Artificer
Base Class: Artificer

The Battlle Crafter uses smithing tools or woodcarvers tools to forge weapons over time.

Tool Proficiency

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

Forge Weapon

Starting at 3rd level, you learn to use the magic you infuse items with to forge a permanent magical weapon.

You may choose a weapon that lacks the two-handed property to craft with artisan tools you are proficient with. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This weapon has a +1 to hit and is magical. As long as you wield that weapon, you are proficient with it.

An additional weapon can be crafted with a bonus of +2 when you reach 9th level in this class and another with a bonus of +3 when you reach 15th level in this class.

Rune Smithing

Starting at 3rd level, you learn how to tap into the magic of runes. You can create single-use runes that can be used in various ways.

Each long rest, you can create a number of 1d4 runes, choosing from the table below. They are useable until the next long rest. Additionally, you can create one rune each short rest that also lasts until the next long rest. However, you can only have a maximum of four runes with you at one time.

You can invoke runes, applying their effects and subsequently destroying them.

Agile Rune

Starting Starting from 9th level, you can invoke this rune on the infused armor as an action. For the next 10 minutes, all Dexterity ability checks the wearer of the infused armor makes has advantage.

Cloud Rune

Starting Starting from 15th level, you can invoke this rune on the infused armor. For the next hour, you have a flying speed equal to your walking speed.

Cold Rune

Starting from 3rd level, you can invoke this rune on your weapon as a bonus action. This weapon's next strike deals an additional 2d6 cold damage.

Elemental Discharge Rune

Starting from 15th level, you can invoke these runes as an action. You smash two elementally charged runes together, as they create a 30 foot cube of elemental energy centered around you. Everyone inside this cube has to make a Dexterity saving throw, taking 10d6 force damage on a failed save, or half on a successful one.

Elemental Rune

Starting from 9th level, you can invoke this rune on your weapon as a bonus action. This weapon's next strike deals an additional 2d8 elemental type damage of your choice.

Fire Rune

Starting from 3rd level, you can invoke this rune on your weapon as a bonus action. This weapon's next strike deals an additional 2d6 fire damage.

Force Shield Rune

Starting from 9th level, you can invoke this rune on the infused armor as a reaction, when an enemy is about to hit you. As a force sphere with a radius of 5 feet appears around your armor, every creature in a 5 foot range of you has disadvantage on attack rolls made against you

Knockback Rune

Starting from 3rd level, you can invoke this rune on your weapon as a bonus action. This weapon's next strike knocks the enemy back 10ft

Revitalising Rune

Starting from 9th level, you can invoke this rune on the infused armor as a bonus action. As the armor the rune has been invoked on absorbs revitalising power, the wearer gains 1d6 + INT modifier hit points, and can absorb the power again for the next minute as a bonus action, gaining 1d4+ INT modifier hit points.

Slow Rune

Starting from 3rd level, you can invoke this rune on your weapon as a bonus action. This weapon's next strike let's the enemy make a constitution saving throw (DC 8 + prof. bonus + INT mod). On a failed save, they are slowed, meaning until the end of their next turn, they can only either take an action, bonus action, reaction or movement.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Advanced Runic Tinkering

Starting at 5th level, the number of runes per long rest increases to 1d6 + proficiency bonus. The maximum number of runes also increases to 6 + proficiency bonus.

Divine Runesmithing

Starting at 9th level, the number of runes per long rest increases to 1d8 + proficiency bonus. The maximum number of runes also increases to 8 + proficiency bonus.

Infuseable Armor

Starting from 9th level, each long rest you can choose one set of armor that can now invoke runes as it becomes capable to hold their power.

Bigger and Better

Starting from 9th level, you can create bigger Fire and Cold Runes, taking up two Runeslots instead of one and dealing an extra 2d6 fire or cold damage.

Runic Master

Starting at 15th level, the number of runes per long rest increases to 1d10 + proficiency bonus. The maximum number of runes also increases to 10 + proficiency bonus.

Previous Versions

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2/28/2023 11:02:44 PM
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