Base Class: Artificer
Technology is a power which can be used for good or ill. It can heal, or it can harm. It can repair, or it can destroy. In your hands, it can do both. You are a Modernist, a firm believer that technology can solve any problem with proper application. Your abilities are meant to support and protect your allies and inhibit and hinder your enemies, making you a powerful addition to any battlefield.
Tools of the Trade
3rd-level Modernist feature
You gain proficiency with Tinkers' Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Modernist Spells
3rd-level Modernist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Modernist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Modernist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Cutting Edge
3rd-level Modernist feature
Modernists use only the most advanced technology to perform their wonders, making them miracle workers in ways other mages just can’t match. Artificer spells you cast are treated as 2 levels higher (up to 11th ) for the purpose of attempts to counterspell or dispel them, as well as your attempts to dispel or counter magic. In addition, you have advantage on concentration checks.
Wave of the Future
5th-level Modernist feature
Your technological advancements can bring the best potential out of any tool. During a long rest, you can modify weapons, shields, or pieces of armor. A modified weapon receives a +1 bonus to attack and damage rolls. Modified armor and shields gain a +1 bonus to their Armor Class. The modifications are experimental and require upkeep, so you can only maintain a number of modified items equal to your proficiency bonus. Magic items cannot be modified in this way, but modified weapons are treated as magic for the purpose of creatures resistant to damage from nonmagical weapons.
Reason and Logic
9th-level Modernist feature
Your reasoned mind is capable of shaking off outside influences and reinforcing those around you. You and allies within 10 feet of you have advantage on saving throws against effects that cause the Charmed or Frightened condition. If you or an ally within 10 feet of you at the start of your turn is Charmed or Frightened, they make an additional saving throw (but without advantage) at the start of your turn – even if the effect allows a saving throw at the end of your turn.
Advanced Locomotion
15th-level Modernist feature.
You have constructed a miraculous machine, a horseless carriage capable of incredible speeds, able to be folded up to pocket size and called at your leisure. When you activate your carriage as an action it unfolds in a space you can see within 60 feet. There must be at least 15 cubic feet available for the carriage to unfold. Your carriage can hold up to four medium creatures inside and two more on top, and has a speed of 80 feet. It does not require fuel, but needs to be wound for ten minutes after every hour of travel. Your carriage has an armor class of 18, hit points equal to five times your Artificer level, and grants three quarters cover to all creatures inside of it. It does not move unless you take your action each round to drive it, and can dash if you spend your bonus action to shift into a higher gear. You may call your carriage once, regaining your use after a long rest. If it is destroyed or damaged, you repair it during your next long rest.
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