Base Class: Artificer
Tech Masters are artificers who work relentlessly to truly understand the science of the world around them, finding mastering the art of creating and modifying all items around them in the process, going beyond the limits of other artificers and creating many contraptions with enhanced magical and mechanical power. Tech Masters are the craftiest adventurers there are, with their abilities expanding their work.
Tool Proficiency
You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Tech Master Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Tech Master Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Tech Master Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
two 1st level spells of your choice from any spell list |
|
5th |
two 2nd level spells of your choice from any spell list |
|
9th |
two 3rd level spells of your choice from any spell list |
|
13th |
two 4th level spells of your choice from any spell list |
|
17th |
two 5th level spells of your choice from any spell list |
Extreme Infusions
At 3rd level, your mastery and knowledge over your abilities and creations allow you to expand the limits of your contraptions. you learn 7 infusions rather than 4, and when you reach the appropriate levels to gain more infusions, you learn 1 more than the initial increase, and all infused items that require attunement no longer require attunement. Additionally, the maximum number of items infused at a time is doubled for you and your infusions can now be in multiple items at a time, and an item can also hold multiple infusions at once, however not of the same kind.
Jack of All Trades
At 5th level, your vast understanding and superior skill in creation and modification allows you to preform in all specialties, letting you do things that only certain specialists can. when taking a short or long rest, you can choose one of the 4 artificer specialists, and you gain all of their abilities up to your level until you take a short or long rest. additionally, you gain an additional bonus to all intelligence and wisdom based checks equal to half your artificer level rounded down.
Mechanical Overkill
At 9th level, your skills of creating magical and mechanical enhancements and abilities improve drastically, making your abilities and work much more potent. all bonuses, improvements, and abilities with set amounts are doubled in potency. for example if an infusions gives 6 charges it now has 12, or if it adds a +2 to an ability or score, it adds +4, or if it has a range of 30 feet, it gets a range of 60 feet. additionally, your flash of genius ability uses twice your proficiency modifier rather than your intelligence modifier.
Master of Artifice
At 15th level, your learn a new way to break your limits, with the knowledge of your items and spells combined, giving you the ability to create many powerful magic items. you can use your spell-storing feature on any item, does not have to be a weapon or spellcasting focus, and you can store spells up to 5th level inside the items. additionally you can have 2 spells stored in each items, and you can store spells in 5 items at a time.
Author Note
This subclass was created as a part of a project made for a specific campaign and setting, which is the main reason of it's extreme... lack of balance.
Previous Versions
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10/28/2022 7:58:29 PM
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26
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4
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Coming Soon
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