Artificer
Base Class: Artificer

Stoneforgers are an ancient tradition on Zendikar, a class of craftsmen who need not use tools to create masterpieces but pull raw materials from the very earth itself to forge weapons. Stoneforgers do not solely create that which they desire, rather they act as a conduit for the stone and shape it to the interpreted form it wishes to take.

Tool Proficiency

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

Stoneforger Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Stoneforger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Stoneforger Spells

Artificer Level Spell

3rd

Earth Tremor, Searing Smite

5th

Heat Metal, Flame Blade

9th

Erupting Earth, Meld Into Stone

13th

Stone Shape, Fabricate

17th

Transmute Rock, Wall of Stone

Stoneforge

Beginning at 3rd level, you gain the ability to shape and repair weapons from raw material without the need for tools. You can perform this ritual once per day, and to perform this ritual you must be within 5 feet of a sufficient source of stone or metal. As this process draws components out of the source material, if enough material is pulled from it the source material is destroyed.

  • If creating a weapon, you pull the necessary components from the source material and coalesce it into a melee weapon of your choosing. The weapon is nonmagical and functions as a normal weapon regardless of the material it is made of. Crafting a weapon in this manner takes 10 minutes, and weapons you create are not bound to you and can be used by others.
  • If repairing an object, a source of the same material as the object being repaired must be used. The object being repaired can be of any size so long as there is proportionally enough material available to repair it. Repairing an object takes an extra 10 minutes per every size class above medium it is. This ritual can physically repair a magic item or construct, but cannot restore magic to such an object.

Mystic Forge

Starting at 3rd level, you can use magic to enhance weapons created by your Stoneforge feature. You may choose two traits of your choice, from among the traits described below, and each time you forge a new weapon you can imbue one of these traits into it. When you reach certain levels in this class, you can choose additional traits, as shown in the Mystic Forge table, and at 9th level you may imbue one extra trait into newly forged weapons.

Artificer Level Number of Traits
3rd 2
5th 3
9th 4
15th 5

Mystic Forge Table

The following are traits that can be imbued into your weapon when forging a new one. Each trait can be learned once unless the trait has (Multi #). You can not take a trait with multi more than once each time you gain new traits.

Trait Effect

   Fiery (Multi 3)

When forging your weapon with this trait, it never cools from the forge, when unsheathed it glows red and sheds bright light in a 10 foot radius and dim light for an additional 10 feet. When you attack with this weapon, it deals an additional 1d6 fire damage for each time you took this trait.

Improved (Multi 3)

When forging your weapon with this trait, it gains a bonus +1 to attack and damage made with this weapon for each time you took this trait.

Precise

When forging a finesse or versatile weapon with this trait, this weapon is lighter than normal, making its wielder more accurate. When you make a dexterity based attack with this weapon and roll a 1 to hit, you can reroll the die and must use the new roll even if it is a 1.

Silver

When forging your weapon with this trait, you are particular in which materials you pull together. Your weapon is forged from pure silver and has the silvered attribute.

Earthen Shell

At 5th level, when you take a long rest you can encase yourself in stone. While you are in this state, creatures must make a DC 22 Intelligence (Investigation) check to locate you. While you rest, you are aware of every creature within 100 feet of you that is making contact with the ground.

Greater Mending

At 9th level, you can restore the magical properties of weapons you repair using the Stoneforge feature or the Mending cantrip.

Lithoform

At 15th level, twice per long rest as an action you can alter the ground at a fixed point of your choice for 1 minute, to one of the following effects:

  • Tremor. You create a seismic disturbance in a 60 foot radius that turns the ground in the area into difficult terrain. Each creature on the ground must make a Dexterity saving throw. On a failed save, the creature is knocked prone. Each creature that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
  • Fissure. A fissure opens in the chosen area. It is 1d8 × 10 feet deep, 10 feet wide, and 30 feet long. A creature standing on a spot where the fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
  • Lava Flow. The ground in the chosen area in a 60 foot radius instantly liquefies, becoming difficult terrain as the earth melts into scorching hot lava. Each creature that starts its turn in the lava takes 8d10 fire damage per turn spent in the lava.

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