Artificer
Base Class: Artificer

As a inventive Tinkerer you have spent many hours assembling and rearranging your gadgets into new forms, you experiment and add functions as you discover them.

You have harnessed your arcane nature and have found a way to replicate the essence of your spells into a little invention, a trinket that can be added to clothing, armor, weapons or any object or surface that something could logically be attacked to.
When activated as a reaction the little invention will emulate the effects of a spell that the Artificer has imbued into the trinket.

Tool Proficiency

3rd-level Alchemist feature

You gain proficiency with alchemist’s supplies and tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Inventive Tinker's Spells

3rd-level Inventive Tinker's feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Inventive Tinker's 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

find familiar, grease

5th

enhance ability, web

9th

glyph of warding, slow

13th

dimension door, fabricate

17th

control winds, [Tooltip Not Found]

Tinkerer’s scholarship

As an Artificer, invention is in the breath and blood of those that follow this path.
The Artificer gains two cantrips from any spell list.
At the end of a Long rest the Artificer is able to change these two cantrips for other cantrips

Little Inventions

3rd-level Inventive Tinkerer feature

 

Starting at 3rd level you are able to create little inventions, at the end of a short or Long rest you can create a number of little inventions equal to your Artificer Intelligence modifier.

You may have as many little inventions as your Artificer Intelligence modifier multiplied by your proficiency bonus at any one time, once you have created your maximum little inventions you can not create any more until existing inventions are turned into scrap.
An object can be fitted with a maximum of the Artificer’s proficiency modifier Little inventions at once. 

Any Little inventions attached to an object within 30ft can be activated by speaking the command word using your reaction.

As an Action or Bonus Action the Artificer can attach one Little invention to one object.

Each little invention has a single charge that can perform one task, once the task is performed the Little invention is consumed and breaks into harmless scrap.

The little invention Task when created is the attributes of a single cantrip the Artificer knows, this cantrip when activated will perform the cantrip without requiring all the requirements of the cantript.The Little invention when mimicking a cantrip that requires concentration will maintain the effect for the full duration.

As an action the Artificer can select a single little invention and detonate it, when it detonates all creatures within a 5ft radius must make a Dexterity save vs the Artificers spell DC on a fail they take 1d6 piercing damage, or save for half. This damage scales as you level, 2d6 (5th), 3d6 (9th), 4d6 (15th)
At 10th level the radius increases to 10ft.

 

Emergency Inventions

Starting at 5th level
When you take the Attack action you create a special little invention in a hand that is empty, this special little invention has the thrown property (range 30/120)
, as part of the attack action make a ranged spell attack, the target on a successful hit takes 2d8 force damage plus your intelligence modifier and all creatures within a 5ft radius must made a Dexterity save vs the Artificers spell DC on a fail they take 2d6 piercing damage, or save for half.

This ability can be used intelligence modifier times per long rest, unless you expend a spell slot of 1st level or higher, for every level of spell above 1st level an additional Emergency invention is created and these can be thrown using your Bonus action.

At 15th level The Emergency inventions will do 4d8 force damage and 4d6 piercing damage.

Improved invention

You have improved on your Little invention design to the point where you can take 2 little inventions and use the parts to create an Improved invention. At the end of a long rest you can reconfigure 2 little inventions from your inventory to become a single improved invention. You can reconfigure a number of improved inventions equal to your intelligence modifier per long rest. 
The improved invention can perform a single task, this task is set when the invention is created and contains a single spell from the artificer spell list as if cast at level 1.
The improved invention is activated using a command word and your reaction. If the spell requires spell components or concentration then the invention provides this. The spell will run for the full duration.
Once the Improved invention is consumed it will break into harmless scrap.
You can create proficiency bonus Inventive Charges during a long rest.
An object can be fitted with proficiency bonus inventions at once. 
If the improved invention is detonated all creatures with 5ft must make a dexterity save or take 3d8 force damage, level 15 4d8. If the save is successful they take half damage.

At 15th level the radius increases to 10ft.

Mastery of Invention

You have mastered the art of creating inventions and you can make a masterful invention. 

At the end of a long rest you can reconfigure 2 Improved inventions from your inventory to become a single masterful invention. You can reconfigure a number of masterful inventions equal to your intelligence modifier per long rest. 

The masterful invention can perform a single task, this task is set when the invention is created and contains a single spell from the artificer spell list as if cast at level 2.

The masterful invention is activated using a command word and your Action. If the spell requires spell components or concentration then the invention provides this. The spell will run for the full duration.
Once the masterful invention is consumed it will break into harmless scrap.

An object can be fitted with proficiency bonus inventions at once. 

If the masterful invention is detonated all creatures with 10ft must make a dexterity save or take 4d10 force damage. If the save is successful they take half damage.

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