Base Class: Artificer
In the age of magic when all things were studied many a wonder were created or discovered, sadly just as many became lost never to be found again in this age of amazement. One such tragically lost rarity included the learnings of contract making, though mundane as it may seem this opened the pathway for sub-discoveries of warlocks and clerics and other forms of bargains for one being to another.
The originator of this however was hidden by the gods due to its danger—the power for anyone to bind anything. A unique ingredient was needed to perform this magic, souls. But not just any type, souls that were changed with magic into a physical form of liquid known as magnetite. A green ichor that was heavy and thick but could be used in calligraphy to write contracts that bound other life forms to subjugation.
But like all lost things, they never remain so for long. Out there are rare wizards who found these teachings and studied them but they soon learned this was more science than magic in the creation of the magnetite liquid. Find or capture those with souls... and harvest them. Then some more educated individuals experimented on these godly instructions further developing ways of altering the contracts and creatures themselves through the help of this magnetite.
Thus the birth of the Monster Summoner sages began.
"Some say that Amaunator is the writer of law... Baphomet is the ruler of monsters... but mortals and all their potential are the true scribes of the universe"
- Mordenkainen, Mad Mage of Mount Baratok
Tool Proficiency
3rd-level Monster Summoner 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.
If you spend 1 hour performing surgery on a humanoid/creature with a medicine check of DC 15 you can harvest a vial of magnatite from their soul. This kills the humanoid/creature.
Monster Summoner Spells
3rd-level Monster Summoner feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Monster Summoner Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Monster Summoner Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Magnatite Imbue
3rd-level Monster Summoner feature
You gain the ability to twist your spells to suit your needs. You gain two of the following Magnatite Imbue options of your choice. You gain another one at the 9th and 15th level.
You can use only one Magnatite Imbue option on a spell when you cast it unless otherwise noted. A monster can only benefit from a Magnatite Imbue once per short rest.
When you use this feature you must have a Magnatite item in your inventory which is then consumed upon use.
Bonding Injection
When you cast a spell that targets your Monster Summon and has a duration you also gain the benefits of the spell. Additionally when you reach the 9th level if the spell has the option of choosing an option you may select different options for yourself (such as with the casting of enhance ability).
Exertion Injection
When you cast a spell that targets your Monster Summon and has a duration the duration of the spell is halved and the monster takes 1d6 worth of damage per level of the spell. The monster then gains the following benefits:
- +1 to AC.
- Attacks count as magical attacks.
- May make an additional attack as a bonus action if has taken the attack action that turn.
Additionally, when you reach the 9th level its attacks gain +2 to damage and hit.
Twisted Injection
When you cast a spell that targets your Monster Summon and has a duration for the duration of the spell the creature has a Disadvantage to all saving throws. The monster then takes the shape of you and requires an Investigation check beating your spell save to tell that it is not you. Additionally, at the 9th level, it learns one language of your choice for the spell's duration.
Prolonged Injection
When you cast a spell that targets your Monster Summon and has a duration the duration is doubled. Additionally, at the 9th level, this doubles again.
Scribed Pact
3rd-level Monster Summoner feature
By convincing another creature to sign a binding runic contract with you it now is bonded to serve. It is friendly to you and your companions, and it obeys your commands. The creature is then locked away inside the signed contract which you can call upon again at a later time.
Choose a monster that is no larger than large and that has a challenge rating of 1/2 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your artificer level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. Additionally, at the 9th level, the CR increases to 1, and at the 15th level increases to CR 2.
In combat, the monster shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
As an action you can call upon the monster and summon it forth, the creature stays summoned for 1 hour or until you die. You may have a number of signed contracts equal to your proficiency bonus. You may only have one monster summoned at a time, you may dismiss monster with a bonus action.
Writing the contract involves an arcana check DC 15 which you have proficiency in if you have calligraphy tools equipped. The contract must be written with magnatite and consumes one vial of the item in your inventory.
Forceful Author
5th-level Monster Summoner feature
You gain the ability to force another creature to sign the contract for Scribed Pact. As a action, you target one creature to bend to your will and become one of your monsters. They must succeed on a Charisma saving throw against your spell save. If they fail they are pulled inside of an empty contract you have in your possession.
The creature can repeat the saving throw every time it is summoned and every time it is dismissed. The CR of the monster must be 4 or lower. Additionally, at the 9th level, the CR increases to 6, and then at the 15th level, it increases to 8.
The size of the creature must be large or smaller and you may only have one forceful author creature at a time. After 24 hrs the contract breaks and the creature returns to its native plane of existence.
Duel Summons
9th-level Monster Summoner feature
You have mastered control of your contracts and those that lie within. You can now have 2 summoned monsters active from your Scribed Pact at once. The second monster shares you're initiative and goes after the first summoned monster.
1 bonus action can give different orders to each monster for what actions they take on their turns.
Amalgamation of Flesh
15th-level Monster Summoner feature
You learn the power to fuse the body, mind, and soul of beings vowed to your contracts together. As a free action you destroy the contracts of both monsters, they still serve you until the duration of Amalgamation of Flesh ends. Combine both entities: Choose the stat sheet of one of the monsters, it then gains the following:
- The highest movement speed of both stats blocks.
- Proficiency in saving throws and skill checks of stat block not chosen.
- Half of the hit dice of the stat sheet was not chosen as additional hit points increasing its maximum hit points.
- Heals up to full hit points regardless of the hit points of the monsters upon fusing.
- Its first attack each turn deals one additional damage dice.
- You can determine the cosmetic characteristics of the monster, such as its color, its limbs, its body structure, or any visible effect of its essence; your choice has no effect on its game statistics.
This fusion lasts for 1 hour and resets the summon duration of the monsters. When the duration ends or you die the monsters cease to exist, even a wish spell cannot revert this.
You may only use this ability once per long rest.
Previous Versions
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8/31/2022 4:57:17 AM
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Coming Soon
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