Artificer
Base Class: Artificer

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Tool Proficiency

3rd-level Monster Keeper 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.

Monster Keeper Spells

3rd-level Monster keeper feature

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

Alchemist Spells

Artificer Level Spell

3rd

find familiar, speak with animals

5th

find steed, locate animals or plants

9th

conjure animals, spirit guardians

13th

black tentacles, locate creature

17th

hallow, hold monster

Monstrous Specialty

3rd-level Alchemist feature

You gain the ability to summon monsters as an action. Choose a specialty, either Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monstrosities, Oozes, Plants or Undead.

The monsters you summon have a challenge rating equal to half your level (rounded down) and last for 10 minutes before disappearing again. While summoned, the creature is entirely under your control and follows your commands, accomplishing tasks you set and acting just after you in combat. Depending its type or alignment, the summoned monster may be unfriendly towards you and your allies but will be unable to harm or attack you, as your speciality dictates your control over it. You can have only one monster summoned at a time and may dispel and re summon another as an action. You can summon monsters a number of times per short rest a number of times equal to your intelligence modifier (minimum of 1).

You can only summons monsters of the speciality you choose. At higher levels, you may choose an additional speciality.

Aberrations

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Beasts

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Celestials

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Dragons

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Elementals

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Fey

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Fiends

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Giants

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Humanoids

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Monstrosities

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Oozes

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Plants

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Undead

Your extensive research into monsters has led you to become an expert in a specific type, allowing you to summon and control them.

Expert Intuition

5th-level Monster Keeper feature

Your research has given you remarkable insight into monsters and their abilities. You can make an intelligence (arcana, investigation) check against a creature you can see, contested by its charisma (deception). If the creature’s type falls under your specialty, you have advantage on this roll. If you are successful, you recognise the creature and learn its vulnerabilities, resistances and immunities. Additionally, the creature has disadvantage on all ability checks, saves and attacks against you.

Secure and Contain

9th-level Monster Keeper feature

Your skill and studies have given you insight into trapping and containing creatures you come across. You can create a number of Monstrous Capsules equal to your intelligence modifier (minimum of 1). These capsules are permanent objects and last indefinitely. As an action you can use a capsule to trap a creature, imprisoning it and placing it under your control. The creature must make a wisdom saving throw against your spell save DC. A creature under one of your specialties or one that has already failed against your Expert Intuition makes the save with disadvantage. On a failed save, the creature is absorbed into the capsule unless you choose to free it permanently, vacating the capsule.

While imprisoned or bound the capsule, the creature is charmed by you and follows your orders similar to a summoned creature. A creature from a capsule can be summoned at any time however, you may only utilise one capsule creature at a time. A capsule creature and a summoned creature may be used simultaneously but only one of each at a time.

If you choose to permanently free a creature, it is released from the capsule and no longer charmed by you. The only way to vacate a capsule is to free a creature or for the creature to die.

The Price Of Knowledge

15th-level Monster Keeper feature

Your study of monsters has led you to uncover incredible and horrifying secrets about their natures. As an action, you can cast polymorph on yourself once per long rest. If you transform into a creature not from one of your specialities, you have a 1 in 4 chance of being unable to change back. A remove curse or recasting polymorph on yourself after the reset time ends this effect.

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