Artificer
Base Class: Artificer

Armed with an inventive intellect, a love of magical technology, and unquenchable energy, you are an enthusiastic participant in the research work of the Izzet League. Though you’re likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities.

Tool and Language Proficiency

When you adopt this specialization at level 3, you gain proficiency with two artisan's tools of your choice as well as learn how to speak goblin and vedalken if you do not already know those languages.

Greater Apparatus

Your time in the guild has allowed you to create a superior Mizzium Apparatus that you have bonded to. When you choose this specialization at level 3 you create your own version of the Mizzium Apparatus, it doesn't take an attunement slot when you use it and it can not be removed unless you allow it to and it weighs about 8 lbs (You can change this).

You can use the Mizzium Apparatus as an arcane focus while you are wearing it. In addition, you can attempt to cast a spell that you do not have prepared, the spell must be from the artificer spell list and you must have the spell slot to cast it, additionally, if its material components have a gold cost you must provide them. When you cast a spell this way you must make an arcana check equal to 10 plus the spell's level (Cantrips don't require a check). If you fail the check then a random spell equal to the level you cast from the artificer spell list is cast targeting or centering on a random creature nearest to you, if there is no other creature then you are the target.

Izzet Charm and Keyrune

Your time with the Izzet guild has made you more adept at creating magical charms and items. At level 5 when you finish a long rest, you can create either a guide key rune (Izzet league only) or a charm (Izzet League only). Once used the charm or keyrune fades away or crumbles to dust, you can not use this feature again until you use the charm or keyrune.

At level 10 you are able to create one of each and can create them at the end of a short rest.

Greater Mortar

Your time in the guild has allowed you to create a superior Mizzium Mortar that you, as well as others, can use. It is about 2 feet long and 6 inches in diameter, weighing about 6 Ibs

At level 10 you create your own version of the Mizzium Mortar and you have the ability to bond it to your Greater Mizzium Apparatus over the course of a short rest, this makes it to where you can't be forcefully disarmed of the Mortar until you finish a short rest. While the Mortar is bonded to your Apparatus other creatures can't use it. The Mortar has a number of charges equal to your intelligence level plus half your proficiency bonus and regains all of them at the end of a long rest.

Molten Spray. A creature can expend 1 charge as an action to loose a 30 foot cone of molten mizzium. Each creature in the area must make a dexterity saving throw equal to your spell save DC or take 5d4 fire damage on a failed save or half as much on a successful one.

Mizzium Bombard. A creature can expend 3 charges as an action to launch a hail of molten projectiles in a 20 foot radius, 40 foot high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a dexterity saving throw against your spell save DC. A creature takes 5d8 fire damage on a faild save, or half as much on a successful one.

 

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Experimental Expertise

You've mastered most of what you have learned in the Izzet guild and have found a way to improve upon those teachings. At level 15 you get the following improvements to your Mizzium Apparatus and Mizzium Mortar. In addition, you gain resistance to lightning and fire damage and are immune to the stunned condition.

Mizzium Apparatus. While under the effect of an antimagic field or similar magic, your Apparatus does not lose its magic and allows you to cast 2 artificer cantrips you know that are randomly chosen.

Mizzium Mortar. You can now add your full proficiency bonus when determining the number of charges the Mortar has. In addition, if your Mortar is bonded to your Apparatus it does not lose its magic while it is under the effect of an antimagic field or similar magic.

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