Artificer
Base Class: Artificer

A smith of devices that are empowered with psionic magics. Some Psionic smiths are telepathic, some are telekinetic, some have a strong 6th sense about their surroundings, and some simply craft psionic empowered devices. One thing they all have in common is strong mental defenses and powerful minds. Maybe you where slave to mind flayers or gith, maybe you simply study the eldritch power of the great old ones, In any case you craft powerful psionically powered magical devices. 

Tools of the Trade

3rd-level Armorer feature

You gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Psionic Smith Spells

3rd-level Psionic Smith feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Psionic Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Whenever you gain a so artificer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be on the artificer spell list. 

Armorer Spells
Artificer Level Spell

3rd

burning hands, shield

5th

calm emotions, locate object

9th

fireball, nondetection

13th

dimension door, locate creature

17th

foresight(once per long rest)

Psionic Weapon

3rd-level Armorer feature

Your metallurgical pursuits have led to you making a weapon a conduit for your psionic magic. As an action, you can create a Psionic Weapon, provided you have smith’s tools in hand.

You gain the following benefits while wielding this weapon:

  • When you attack with your Psionic Weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • You can use your Psionic Weapon as a spellcasting focus for your artificer spells.
  • The weapon psionically bonds to you and you cannot be disarmed if it against your will, additionally no creature other than you can wield the weapon. 

The weapon continues to be a psionic weapon until you die or create another psionic weapon. 

Psionic Weapon Type

3rd-level Armorer feature

You can customize your Psionic Weapon. When you do so, choose one of the following weapon types: Melee or Ranged. The Type you choose gives you special benefits while you wield it.

You can change the weapons type whenever you finish a short or long rest, provided you have smith’s tools in hand.

Melee

You design your Psionic Weapon to be in the front line of conflict. It has the following features:

Energy Weapon. Your Psionic Weapon counts as a simple melee weapon with the thrown property while you are wielding it, and it deals 2d6 Force or Radiant Damage on a hit.

Psionic Bane. Once per turn you when you hit with an attack you can enhance that attack with psionic energy. The enhanced attack deals and additional 2d6 Psychic Damage and targets suffer a -1d4 on the next attack roll or saving throw until the end of their next next turn. 

Ranged

You design your Psionic Weapon to control conflict even at distance. It has the following features:

Energy Weapon. Your Psionic Weapon counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 2d4 Force or Radiant on a hit.

Psionic Lash. Once per turn when it hit with an attack you can empower the attack with psionic energy. The attack deals and additional 2d4 Psychic damage and any creature that takes Psychic Damage from this feature can't take reactions until the end of its next turn. 

Extra Attack

5th-level Armorer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Weapon Modifications

9th-level Armorer feature

You learn how to use your artificer infusions to specially modify your Psionic Weapon. That Weapon now counts as 2 separate items for the purposes of your Infuse Item feature: The weapon itself and the grip or handle. Each can bear one of your infusions, and the infusions transfer over if you change your weapon type with the Weapon Type feature. In addition, the maximum number of items you can infuse at once increases by 1, but the extra item must be part of your Psionic Weapon.

Perfected Weapon

15th-level Armorer feature

Your Psionic Weapon gains additional benefits based on its model, as shown below.

Melee. Any creature that takes Psychic damage from your Psionic Bane now takes a -1d4 penalty to all its attack rolls and saving throws until the end of its next turn.

Ranged. Any creature that takes Psychic damage from your Psionic Lash now has its speed reduced to 0 until the end of its next turn.

Perfected Armor - Guardian

Any creature that takes Psychic damage from your Psionic Bane now takes a -1d4 penalty to all its attack rolls and saving throws until the end of its next turn.

Perfected Weapon - Ranged

Any creature that takes Psychic damage from your Psionic Weapon has its speed reduced to 0 until the end of its next turn.

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