the end of a long rest, you can create a tiny or small fabricator that takes any form, as well as an amount of infusion components equal to your intelligence modifier.

Any existing infusion components and fabricator disappear if you create more.

  • Using the fabricator and your smith's tools, you can spend a short rest to make any piece of armour, ammunition, or weapon, provided you have at least one and a half the amount of gold it is worth and any necessary materials, such as adamantine for adamantine items. You can also reforge up to 20 square feet of items if they are damaged or old.
  • As an action, you can tweak your fabricator with your smith's tools to swap out a prepared or known spell a number of times equal to your proficiency bonus per long rest.
  • As a bonus action, you can use an infusion component and your tinker's tools, to make a quick infusion. Your craftable quick infusions are infusions available to your current Artificer level. Infusions that require attunement will instantly attune to users of your choice.

When you attempt to make a quick infusion, roll a d20. On a Nat1, the quick infusion explodes at the end of your next turn, dealing 5 + your Artificer level in force damage to anyone within 5ft of it if they fail a DEX save equal to your spell save DC.

Each quick infusion can only be crafted once per long rest.

Quick infusions disappear after 1 minute or when dismissed as a bonus action.

You can also expend an Artificer spell slot to increase the duration of one quick infusion at a time by an amount of hours equal to the level of the spell slot.

  • As an action, you can use your tinker's tools and fabricator to create mods, allowing you to grant a handheld or worn item any of the following traits:

Invisible and Bound: This item cannot unwillingly be removed from the creature that wields it, and it cannot be visible or detected by any nonmagical means. You and anyone else you choose can see the item at any time.

Command activation: This item can be activated under a specific condition determined by you. This mod breaks when used.

Terrain Warper: For a minute, you alter up to 10 square feet of ground to either become difficult terrain or half cover which 10ft by 5ft as a bonus action. You can stack multiple Terrain Warper mods to increase the size of the controllable ground. This mod breaks after a minute.

Specialised Damage: This item allows users to change the damage type of one spell or weapon attack to one of the following types as a bonus action: Force, Necrotic, Radiant, and Psychic. When this damage is rolled, the user can reroll the damage die and pick the higher of two rolls. This mod breaks when used.

Light and Explosive: The item gains the thrown property and can explode as a reaction of the user dealing 3d4 + your intelligence modifier in force damage against creatures within 20ft of it who fail a DEX save equal to your spell save DC. At 10th level, the damage die increases to 6d4. 

You can have a number of mods active equal to your intelligence modifier at a time.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Arsenal Advancement

At 9th level, you've learned to expand your arsenal further by quality and quantity.

  • Each quick infusion can now be crafted twice per long rest.
  • You can increase the duration of two quick infusions at a time.
  • You can change a known infusion on a long rest.
  • You can now create the following mods:

Truesight: As a bonus action, this item grants the user truesight out to 15ft for 12 seconds. This mod breaks when used.

Blindsight: This item grants the user blindsight out to 20ft.

Spell amplifier: This item allows the user to either gain advantage on a spell attack roll or cause any creature within 30ft of the user to roll a save against a spell of the user with disadvantage. This mod breaks when used.

Spell conduit: You can cast an Artificer spell that has a range of touch or self as if you were from the position of the mod. The spell treats whoever wields the item like they casted the spell themselves. The spell needs to at least be a first level spell.

Arsenal Virtuoso

At 15th level, you master your ability to conjure better arcane inventions in the heat of battle. 

  • Your quick infusions now last an amount of hours equal to your proficiency bonus before disappearing.
  • On your first round of combat, you can attempt to create a quick infusion or a mod as a free action.
  • When you attempt to create a quick infusion or a mod, you gain a number of temporary hit points equal to half your Artificer level rounded down, which last until the start of your next turn.
  • You can change your prepared spells, cantrips, and infused items on a short rest.

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