Artificer
Base Class: Artificer

“You see, we didn’t wish to frighten them. To change their way of life with our presence. So it was from afar that we helped, and healed, just enough to help them along.”

A Kenku scholar, from Ravens’ Ridge

Based on an ancient, Kenku practice of healing from afar, the Harbinger’s job is to be a carer on and off the battlefield.

This subclass makes use of the Artificer’s cohesion with Firearms, by allowing you to create various Vials for use as ammunition - friendly fire has truly never been so helpful! These Vials have medicinal affects that will help party members to live through dire situations as you craft on the fly and help save the day.

It’s origins come from Ravens’ Ridge, a small village in the country of Tarianmour, who did their best to heal and help animals with directly approaching them. They didn’t want to take injured fauns from their mothers, so instead they would use long-ranged solutions, in order to deliver these medicines to do what they could.

Modern day Vials serve the same purpose, and with your ability to scavenge for ingredients here, there, and everywhere, you’re sure to be a favourite of your team.

This class also changes some terminology, as it is not strictly a magical practice. ‘Spellcasting’ becomes ‘Quickcrafting’, and ‘Spells’ become ‘Solutions’. ‘Cantrips’, meanwhile, become ‘Excess’. While Solutions are actively crafted, your Excess are created with the leftovers from those processes, hence explaining the near infinite amount you can output.

Tool Proficiency

3rd-level Harbinger feature

You gain proficiency with Medical Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Harbinger Solutions

3rd-level Harbinger feature

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

Harbinger Solutions

Artificer Level Spell

3rd

healing word, cure wounds

5th

enhance ability, lesser restoration

9th

haste, revivify

13th

death ward, stoneskin

17th

greater restoration, raise dead

Vial Concoctions

3rd-level Harbinger feature

Whenever you finish a long rest, you can craft up to 5 Vials, each in an empty vial. You can use an Action in combat to craft 1 Vial. As an action, you can use this Vial as ammunition. It can be administered to any creature this way, or as a drink. Drinking the Vial takes a Bonus Action.

Creating a Vial requires you to have Medical Tools on your person, and any Vial you create with this feature lasts until it is drunk.

When you reach certain levels in this class, you can make more powerful Vials at the end of a long rest: firstly at 9th level, and secondly at 15th level, though that specific tier is more limited.

Vial Concoctions

VIALS Effect

1

Healing. The drinker regains a number of hit points equal to 1d4 + your Intelligence modifier.

2

Swiftness. The drinker’s speed increases by 10 feet for 1 hour.

3

Resilience. The drinker gains a +1 bonus to AC for 10 minutes.

4

Recovery. The drinker is cured of the ‘Poisoned’ condition.

Dedicated Healer

5th-level Harbinger feature

You gain Advantage in Nature when attempting to find components for Solutions in the wild, and in Persuasion when trying to barter prices for components in towns and cities. You may potentially use this feature in other situations, with other skills, but that can be discussed at the table with your DM when the situation arises.

You also gain Resistance to Poison damage. If you already have this Resistance, consider it Immunity.

Potent Vial Concoctions

9th-level Harbinger feature

Your Vials are now upgraded to their Potent variety, detailed in the respective table, and can be crafted the same way as their Level 3 counterparts. You are also capable of crafting Multi-Vials - these are Vials that produce the effects of two Vials in one, utilising the stats of the Level 3 variants. These Vials only last for 10 minutes as the compounds are unstable, so it’s recommend to only craft them during combat or before a battle.

Potent Vial Concoctions

VIALS EFFECT

1

Healing. The drinker regains a number of hit points equal to 4d4 + your Intelligence modifier.

2

Swiftness. The drinker’s speed increases by 15 feet for 1 hour.

3

Resilience. The drinker gains a +2 bonus to AC for 10 minutes.

4

Recovery. The drinker is cured of the ‘Poisoned’ or ‘Paralysed’ condition.

Magnum Opi

15th-level Harbinger feature

During a Long Rest, you can craft your regular Vials plus an extra ‘Magnum Opus’ Vial, as detailed in the table below. This is essentially a supercharged Vial that is the strongest possible variant of it’s respective type. Your Multi-Vials are upgraded to be your Level 9 variants.

Potent Vial Concoctions

VIALS EFFECT

1

Healing. The drinker regains all missing Health Points.

2

Swiftness. The drinker’s speed is doubled.

3

Resilience. The drinker gains an AC bonus equal to your INT modifier.

4

Recovery. The drinker is cured of the following: ‘Charmed’, ‘Frightened’, ‘Paralysed’, and ‘Poisoned’.

 

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