Artificer
Base Class: Artificer

An artificer has developed a unique helmet imbued with a magical sixth sense. This specialized headgear not only amplifies the artificer's magical prowess but also disrupts enemy spellcasting and creates a powerful psychic shield. As the artificer forms a bond with the helmet, they integrate with it, continuously experimenting and enhancing its magical properties.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Mindweaver Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mindweaver Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Mindweaver Spells
Artificer Level Spell

3rd

catapult, detect magic

5th

detect thoughts, mind spike

9th

intellect fortress, pulse wave

13th

confusion, raulothim's psychic lance

17th

rary's telepathic bond, telekinesis

Arcane Helmet

Beginning at 3rd level, your tinkering prowess has led to you crafting a unique helmet capable of granting you a magical sixth sense. As an action, you can turn any helmet you are wearing into Arcane Helmet, provided you have smith's tools in hand.

You gain the following benefits while wearing this helmet:

  • Whenever you or an ally within 60 ft. of you makes a concentration check, you can use your reaction to give the target advantage on the roll.
  • You can use the arcane helmet as a spellcasting focus for your artificer spells.
  • The helmet attaches to you and can’t be removed against your will. You can retract or deploy the visor of the helmet at will.

 In addition, while concentrating on a spell, you can make the following special attack.

  • Mind Slice - As a bonus action, you make a spell attack against a creature within 90ft., on a hit that creature takes 1d8+ your intelligence modifier psychic damage. Creatures hit by this attack have disadvantage on concentration checks.

Mind of the Savant

At 5th level, You have learned to extend the length at which you can concentrate on spells. When you cast a spell that requires concentration and has a duration of 1 minute or longer, it now last double its normal duration, to a maximum duration of 24 hours.

In addition, you can prepare an extra number of spells equal to you intelligence modifier.

Intertwined Intellect

At level 9, your control over your spells reaches a new height. When a creature within 90ft. of you is forced to make a saving throw against one of your spells, you can change the type of saving throw to intelligence. You can use this ability a number of time equal to you Intelligence modifier per long rest.

Perfect Concentration

At 15th level your control of the magic weave allows you to manipulate it to your benefit. While concentrating on a spell you gain the following abilities

  • You can change the damage type of your spells to psychic.
  • When any creature you choose attempts to cast a spell of 3rd level or lower within 90ft. of you, it must succeed an arcana check equal to your spell save dc or the spell fails.

Comments

Posts Quoted:
Reply
Clear All Quotes