Base Class: Artificer
An Totemist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: “It’s about time we fixed things instead of blowing them all to hell.”
Spell-Storing Totem
Magical Totem
At 3rd level, whenever you cast a spell of level 0 or higher, you create a Magic Totem instead. The Magic Totem is an magical object that has a charge that is copy of the spell that summoned it. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You can use your attack action to activate you totem's following magical properties:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever attacked by you, the totem spends a charge to cast a copy of the spell that summoned it. The Magical Totem can have its magical effect active only once per turn.
- The Magical Totem ceases to exist when its hit points are reduced to 0 or its maximum weight capacity is exceeded (the totem weights 5 pounds and stand for another 5 pounds).
The property lasts indefinitely. As an action, you can touch the totem and he ceases to exist.
You can activate multiple Magic Totems by attacking multiple times, although a single Magic Totem can only have one property at a time. The maximum number of totems you can create with this feature at same time is equal to your Intelligence modifier plus half your Artificers level, rounded down (minimum of one Magic Totem). If you try to exceed your maximum, the oldest totem immediately ends, and then the new totem appears.
Totemist Spells
3rd-level Totemist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Totemist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
shield, magic missile |
|
5th |
scorching ray, misty Step |
|
9th |
fireball, wind wall |
|
13th |
ice storm, wall of fire |
|
17th |
cone of cold, wall of force |
Totem Overcharge
3rd-level Alchemist feature
As an action, you can command the magic totems to detonate (minimum of one) if you are within 60 feet of it. Doing so destroys the magic totem and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 2d8 force damage on a failed save or half as much damage on a successful one.
Any magic totem in the blast area will also be detonated adding an additional 1d8 force damage to the initial blast.
When you reach certain levels in this class, you can detonate more Magic Totems with the same action:
two at 6th level and three at 15th level. Roll for damage from each detonation separately.
Improved Extra Attack
5th-level Totemist feature
You can attack or cast spells, twice, rather than once, whenever you take the Attack action on your turn.
Magic discharge
9th-level Totemist feature
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
- Once per turn, you can take an action to expend all of a totem's magical charges at once. Each magic charge expended in this way generates a copy of the spell stored in the totem. Each copy can have a new target, roll the dice separately for each copy of these spells.
- Spell you cast this way ignore damage resistance of the chosen type. Also, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as 2.
You can use this feat a number of times equal to your Intelligence modifier, you regain slots when you complete a short or long rest.
Chemical Mastery
15th-level Alchemist feature
You have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
- You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
- You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.







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