Base Class: Artificer
Many Artificers are focused purely on the creation of tools. Spirit Smiths instead focus on celebrating creation as a concept to the point that they believe each item they create has its own essence. Sadly it takes a great deal of magical power to awaken the essence of an item on its own. To work around that Spirit Smiths can allow other souls, spirits, or creatures within the items they create in order to awaken the true essence of the item.
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.
Spirit Smith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spirit Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Spirit Smith Spells | |
|---|---|
| Artificer Level | Spirit Smith Spells |
| 3rd | Catapult, Unseen Servant |
| 5th | Heat Metal, Enhance Ability |
| 9th | Spirit Guardians , Spirit Shroud |
| 13th | Locate Creature, Summon Construct |
| 17th | Animate Objects, Summon Draconic Spirit |
Infused Vessels
When you reach 3rd level, you become capable of housing a spirit, soul, or creature within your infusions. While a being is within an infusion it takes on the “Housed Spirit” stat sheet; although, any mental stats it has are still the same as the original sheet. The being acts on its own turn that will always take place at the end of your turn.
When a being possess one of your infusions you instantly form a strong magical bond with the creature. You may speak telepathically, sense each other’s emotions, and are aware when the other is lying. Additionally if willing you may exchange memories; although doing so puts both of you in an unconscious state for a period of time equal to the length of the memory.
You gain proficiency in any weapon, or armor that a being you are bonded with possess. You may also treat any item possessed by your Housed Spirit as an Arcane Focus.
The beings you house must either not have a physical form, or be capable of becoming one with an item in some manner.
If the bond you have with your Housed Spirit is severed in some manner you cannot rebuild that bond until the end of a long rest.
Empowering Essence
The bond you share with the being housing your infusions has grown to the point you are now capable of effecting the essence of other existences. Starting with the essence of the item that the spirit possesses. When you Infuse an item roll on the table that applies to the type of item it is. If an item fits multiple categories than you may choose the one you wish to roll on.
In order for the unique ability of the item to be activated the being you are bonded with must both inhabit the item, and use its bonus action to activate it.
Once an items unique ability has been decided it cannot change without altering the item itself. (Ex. Melting a blade and turning it into a helm would allow for the alteration of unique ability)
Armor
- The armor grows a set of wings made of the same material as the armor. These wings allow the Housed Spirit to freely fly and carry the inhabitant of the armor on their turn. If the inhabitant of the armor is not flying the wings offer a +3 to AC, and the wings can be used by the Housed Spirit to attack a creature within 5 feet. This attack is treated as a slam attack, but deals force damage, and can target up to 2 creatures at the same time. Duration is 1 minute.
- The armor produces an intense onslaught of air. This gives the wearer resistance to damage from ranged weapon attacks, an increased the DC to grapple the wearer by 5. Additionally if the Housed Spirit is within the armor the wearer gains a bonus of +4 to all strength checks, immunity to fall damage, their jump distance is doubled, and they may now jump more than their movement allows. Duration is 1 minute
- The armor coats itself in a strong liquid acid. The wearer, and Housed Spirit become Immune to Acid, and anything that comes into contact with the armor takes 3d4 Acid Damage. If an item touches the armor and the Acid damage surpasses double the max hp the item instantly melts away. If the spirit uses the slam action it adds 3d4 on top of its normal damage. Duration 1 minute
- The armor charged with intense energy. Arcs of electricity move across the material. If the armor, or wearer is targeted by lightning damage than the armor can absorb all the damage, and than discharge the damage into the next creature to land a melee attack towards the armor or wearer. If the wearer has already absorbed lightning damage the higher number is used as the damage doesn’t stack. Whether or not lightning is currently absorbed as a minimum anyone that lands a melee attack on the wearer or armor takes damage equal to your spell cast ability modified.Additionally the wearers and spirits speed is tripled. Duration 1 minute.
- The Armor transmutes into a magical mirror like material. If your spell save DC is higher than the attack roll of a ranged attack, or the dc of a line spell that comes into contact with the armor; than those attacks are reflected back, and deal no damage to either the wearer or Housed Spirit. Duration 1 minute
Utility
- So long as the Housed Spirit is within this item the spirit gains blindsight equal to the distance their dark vision has. Duration 24 hours.
- (Attunement required) If this item is separate from the person it is attuned to at the start or end of the attuned persons turn than either the item teleports into the wielder’s person, or the wielder teleports to the item. It is up to the Attuned to decide what happens. If the Housed spirit is within this item it can now instantly teleport off the attuned creatures person into the nearest unoccupied space as a use of the Housed Spirits bonus action.
- Any creature, excluding the spirit, currently making physical contact with the item must make a Charisma saving throw against your spell save DC. On a failure the creature is stunned as the only words leaving it’s mouth are those describing the creatures greatest desire. The creature cannot choose to say nothing unless they have no desire. On a success the creature is unaffected. Duration 1 round.
- The next creature the item touches has their gravity flipped as if they alone are effected by the reverse gravity spell. Duration 1 minute.
Weapon
- Once per long rest the weapon can produce an exact copy of itself 5 feet of the original so long as the space is empty. Additionally the being within the item also has their existence duplicated. The being has the same stats as the original, but it is incapable of separating from the item.
- For 1 minute a magical gust of wind empowers and follows this weapons strikes. The weapon gains a +2 to attack and damage rolls. Whenever the item hits a target the target must make a Strength saving throw against your spell save DC or be pushed back 5 feet.
- The next time the weapon hits a creature it shatters into pieces that pierce all over the body of the target dealing an additional 2d4 piercing damage. If the Housed Spirit stays in the item the target becomes restrained, and on the Housed Spirits turn it can use its action to make a contested strength check. If the spirit wins it moves the target up to 15 feet in any direction. After 1 minute has passed the shards leave the body, and reform into the shape of the weapon. (Note if the target is gargantuan the houses spirit staying within the weapon has no effect.)
- For 1 minute the weapon transforms into lightning; although, it still retains its original shape. if you hold onto it you become immune to lightning damage, and all damage dealt by the weapon becomes lightning damage. The weapon also gains the thrown property and can be hurled up to 500 feet. While in the lightning form the weapon and Housed Spirit are no longer effected by their distance from you. Additionally the weapon can instantly fly back to your hand as a use of the Housed Spirits bonus action.
Soul Control
At 9th level, your control over souls has grown to the point you can now both grasp a recently separated soul, and separate a soul from its body all be it temporarily. Once per long rest when one of your infusions not possessed by your Housed Spirit touches the body of a creature while you are within 30 feet, you can use your reaction to draw the soul belonging to that creature into the infusion. This does not work if the creature has been dead for more than 1 minute.
When you us this ability the target takes on the sheet of your Housed Spirit. You can keep the target in this stat for a number of rounds equal to your Spell Casting Ability modifier. After the set time has passed you must sever the bond with one of the Housed Spirits.
Lastly by expending a number of spell slots whose combined level is equal to or greater than 9 you may cast the spell True Resurrection; although, the target must be your Housed Spirit.
Mind and Soul
At 15th level, you have combined both your mastery over souls and your cast intellect. You can absorb knowledge from spirits around you, and can simultaneously use your vast knowledge of the spirit to increase your ability to influence the essence of other beings around you.
You may add your Charisma Modifier to your Intelligence Modifier, and Vice Versa.
Additionally you no longer have to spend a spell slot in order for your Housed Spirit to activate their unique Actions. If you still wish to do so however you may, and you double the effect the slot level would have.
Comments