Base Class: Artificer
A technician has mastered the art of intertwining the principles of engineering and magic. Technicians design and build mechanical gadgets and other devices that not only serve mundane purposes but also act as conduits for magic. Such is their aptitude for tinkering that they can craft even without specialized parts.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with either glassblower's tools, leatherworker's tools, or smith's tools. If you already have this proficiency, you gain proficiency with one type of artisan's tools of your choice.
Glassblower's Tools
Proficiency with Glassblower's Tools
Leatherworker's tools
Proficiency with leatherworker's tools
Smith's Tools
Proficiency with Smith's Tools
Technician Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Technician Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
| 3rd | color spray, fog cloud |
| 5th | locate object, arcanist's magic aura |
| 9th | counterspell, revivify |
| 13th | death ward, fire shield |
| 17th | hold monster, teleportation circle |
Magical Gadgets
At 3rd level, you learn how to create a Magical Gadget, a device that you design and build yourself. As part of a short or long rest, you can take a minute to craft one Magical Gadget of your choice (see "Magical Gadgets" below). Each gadget lasts indefinitely unless they are destroyed. You can maintain a number of Magical Gadgets equal to your proficiency modifier. You can only have one of each Magical Gadget made at a time, and you can salvage an older Magical Gadget to make a new one as part of a short rest, provided the older gadget has not yet been used. Material for Magical Gadgets may need to be outsourced and may be difficult to find. Check with your DM to determine what additional requirements, if any, may be needed.
You can teach another creature how to use one of your Magical Gadgets. The creature must have an Intelligence of 8 or higher to learn and must have the ability to handle and control objects. The process of teaching takes 1 hour. A creature who is not a Technician can only learn how to use one Magical Gadget at a time.
Adhesive Pack
This Magical Gadget applies a field that increases attraction between two surfaces. While wearing the Adhesive Pack, the user has advantage on Strength (Athlethics) checks to grapple. Additionally, the user gains 20 feet of climb speed as if they were using spider climb. Any attempt to forcibly move the user must overcome a DC equal to your spellcasting DC.
Arcane Amplifier
This Magical Gadget empowers spells to deal their maximum damage. Once per long rest, the user can use their bonus action to activate the Arcane Amplifier before casting a spell that deals damage. You can only have 1 Arcane Amplifier created at a time.
Arcane Augmenter V1
This gadget can be attached to a weapon, natural weapon, or used unarmed. Once per short or long rest, when the user of this Magical Gadget hits with a melee or ranged attack roll that is not a spell, the user can activate the Arcane Augmenter V1 to deal an additional 1d6 force damage once per turn for 1 minute. This is replaced by Arcane Augmenter V2 at 9th level.
Arcane Augmenter V2
This gadget can be attached to a weapon, natural weapon, or used unarmed. Once per short or long rest, when the user of this Magical Gadget hits with a melee or ranged attack roll that is not a spell, the user can activate the Arcane Augmenter V2 to deal an additional 2d6 force damage once per turn for 1 minute. This is replaced by Arcane Augmenter V3 at 15th level.
Arcane Augmenter V3
This gadget can be attached to a weapon, natural weapon, or used unarmed. Once per short or long rest, when the user of this Magical Gadget hits with a melee or ranged attack roll that is not a spell, the user can activate the Arcane Augmenter V3 to deal an additional 3d6 force damage once per turn for 1 minute.
Boosters
This Magical Gadget can be attached to footwear or legs and can be activated to give the user a burst of speed for 10 minutes. As a bonus action, the user's speed increases by 10 feet, their jump distance doubles, and they have advantage on Dexterity (Acrobatics) checks. Once used, this Magical Gadget can't be used again until the next dawn.
Broad-Spectrum Detection Disruptor
This Magical Gadget disrupts common detection strategies within a 10-foot radius for 1 hour. Once pure long rest, the user can use their action to activate the Broad-Spectrum Detection Disruptor, and for the duration, each creature within range has advantage on Dexterity (Stealth) checks. Additionally, each creature within range is considered invisible to arcane sensors such as Arcane Eye and Scrying.
