Artificer
Base Class: Artificer

Channeling the power of your bloodline, you conduct dangerous experiments resulting in mechanical constructs whose purpose only you truly understand.

Blood of Dragons

Your power comes from the blood of dragons flowing through your veins. As you learn to harness this power, you may imbue it into your creations. As such, you gain one sorcery point at 3rd level and every level after. Additionally, you gain a meta magic feature at 3rd and 9th levels.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Unstable Gadget

You imbue a small handheld device with magical properties. Anyone can activate the device in a manner chosen during its creation, and the properties of the device are limited to spells known by the creator.

The construction of such a device requires the expenditure of sorcery points equal to the conversion cost of the spell slot, as seen on the Creating Spell Slots table, with a minimum of 1. Additionally, if the spell requires material components, they must be included in the construction costs.

(Optional) Upon activation of the gadget, the user rolls a 1d20. If the result is a 1, roll a 1d100 and consult the Wild Magic Surge table for the results. The effects of the wild magic surge are centered on the device.

Devices constructed this way lose their charge after use or long rest and cost the same amount of sorcery points to recharge as was used in their creation.

Guardian Construct

Using your accumulated knowledge, you fashion a being that will assist in your experiments and protect you should things not go as planned.

This construct can have a number of built-in gadgets that are powered by its internal sorcery point reserves that are charged by its creator. The stored sorcery points are not depleted on a long rest but can't be drawn upon by the creator.

 

At 9th level, this construct is a small creature and can have two built-in gadgets. Maxim sorcery points 4.

At 13th level, this construct is a medium creature and can have four built-in gadgets. Maxim sorcery points 8.

 At 17th level, this construct is a large creature and can have six built-in gadgets. Maxim sorcery points 16.

Deutiful Defender

While adjacent to its creator, the construct provides +1 AC to its creator and, as a reaction, may make an opportunity attack on any creature attacking its creator.

Mechanized Mount

While mounted, the creator gains a +2 AC bonus, and the construct gains +1 to attack and damage rolls.

Sorcerous Battery

The construct can store two additional sorcery points the creator can draw upon while they are adjacent.

This increases to four at 13th level and six at 17th level.

Opus Magnum

The culmination of all your research, this construct will finally allow you to complete your goals.

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