Artificer
Base Class: Artificer

As the name states, you transmute all manners of things. Magic, materials, and fluids. Larger changes require more effort and could strain you. 

Metamorphic Arsenal

Create constructs with dedicated purposes or improvise simple weaponry for temporary use.

Master of Change

All spells count as meta magic; however you must choose the new element of the spell. If a new element/damage type isn't named, the standard is used.

At the expense of time, you can now change potions into others you have experienced before. Or non-magical fluids into other non-magical fluids.

The Catalyst

You no longer need a Focus to cast, but lose your Proficiency Modifier when casting in this manner.

You are now capable of fueling spells and gifting energy at the cost of your life and vice-versa.

Take 1d4 damage for every 1st level spell slot (or number of 1st Level Slots equivalent) to produce the energy necessary to complete the desired spell.

Ritual Spells double the damage taken to supplement the missing material cost.

Concentration Spells may inflict Levels of Exhaustion due to strain. For every round you maintain a spell past it's described duration, roll a saving throw that increases per round by 2. Every failed throw until you choose to discontinue the spell earns a Level of Exhaustion until Unconsciousness or Death. 

 

Sunderance And Salvation

Redefine reality within your grasp.

Make materials into energy, disperse spells by consuming and sundering their bonds. Take an object of immaterial thought and ground it in reality.

Making Material into Immaterial and vice-versa inflicts Psychic Damage to yourself. DM/GM's discretion for scaling purposes.

You may Sunder things into their material components to a specified degree, potentially causing more harm than good.

If you Sunder a creature you must specify what you are attempting to split/sever or nothing will happen.

You may bring Salvation and return something to its peak condition, mending it on a level approaching a Wish.

If someone is dying and Salvation is used, you take half of the Fatal damage and restore them to Half of their Hit Point total. Outside of combat, this method revives someone at the cost of you taking Half their total Hit Die rolled in True/Necrotic Damage, ignoring immunities and resistances.

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