Artificer
Base Class: Artificer

These strange artificers are the few who can be considered jack-of-all-trades handymen, who are capable of such powerful psionic magic that they can manifest ectoplasm, a special substance made temporarily real with the force of their will. They are able to make any tools they need "on the fly," and they are able to do almost any job they set their mind to with terrific psionic insights, gaining use of skills they do not readily possess the normal training to know. Combining this with their capability to temporarily make just about anything appear in their hands as they become more experienced, these artificers find ways to get almost any job done. As adventurers, they're adaptable and capable, able to get through a vast number of challenges with their multitude of skills and tools. At their apex, they can bring into being walls of energy and crystal to even manifest entire magical structures from their will alone.

 

Manifester Spells
3rd-level Manifester feature

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

Manifester Spells

Artificer Level Spell

3rd

catapult, create or destroy water

5th

borrowed knowledge, web

9th

Galder's tower, tiny servant

13th

fabricate, summon construct

17th

animate objects, creation

Psionic Power

3rd-level Manifester feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Psionic Tools. You can manifest ectoplasm into the shape of tools that temporarily solidify for your usage. As an action, roll a Psionic Energy die and you can cause any set of tools you are proficient with to appear in your hands, and these remain for a number of hours equal to the number rolled on the die or until you dismiss them. Only you can utilize these tools, and they dissipate into wisps of ectoplasm if another creature holds them. The first time you use this power before finishing a short or long rest, you do not expend the psionic energy die, but all other times, you do.

Adaptive Logic. You gain remarkable subconscious information downloads from seemingly nowhere, allowing you to use any items or weapons you may need. Choose a weapon, armor, or tool with which you lack proficiency and roll a Psionic Energy die. You are treated as if you are proficient with the chosen item for a number of hours equal to to the number rolled on the die. The first time you use this power before finishing a long rest, you do not expend the psionic energy die, but all other times, you do.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Conceptualization

5th-level Manifester feature

At 5th level you have learned the necessary mental discipline to manifest energetic weapons for attack, and to utilize telekinetics and apportations in new ways. You gain the following powers:

Arsenal. You learn the Flame Blade spell and you can cast it once without expending a spell slot before you must finish a short or long rest or expend a Psionic Energy die to cast it this way again. When you cast this spell, you may choose to change the type of damage this spell deals to cold damage or lightning damage, which is effective for the duration of the spell.

Psionic Apparator. You conduct a 30 minute process that crafts a nonmagical item: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the process, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this process, you must lay out stones or crystals equating to the size of the object. The process can create a duplicate of a nonmagical item, such as a key, if you possess the original during the process. The item lasts for a number of hours equal to your Intelligence modifier, then dissipates into wisps of ectoplasm before vanishing.

Psionic Knock. You learn the Knock spell and you can cast it once without expending a spell slot before you must finish a short or long rest or expend a Psionic Energy die to cast it this way again.

Manifestation

9th-level Manifester feature

At 9th level, you learn the fundamental psionic powers to protect yourself with ectoplasm and psionic crystal. You gain the following new powers:

Ectoplasmic Wall. You conjure a wall of smooth, partially-solidified ectoplasm. As an action, you can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the power ends. It blocks line of sight but not movement. A creature is blinded and deafened while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. This power requires concentration, as if concentrating on a spell, and lasts up to 1 minute. When a bright flash of light occurs within 10 feet of the wall, the wall is reduced by 5 feet of length. The first time you use this power before you finish a short or long rest, you do not expend a Psionic Energy die, but all other times, you do.

Psicrystal Tempest. You conjure a swirling flurry of crystals to surround your form. As an action, you can create a 15 foot radius of swirling, spinning crystals and crystalline debris, and you can designate any number of creatures you can see to be unaffected by this power. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes your choice of 3d8 magical bludgeoning or magical slashing damage. On a successful save, the creature takes half as much damage. This power requires concentration, as if concentrating on a spell, and lasts up to 10 minutes. The first time you use this power before you finish a short or long rest, you do not expend a Psionic Energy die, but all other times, you do.

Additionally, whenever you use your Arsenal power from your Conceptualization feature, you may expend a number of additional Psionic Energy dice up to your Proficiency Bonus, and if you do, you cast Flame Blade as if you cast it one spell level higher for each die expended, and you remove the concentration requirement from the duration.

Imminence

15th-level Psi-Shaper feature

At 15th level, you have obtained a mastery of the powers of psionic creation, and you can even erect structures of your psionic plasms and crystals. You gain the following new powers:

Energetic Plasm Wall. You know and can cast the Wall of Fire spell, and you can cast this spell once without expending a spell slot before you must finish a short or long rest, or expend a Psionic Energy die to cast it this way again. When you cast this spell this way, you can choose to have the damage the spell deals become cold or lightning damage for the duration of the spell. Additionally, you may expend additional Psionic Energy dice as you cast this spell, and you cast this spell as if it were a spell level higher for each die spent, to a maximum of dice equal to your Proficiency Bonus, and a limit of 5. 

Wall of Crystal. You know and can cast the Wall of Stone spell, and you can cast this spell once without expending a spell slot and without material components before you must finish a short or long rest, or expend a Psionic Energy die to cast it this way again. When you cast this spell this way, your wall is condensed crystals latticed strongly, and it has AC 16 and 40 hit points per inch of thickness.

Additionally, whenever you cast Fabricate, Creation, or any non-damaging Conjuration spell, you can roll and expend a number of Psionic Energy dice up to your Proficiency Bonus, and you increase the duration of the spell by a number of minutes equal to the total rolled. If you expend a spell slot of 2nd level or higher in addition to the spell slot required for the spell, you can increase the duration of the spell by a number of hours equal to the total rolled.

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