Artificer
Base Class: Artificer

The churches and religions of the world often entrust their sacred secrets of making religious magic reliquaries to very specialized priests who serve a very specialized order of "spiritual builders." These unique orders are devoted to serving the church with their means of artifice, and for doing so they are rewarded with powers of faith to aid in their arcane artifice, making them able to create magic items that serve more religious purposes for their church. Often these take the form of reliquaries, which are ornate items that may contain some special or sacred thing encased within them, and perhaps serve a secondary function, also. Example of this include bones of a saint enshrined into a portable magic lantern, a holy symbol shield, a powerful avenging weapon, and much more. 

Reliquarians make and utilize reliquaries such as these, and other magical tools to act in the interests of their church or faith. While rarely called upon to perform field duties for their faith, some do prefer to experiment with their tools as they "crusade" for their causes, and they are well-suited to life as an adventurer. They find themselves gifted in a melee, being able to perform magical smiting spells, and able to be prepared for many challenges to their faith sheerly due to their unique magical capabilities and the ability to channel divine power into their items.


Reliquarian Spells
3rd-level Reliquarian feature

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

Reliquarian Spells

Reliquarian Level Spell

3rd

divine favor, searing smite

5th

branding smite, magic weapon

9th

blinding smite, crusader's mantle

13th

aura of purity, staggering smite

17th

banishing smite, holy weapon

Reliquary Preparation

3rd-level Reliquarian feature

At 3rd level, you learn the techniques required to channel divine inspirations and craft reliquaries. You can use a Holy Symbol as a focus for your spellcasting, and if you spend 1 hour with the symbol and 100 gold pieces of materials consumed in the process, you may imbue your Holy Symbol with divine powers to help you cast spells, then once you've completed this process, you choose a 1st-level spell from the Cleric or Paladin spell list. When you have this Holy Symbol in your hand, you can cast this spell without expending a spell slot a number of times equal to your Proficiency Bonus before you must finish a long rest to cast it this way again. Only one such Holy Symbol may be so imbued at one time, although you may repeat the process and choose a new spell to imbue into a symbol at any time.

Additionally, you gain proficiency in Religion.

Reliquary Weapon

5th-level Reliquarian feature

At 5th level, you learn to create a unique weapon for your personal defense and divine aggression, imbued with reliquary powers. Choose a melee weapon with which you are proficient and you spend 1 hour with it and your Holy Symbol as you expend 200 gold of materials. When you have finished this process, the weapon becomes a magic weapon, you gain a +1 to attack and damage rolls with it and you may choose one of the following benefits:

- Weapon attack rolls this weapon makes against undead creatures have advantage.
- This weapon deals an additional 1d6 radiant damage.
- This weapon can store a 1st-level spell of your choice from the Cleric or Paladin spell list, and while it is in your hand, you may cast that spell from it once without expending a spell slot before you must finish a long rest to cast it this way again.

A weapon can only possess one of these benefits at a time, although you may perform the 1 hour process and expend the 200 gold of materials to change the benefit to another one of your choice. At 9th level in this class the bonus of this weapon to attack and damage rolls improves to +2, and at 15th level, it improves to +3.

Relic of the Sanctuary

9th-level and 11th-level Reliquarian feature

At 9th level, you become able to create a Sanctuary Relic, which can be used to aid in the defense of a building like a church, or carried on your person for extra protection. Making a Sanctuary Relic takes 1 hour and costs 500 gold pieces in materials. Once you have finished it, choose one of the following options:

Sanctuary Seal. You can use the Sanctuary Relic to ritually cast the Hallow spell without expending a spell slot. When you cast this spell this way, you expend the Sanctuary Relic as part of the casting of the spell, then you cannot cast this spell this way again for 1d3 long rests.
Personal Sanctuary. You can spend the process with a shield in your hand, and once you have finished the process, you add your shield's Armor Class bonus to your Dexterity saving throws. Additionally, if you have the shield in your hand, you can cast the Shield of Faith spell a number of times equal to your Proficiency Bonus before you must finish a long rest to cast it this way again. Only one shield may grant these benefits at a time, and if it is lost or destroyed, you must repeat the process on another shield to regain these benefits.

Additionally, at 11th level in this class, when you gain the Spell-Storing Item feature, you may choose to store a 1st or 2nd level spell from the Artificer or Cleric spell list that requires 1 action to cast into the chosen item.

Sacred Shaper

15th-level Reliquarian feature

At 15th level, you learn to craft the most powerful of magical reliquaries, the Sacred Artifact. These amazing magic items have incredible magical properties conferred by your divine inspirations, and you become able to create three such types of Sacred Artifact using a process that takes 6 hours, 700 gold pieces, and a special object sacred to your faith to create. When you finish this process, you can create one of the following Sacred Artifacts:

Sacred Weapon. If you spend the above process with a weapon within 5 feet of you, you can create a holy weapon, which you confer special advantages into. This weapon becomes a +3 magic weapon which deals 2d10 radiant damage to fiends and undead. As an action while you are holding this weapon, you can expend a 1st level or higher spell slot, and the weapon emanates a 10-foot radius aura of divine magic which confers advantage on saving throws against magic for a number of minutes equal to your proficiency bonus.

Sacred Armor. If you spend the above process with an armor within 5 feet of you, you can create a divine armor, which you bestow potent protections into. This armor becomes a +2 magic armor which grants the wearer resistance to necrotic damage. As an action while you are wearing this armor, you can expend a 1st level or higher spell slot, and the armor grants advantage on your death saving throws for a number of minutes equal to your proficiency bonus.

Sacred Symbol. If you spend the above process with a Holy Symbol within 5 feet of you, you can create a holy symbol that acts to challenge enemies of your faith. This becomes a +3 Holy Symbol which grants the user the ability to turn undead. As an action with this Holy Symbol in your hand, you speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw at your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If you expend a spell slot when you use this feature, you can instead destroy the affected undead of CR equal to or less than the level of the expended spell slot. You can use this feature a number of times equal to your proficiency bonus before you must finish a long rest to use it again.

Once you have crafted a Sacred Artifact, you must wait 1d3 long rests to craft another of the same type you previously crafted. If a Reliquarian uses a Sacred Artifact, they do not need to attune it to receive these advantages from it, but all other users must attune to the item to receive these advantages from it. If a Sacred Artifact is lost or destroyed, the creator undergoes a harrowing crisis of faith, and suffers a -2 penalty on attack rolls, ability checks, and saving throws for 1d4 days after that destruction. During this time, Reliquarians affected this way cannot craft another Sacred Artifact.

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