Artificer
Base Class: Artificer

Some Artificers focus their arcane skills on better understanding their opponents and then using these lessons to devastating impact against their opponents. Those that excel at this are able to use a magical artificial intelligence to determine the best methods to defeat their enemies. They are also able to wade into melee combat, using their intelligence and gleaned information to destroy their enemies.

Knowledge Proficiency

3rd-level Battle Mind feature

While your fellow arcanists are skilled with tools, you are a seeker of knowledge both arcane and mundane. You gain proficiency in one knowledge skill and expertise in another.

Battle Mind Training

3rd-level Battle Mind feature

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

 LEVEL SPELL  NAME
3 Hunter's Mark
5 Branding Smite
9 Clairvoyance
13 Fire Shield
17 Legend Lore
Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Battle Ready

3rd-level Battle Mind feature

Your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Magical Intelligence

3rd-level Battle Mind feature

Your tinkering has borne you a magical intelligence(MI) as a companion. This intelligence is friendly to you and your companions, and aids you in anyway it can. This entity begins lacking in personality, responding in a nearly robotic fashion, but as it experiences more of the world it develops a unique personality.

It takes up residence in either your armor, shield, or a weapon you carry. It adds a +1 enhancement to whichever of these it inhabits, and causes it to become a magical item which doesn't require attunement. The choice of vessel for this entity affects how it aids you in combat and may influence its personality as well.

In combat, the MI shares your initiative count, but it takes its turn immediately before yours. The only action it can take during combat is to analyze your opponent. It is able to focus on one at a time and rolls a knowledge check based off the type of creature. It uses your skill modifiers for those knowledge checks and must beat a DC based off the challenge rating of the creature, this conversion can be found at the bottom of this description. If it succeeds at the knowledge check, it passes information on to you telepathically about the creature, enabling you to either better defend or dispatch your opponent.

If the MI is in your shield or armor, it's advice makes it easier for you to defend against the creature, and any attacks against you from said opponent have disadvantage.
If the MI is in your weapon, it points out the weak spots in your opponent's defense, granting you advantage on any attacks against it.

Your MI is only destroyed if the armor, shield, or weapon is damaged beyond repair. If the item is repaired manually or via a mending spell, your MI can be restored to working function. It takes one full day to create or recreate an MI.

  • If your Magical Intelligence succeeds on a knowledge check, you either gain advantage or the opponent has disadvantage on all attacks until the start of your next turn.
  • Your Magical Intelligence must take this action and succeed on every turn to keep it applied.
  • You will need to choose the item it's inhabiting and turn it into a +1 version of itself.

 

DC by Challenge Rating

  • 10: 0, 1/8
  • 11: 1/4, 1/2
  • 12: 1,2
  • 13: 3,4
  • 14: 5,6
  • 15: 7,8
  • 16: 9,10
  • 17: 11,12
  • 18: 13,14
  • 19: 15,16
  • 20: 17,18
  • 21: 19,20
  • 22: 21,22
  • 23: 23,24
  • 24: 25,26
  • 25: 27,28
  • 26: 29,30

Extra Attack

5th-level Battle Mind feature

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

Enhanced Magical Intelligence

9th-level Battle Mind feature

Your magical intelligence has grown more powerful. As its capabilities have increased, so has its connection with you.

  • The enhancement bonus to the item it resides in is now +2
  • It can now share its analysis with anyone you choose within a 20 foot radius of you, granting them advantage on attacks or disadvantage to opponents attacking them, based off of its type.
  • After every long rest, you can choose one knowledge skill that your proficiency bonus is doubled for.

Immersed Intelligence

15th-level Battle Mind feature

Your Magical Intelligence has become a part of your body. How this is represented is up to you, but could be arcane tattoos or a piece of embedded equipment. The enhancements and abilities it provides have also become more powerful.

  • The enhancement increases from +2 to +3 and affects all equipped armor and weapons.
  • You gain expertise in another knowledge skill permanently, this is a separate bonus from the temporary double proficiency granted after every long rest but cannot stack with that.
  • When the advantage/disadvantage feature is used, it lasts until the end of the encounter and can now be active on a number of opponents equal to your intelligence bonus.

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