Base Class: Wizard
An Artificer seeks to become a master of creating magical potions, scrolls, arms, and armour. Their well of arcane power is not only allows them to wield their spells in mundane, obvious ways, and also as a conduit and tool to manipulate the magical energy and mold it in whatever way they wish, allowing them to store magic for later use as well as create common magical items or even wonderous items of legend.
Accident Prone
Things might get dangerous when tinkering in the middle of the night. You've taken to wearing more protective clothing as a result.
Artiface Savant
Gain proficiency in thieves’ tools, tinker’s tools, and one type of artisan’s tools of your choice. You also gain proficiency in marshal weapons.
Create Tools/Infuse Magic Item
At 2nd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known
Pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Tool Expertise
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius
At 10th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Magic Item Adept
When you reach 14th level, you achieve a profound understanding of how to use and make magic items:
- You can attune to up to four magic items at once.
- If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Starting at 18th level, you can attune up to six magic items at once.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/5/2023 7:51:32 PM
|
1
|
4
|
1.3
|
Coming Soon
|







Comments