Artificer
Base Class: Artificer

A channeler uses material anchors to focus and control often unruly magic. Often a failed wizard or unnuanced sorcerer, channelers never usually create cohesive effects or have a put-together magic style, but create inventions when and where they see fit, to solve problems as they occur. Their lack of control benefits them only in the range of spells they can cast, and their multitude of effects.

Arcane Reflex

3rd-level Channeler feature

When you adopt this specialisation at 3rd level, you learn the spell shield. You can use this spell as a reaction a number of times equal to your proficiency bonus per short rest.

Channeler Spells

3rd-level Channeler feature

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Channeler Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. You can prepare two spells per level but can change your chosen spells from this list when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Channeler Spells

Artificer Level Spell

3rd

Prepare two from: detect magic, healing word, magic missile

5th

Prepare two from: invisibility, misty step, shatter

9th

Prepare two from: fly, counterspell, major image

13th

Prepare two from: dimension door, greater invisibility, polymorph

17th

Prepare two from: cone of cold, flame strike, telekinesis

- (Option 1) Channeler Spells 3rd Level

You can choose to prepare two spells from detect magic, healing word and magic missile as granted when you reach 3rd level in this subclass, as granted by the subclass feature Channeler Spells.

- (Option 2) Channeler Spells 5th Level

You can choose to prepare two spells from invisibility, misty step and shatter, as granted when you reach 5th level in this subclass, as granted by the subclass feature Channeler Spells.

- (Option 3) Channeler Spells 9th Level

You can choose to prepare two spells from counterspell, fly and major image, as granted when you reach 9th level in this subclass, as granted by the subclass feature Channeler Spells.

- (Option 4) Channeler Spells 13th Level

You can choose to prepare two spells from dimension door, greater invisibility and polymorph, as granted when you reach 13th level in this subclass, as granted by the subclass feature Channeler Spells.

- (Option 5) Channeler Spells 17th Level

You can choose to prepare two spells from cone of cold, flame strike and telekinesis, as granted when you reach 17th level in this subclass, as granted by the subclass feature Channeler Spells.

Uncontrollable Burst

3rd-level Channeler feature

Also at 3rd level, for a number of times equal to your intelligence modifier per long rest, you can release a burst of magical energy. As an action, you make a ranged spell attack at a target within 60ft, and on a hit, the target takes 2d8 damage of a type dictated by a d10 roll.

Uncontrollable Burst

d10 DAMAGE TYPE

1

Acid

2

Cold

3

Fire

4

Force

5

Lightning

6

Necrotic

7

Poison

8

Psychic

9

Radiant

10

Thunder

 

When you reach certain levels in this class, the damage dealt increases by: 2d8 at 6th level (4d8) and 2d8 at 15th level (6d8).

 

Trinket of Teleportation

5th-level Channeler feature

At 5 level, you’ve learned to control your magic just enough to teleport to and from a location very quickly. As an action, you can throw an arcane target – a Tiny object, such as a stone or pearl – and then can return to that point many times as a bonus action on your turn. When you first throw the target, its magical effect lasts for up to 3 hours. After the first teleportation, for the next minute, you can teleport to that point a maximum of 5 times as long as you are within a 1 mile range. Once the minute is up, the target loses its magic. You can use this ability once per long rest.

Entrapped Concentration

9th-level Alchemist feature

At 9th level you have learned to link multiple magic effects together with a magical anchor. When you begin a concentration spell, as a bonus action on the same turn, you can entrap your concentration on a worn pendant, amulet or garment. This can hold concentration for you preventing you from having to roll to keep concentration on the spell when taking damage and allowing you to hold concentration on more than one spell at once. If the pendant is broken or taken from you in an opposed grapple check, you lose concentration. You can use this ability once per short rest.

Conduit Mastery

15th-level Channeler feature

At 15th level, you have mastered the act of using material objects to harness your arcane skill:

You can now store any spell of 4th level or below into an object (not just from the Artificer Spell List), as long as you are able to cast it or have it prepared. You can only have one object containing a 4th level spell at a time, and you must work on producing the level 4 object for a combined consecutive long and short rest, during which you cannot store a different spell in an object.

You can now store multiple spells in a single object, completing the storage in the same time that it would take to store one. You can store spells of up to a combined level of 4, with different limits to the number of spells of each level.

 

SPELL LEVEL MAXIMUM NUMBER OF SPELLS ABLE TO BE STORED IN ONE OBJECT

1

2

2

2

3

1

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