Dampening Field Generator
A user can use their action to activate this Magical Gadget which creates a 10-foot-radius field of magic-dampening energy for 1 minute. While activated, each creature within range has resistance to fire, cold, lightning, radiant, psychic, force, and necrotic damage. Once used, this Magical Gadget can't be used again until the next dawn. You can only have one Field Generator created at a time.
Eldritch Analyzer
This Magical Gadget analyzes arcane energies. As an action, the user can activate the Eldritch Analyzer to scan a creature or object within 30 feet. If the target is a creature, the user learns what spells, if any, are currently affecting it. If the target is an object, the user learns if it bears magic and its school of magic, if any.
Homunculus Module
This Magical Gadget enhances the Homunculus Servant. When installed, the Homunculus Servant gains the ability to speak any languages you know as well as a bonus to investigation checks equal to 2x your proficiency bonus. Additionally, its AC and the damage from its Force Strike increases by an amount equal to your intelligence modifier.
Liquid Concentrator
This Magical Gadget consists of a vial made of a sturdy, non-reactant glass compound as well as a mechanical plunger. Whenever a substance such as a potion or a poison is poured into this Magical Gadget, the effects are concentrated, doubling the effect. It takes a minute to initiate this process. The concentrated liquid remains potent until the mechanical stopper is removed as a free action. The user can use their bonus action to drink directly from the Magical Gadget, or the user can use an action to give or throw the Magical Gadget at another creature to release the effects of the concentrated liquid. Once used in this way, the Magical Gadget cannot be used again until the end of a long rest.
Shield Projector
This wrist-mounted device can project a magical barrier. When hit by an attack roll, the user can use their reaction activate the Shield Projector to gain a +2 bonus to AC until the start of their next turn, potentially causing the attack to miss.
Spell Storage
This Magical Gadget allows you to store a single spell you have prepared of 4th level or lower that has a cast time of an action or bonus action. The user can use their action to cast the stored spell without expending a spell slot. Once used, the Magical Gadget cannot be used again until the next dawn. You can have only 1 Spell Storage created at a time.
Stabilizing Field Generator
A user can use their action to activate this Magical Gadget which creates a 10-foot-radius field of magic-dampening energy for 1 minute. While activated, each creature within range has advantage on saving throws against spells and magical effects. Once used, this Magical Gadget can't be used again until the next dawn. You can only have one Field Generator created at a time.
Translocator Beacon
This Magical Gadget can be affixed to a flat surface. Once per short or long rest, the user can use their action to activate the Translocator Beacon to teleport to its location, as long as they are within 60 feet of it. Placing the beacon requires an object interaction; however, throwing the beacon requires an action.
Infuse Magic
Starting at 5th level, you can amplify some of your spells, Mechanical Gadgets and Infusions. When you use one of your infusions, Magical Gadgets, or spells to deal damage, you can add 1d8 force damage to the total amount.
Improvised Component
Starting at 9th level, your resourcefulness in crafting extends to your spells. Once per long rest, when you cast a spell that uses a material component that is consumed by the spell, you can substitute that component with any nearby material. That material is consumed in place of the usual component. Additionally, you can cast fabricate without expending a spell slot, without preparing the spell, and without material components, provided you use tinker's tools as the spellcasting focus. Once you cast this spell with this feature, you cannot do so again until you finish a long rest.
Master Engineer
At level 15, your experience with your Magical Gadgets allows you to increase their efficiency. Your Magical Gadgets that normally recharge on a long rest or at the next dawn instead recharge on a short rest. Gadgets that normally recharge on a short rest can be used three times per short rest. Additionally, you can choose two of the following skills to double your proficiency bonus: Arcana, Investigation, Perception, Sleight of Hand. The selected skills use your Intelligence modifier, even if they otherwise wouldn't.
Arcana
Expertise in Arcana
Investigation
Expertise with Intelligence (Investigation) checks
Perception
Expertise with Intelligence (Perception) checks
Sleight of Hand
Expertise in Intelligence (Sleight of Hand)
Previous Versions
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