Artificer
Base Class: Artificer

Ever feel like you are a magical girl, boy or enby. Let’s figure out the best way to make that. 

Tools of the Trade

3rd-level Magical Guardian feature

You gain proficiency with Jeweler's Tools and smith’s tools. If you already have one or both of these tool proficiencies, you gain proficiency with one other type of artisan’s tools per proficiency you already had. .

Magical Guardian Spells

3rd-level Magical Guardian feature

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

Magical Guardian Spells
Artificer Level Spell

3rd

magic missile, find familiar

5th

kinetic jaunt, wristpocket

9th

beacon of hope, mass healing word

13th

staggering smite, aura of purity

17th

far step, circle of power

Guardian Transformation

3rd-level Magical Guardian feature

Your Jewel crafting skills have imbued a gem with power connected to a jeweler's tools component. You are able to don and doff you armor which gets sealed into the Guardian Gem with a magical incantation or word of your choice.

You tinkering and jewelcraft on a gem for 1 hour, which can be done during a short rest. At the end of the hour you can imbue a gem the power to contain and then magically don and doff armor you touch to the gem during this time. You can only have one gem imbued with this power at a time. A gem can only contain one set of armor. If you attempt to imbue another gem, you must break the enchantment on the other gem first. You cannot change the armor linked to a gem. A new gem has to be imbued.

You gain the following benefits while wearing this armor:

  • You can use this gem that encases this armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can’t be removed against your will. It can also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action.
  • You can doff or don the armor as an action.
  • If hit by an attack while the armor is sealed in the gem, you can use your reaction to don the armor.

You have utilized your magical power to magically transform your weapons. Using your artificer and jewel crafting skill you have the ability to change the shape and size of your weapons. 

You tinker with a weapon over the course of 1 hour, which can be done during a short rest. At the end of the hour your weapon can become any shape, size or object of your choosing. You can have two transformed weapons, and can transform it back to it's natural shape and size with your bonus action. If you attempt to transform a third weapon, you must break the transformation of one of the other two. With a bonus action you can transform the weapon back to it's chosen shape, size or object.

If you take the action of Armor Transformation, you can choose to transform 1 weapon at the same without the use of your bonus action.

You can change the weapon's transformation look whenever you finish a short or long rest, provided you have smith’s tools in hand.

Weapon Bond

3rd-level Magical Guardian feature

 You learn a ritual that creates a magical bond between yourself and one weapon you have transformed. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have one bonded weapons, and can summon it with your bonus action. If the weapon is in it's transformed state, you can summon it in it's original state instead. If you attempt to bond with a second weapon, you must break the bond with the first.

Extra Attack

5th-level Magical Guardian feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Guardian Transformation Infusions

9th-level Magical Guardian feature

You learn two additional Infusions listed in this feature. These don’t count against the number of Infusions known. You can infuse your items created with Guardian Transformation with two infusions, the limit of infusions on other items does not change. These extra infusions don't count against the number of infused items you can have.

You learn the following Infusions:

Guardian Armor of Concentration

Prerequisite: 9th-level artificer
Item: A set of Armor 

While wearing this item, a creature gains a +1 bonus to their AC. In addition, the creature has advantage on constitution saving throws to maintain concentration on a spell when you take damage.

Additionally, whenever you make a concentration saving throw and fail it, you may reroll it and use the new roll. You may reroll once before a long rest.

Guardian Weapon of Power

Prerequisite: 9th-level artificer
Item: A weapon

While wielding this item, a creature gains +2 bonus to melee attacks. In addition, the creature gains +2 to spell attacks. This weapon can transform not just to its original form, but any weapon form you have proficiency with.

This weapon has 10 charges and regains 1d4 +1 charges each dawn.

Spells

You can use an action to expend 1 or more of the weapon's charges to cast one of the following spells from it, using your spell save DC:

  • Absorb Elements(1 charge)
  • Elemental Weapon(3 charges)
  • Firebolt (1 charge)
  • Ray of Frost (1 charge)
  • Shocking Grasp (1 charge)
  • Moonbeam (2 charges)
  • Guiding Bolt (1 charge)

Perfected Transformation

15th-level Magical Guardian feature

While tinkering with your Guardian Gem, you have perfected the creation. You no longer need to use your action to transform into your armor, it can be done as a bonus action. You may transform your weapon with the same bonus action you use to transform into your armor.

The enchantment now lasts until dispelled and you can create and perfect enchantments on more Guardian Gems. If you attempt to imbue another gem, you must break the enchantment on the other gem first unless the gem has been perfected. An enchanted Guardian Gem takes 2 weeks to make it a Perfect Guardian Gem. You can change the armor linked to a Perfect Gem by tinkering with the gem for 1 hour, which can be done during a short rest. You can have 6 Guardian Gems, if you attempt to create another, you must choose to break or dispel the enchantment one of the other gems.

While wearing your Guardian Transformation Armor or wielding your Guardian Transformation weapon which you are bonded to, you may add a d8 to all constitution saving throws to maintain concentration on a spell.

Magical Guardian Image

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