Artificer
Base Class: Artificer

Innovators specialise in the creation and modification of magic items. They possess the ability to augment or alter the effects of magic items, and skilled Innovators can even create their own, unique magic items.

Innovator Spells

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

Innovator Spells

Artificer Level Spell

3rd

bless, mage armor

5th

arcanist's magic aura, flaming sphere

9th

magic circle, nondetection

13th

death ward, polymorph

17th

awaken, teleportation circle

 

Magical Modification

Your knowledge of the workings of magic items grows with your knowledge of magic. At the end of a long rest, you may touch one or more magical items in your possession in order to modify them. You may make a number of modifications equal to half your proficiency bonus, rounded down. This is also the maximum amount of active modifications you can have at once: if you attempt to modify another item past this, your earliest applied active modification ends instantaneously. You do not need to be attuned to an item in order to modify it, but if one is attuned to another person, they must be willing for you to modify it. As an action, you may choose to end any modification on any of your modified magic items: if you do, the modification ends instantaneously.
You may make any of the following modifications:

  • Adaptive augmentation: modify an item that provides a bonus to any ability score. This bonus now applies to a different ability score which you choose when you modify the item.
  • Advantage/Disadvantage switch: modify an item that either provides advantage or disadvantage on a skill check. This advantage/disadvantage now applies to a different skill's checks. However, the new skill must be based off the same ability as the initial one.
  • Arcane power: modify an item that provides either a bonus to weapon attack/damage rolls or a bonus to spell attack rolls. If the item did not previously require attunement, it now requires attunement. If you chose an item that provides a bonus to weapon attack/damage rolls, the item loses its initial bonuses, and it instead becomes a spellcasting focus which provides an equivalent bonus to spell attack rolls. If you chose an item that provides a bonus to spell attack rolls, the item loses this bonus, and it instead provides an equivalent bonus to any weapon attack and damage rolls, as long as you are attuned to it. 
  • Energy shift: modify an item that deals damage of one of the following types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder. Any damage done by the item of that damage type is replaced with equivalent damage of a different type from the previous list, with this new type being chosen when you modify the item.
  • Greater vitality: modify an item that can restore hit points. When this item would restore hit points, it now instead gives the target a number of temporary hit points equivalent to the number of hit points it would have restored. As with other cases, these temporary hit points do not stack, even with additional uses of this item.
  • Resistance shift: modify an item that provides damage resistance to damage of one of the following types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder. This item now provides damage resistance to a different damage type from this list, with the same triggering conditions (if any) as the resistance from the unmodified item. You choose the new resisted type when you modify the item.
  • Spell conversion: modify an item that can cast a spell by expending its charges. You may replace one charge-consuming spell that the item can cast with another spell of the same level and from the same school. If the item did not previously have a spell save DC, it now has one equal to yours, and if it did not previously have a spell attack modifier, it now has one equal to yours. When cast, the new spell consumes the same amount of charges as the one it replaced.

You may use multiple modifications on one magic item. If you die, your modifications end instantly.

Tip: Modifying your magic items

It can be hard for you and your party to keep track of all of your modifications. As such, it is recommended that you use D&D Beyond's homebrew tools in order to create your modified items. Create a new magic item and use your base item as a template. Then, change its features to match your modifications. During this process, you could choose to change the item's name and/or description to match its new modifications.

 

Arcane Augments

You have learned how to use your modifications to empower magic items. Whenever an item bearing one of your active modifications would roll dice for damage or healing, it rolls one more die of the same type as the roll. For example, if an item would roll 5d8 fire damage, it rolls 6d8 instead. This bonus applies to rolls directly caused by the item's effects, as well as rolls caused by spells cast from the item.

Tip: Item modification

If you are already using homebrew features to modify your magic items, you can add this bonus directly to your modified item for convenience.

 

Masterwork

Your studies of magical items have enabled you to create one of your own. When you choose this feature, you may make a magic item with a type, effect, and cost according to the Masterwork Table. You must spend the items specified in the 'cost' column in order to make a magic item of the chosen type. You may only have one Masterwork in existence at a time. Additionally, once per long rest, you may apply two Magic Item Modifications to your Masterwork. You may also end up to two modifications applied to it. Modifications applied in this way do not count towards your maximum active modifications, nor do they count towards the number of modifications you can make at the end of a long rest.

You may dismantle your Masterwork as an action while holding it. If you wish to create a new Masterwork, you must spend 24 hours of effort (outside of short and long rests) to create a new one (although you can stop and start work on the Masterwork at any time). Once your new Masterwork is complete, your existing Masterwork is dismantled instantaneously. If a Masterwork is dismantled without having sustained permanent damage, any items that were spent to create it are refunded.

