Artificer
Base Class: Artificer

A Spelljack has become skilled at hijacking the magical works of others. Spelljacks use their creations to bend the magic constructs of others to suit their needs or to disrupt their use all together. Spelljacking is a new area of study for would-be artificers who cannot attend schools or seek to use their creations for less than savory purposes.

Tool Proficiency

3rd-level Spelljack feature

Choose one type of artisan’s tools. You gain proficiency with those tools.

Spelljack Spells

3rd-level Spelljack feature

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

Alchemist Spells

Artificer Level Spell

3rd

comprehend languages, unseen servant

5th

find traps, knock

9th

clairvoyance, nondetection

13th

greater invisibility, confusion

17th

modify memory, passwall

Formula Hacker

3rd-level Spelljack feature

You know how to rework the magical formula of a magic item. Once the magical effects of an item or construct have been identified, you may touch the item and adjust one aspect of those effects. You can do this a number of times equal to your Artificer level. Your uses are reset after a long rest. Work with your DM to understand the aspects that you would be able to affect and then select from the following:

Transpose

You can change the damage type of an effect to another damage type of your choosing.

Hone

You can change the area of effect to another of your choosing.

Recalibrate

You can change the target of an effect to another of your choosing. However, if the original target was a specific group such as undead or all creatures, you may not change the effect to a single target and must instead specify another group.

Distribute

You can increase the number of charges. When you do this, the effect (either the damage or the range) is weakened by an amount proportional to the new number of charges.

Amplify

You can increase the effect (either the damage or the range). When you do this, the number of charges is reduced by an amount proportional to the new effect.

Inhibit

You can remove the condition that triggers the effect.

Excite

You can trigger the effect without the necessary condition being met.

Self-Taught Enchanter

5th-level Spelljack feature

You've become adept at identifying the magical effects imbued into objects and constructs. By studying an object or construct for 10 minutes, you learn to mimic its effects as one of your Artificer Infusions and can use it when crafting a magical item. At the end of the 10 minutes, roll 1d20. If the result is a 5 or lower, the enchantment on the original item is destroyed and the item becomes mundane. This feature cannot be used on items that are enchanted with divine magic, that are cursed, or that gain their magical effect due to an entity that lives in or is trapped in the item.

When using an Infusion learned from this feature, you are able to infuse any item with the magical effect, not just the item type that originally carried the enchantment.

Trojan Horse

9th-level Spelljack feature

You have learned to hide spells within the formulas of magic items. You may select a spell from your spell list and expend the appropriate spell slot to attempt to embed the spell into a magic item. If you do, roll 1d20 plus your Intelligence modifier against a DC decided on by your DM. On success, the spell is embedded into the item's formula and will trigger whenever the item's magical effect is activated. On failure, you take 1d6 force damage and your spell activates. The force damage is increased by 1d6 for each spell level above 1. Additionally, the attempt marks the item or construct as having been tampered with.

Anti-Magic Pulse

15th-level Spelljack feature

Your experience with magical items has helped you to understand that sometimes the best solution is to shutdown everything. Once per long rest, you may release an Anti-Magic Pulse in a 30ft sphere centered around you. Magical items and constructs in this area cease to function for ten minutes. Additionally, those items and constructs deal 4d6 thunder damage to each creature within two feet of them.

Previous Versions

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9/26/2022 4:13:46 AM
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