Masterwork Table

Type Effect Cost

Elemental Weapon

A creature wielding this weapon gains a +1 bonus to attack and damage rolls made with it. When a creature makes a successful attack with this weapon, it deals an additional Xd8 elemental damage, where X is equal to half your artificer level, rounded up. Upon creating this item, you choose the element, which can be any damage type outside of bludgeoning, piercing, or slashing damage. This item otherwise has the same statistics as the weapon used to create this item.

  • A non-magical weapon (the base for the item)
  • A vial of dragon's blood, or a gem worth at least 1,000 gp
Energised Armour This armour requires attunement. While a creature is attuned to and wearing this armour, it has resistance to one damage type, chosen when this item is created.
This armour has 5 charges. As an action, a creature attuned to and wearing this armour may expend one of the armour's charges to heal itself for Xd8 hit points, 
where X is equal to half your artificer level, rounded up. This armour regains 1d4+1 charges daily at dawn. It otherwise has the same statistics (including any skill disadvantages) as the armour used to create this item.
  • A full set of non-magical armour (the base for the item)
  • A pound of mithral/adamantine, or a gem worth at least 1,000 gp
 
Reflective Armour

This armour requires attunement. It provides a +1 bonus to AC to any creature attuned to and wearing it. In addition, this armour has 5 charges. When a creature attuned to and wearing this armour is damaged by an attack or spell from a source that it can see, it may use its reaction to expend one of the armour's charges. If it does so, the creature that dealt the damage takes an amount of damage equal to the damage that the armour's bearer took from that attack. This damage is of a type (other than bludgeoning, piercing or slashing) that you choose when this armour is created. This armour regains 1d4+1 charges daily at dawn. This item otherwise has the same statistics (including any skill disadvantages) as the armour used to create this item.

  • A full set of non-magical armour (the base for the item)
  • 10 pounds of polished silver, or a gem worth at least 1,000 gp
Ring of Augmentation This ring requires attunement. A creature attuned to and wearing this ring receives a +2 bonus to any statistic (ability scores, skill checks including initiative, AC, attack rolls, damage rolls, or spell attack rolls). This statistic is chosen by you when you create the item. Rather than using the rules of regular Magic Item Modifications, this item's bonus can be changed to any of the aforementioned bonus types, using one Masterwork modification.
  • A non-magical ring (the base for this item)
  • A potion with a rarity of Rare or higher, or a gem worth at least 1,000 gp
Spelled Wand This wand requires attunement. When you create this item, you may choose up to 3 leveled spells that are available to the artificer or one of its subclasses. This item also has 5 charges. A creature attuned to this item may spend an action to cast one of your chosen spells from this item, expending an amount of the item's charges equal to the spell's level. Spells cast from this item use your spell save DC and spell attack modifier. This item regains 1d4+1 charges daily at dawn.
  • A wand with no other effects (the base for this item)
  • A Pearl of Power or a gem worth at least 1,000 gp

 

If you die, your Masterwork crumbles to dust instantaneously. No materials are refunded if this happens.

Tip: Making your Masterwork

Like when modifying items, you can use D&D Beyond's homebrew system to create and modify your Masterwork item/s. There are several template/example items, which can be found among D&D Beyond's published homebrew magic items: 

  • Elemental Weapon: Blazing Longsword
  • Energised Armour: Energised Plate
  • Reflective Armour: Reflective Plate
  • Ring of Augmentation: Ring of Armour Augmentation
  • Spelled Wand: Firespelled Wand

These items were all created and published by this account - any similarly-named items are unrelated to this subclass.

Master Inventor

Your intricate knowledge of magical items and their workings allows you to make them even more even efficient and powerful. Your Masterwork, as well as any magic item bearing one or more of your modifications, gains the following bonus/es (depending on which are applicable):

  • If the item deals damage of a type other than bludgeoning, piercing, or slashing damage (through an attack, spell or other effects), any of those types' damage rolls gain an additional three dice of the roll's type (in addition to any bonus from Arcane Augments). For example, if an item would deal 5d8 fire damage, it would instead deal 8d8 fire damage.
  • If the item heals any health or grants any temporary hit points, any rolls the item makes to do so gain an additional two dice of the roll's type (in addition to any bonus from Arcane Augments). For example, if the item would heal 2d6 health, it would instead heal 4d6 health.
  • If the item grants advantage on any rolls, these rolls are made with double advantage instead.
  • If the item grants a numerical bonus to ability scores, weapon attack rolls, spell attack rolls, ability checks, skill checks, AC or saving throws, this bonus increases by 1.

In addition, your Masterwork gains three more charges (if it has any).

Previous Versions

Name Date Modified Views Adds Version Actions
7/21/2023 4:56:31 AM
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