Artificer
Base Class: Artificer

What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalised, and of all artificers, archivists are on the cutting edge of arcane science.

Archivist Spells

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

Archivist Spells

 

Artificer Level

Spell

3rd

Comprehend Languages, Illusory Script

5th

Detect Thoughts, Mirror Image

9th

Hypnotic Pattern, Tongues

13th

Confusion, Phantasmal Killer

17th

Modify Memory, Telepathic Bond

 

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. You gain proficiency with calligrapher’s supplies and the forgery kit, assuming you don’t already have them. If you already have these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

If you craft a magic item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Artificial Mind

At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, non-magical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.
The magic item has the following properties:

Telepathic Advisor. The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item’s main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind’s knowledge.

Manifest Mind. As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object’s main material. While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind’s senses, instead of your own, until your concentration ends (as if concentrating on a spell).
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.
When you cast an artificer spell on your turn, you can cast it as if you were in the Manifested Mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.

Artificial Mind

   

Main Material

Skill Proficiencies

Suggested Appearance

Animal (parchment, leather, bone)

Animal Handling, Insight, Medicine, Perception, Survival

A beast or a humanoid visage with antlers

Mineral (glass, stone, metal)

Deception, Intimidation, Performance, Persuasion

A robotic or golem-like face

Plant (paper, wood)

Arcana, History, Investigation, Nature, Religion

A bespectacled visage or a treant

Information Overload

At 5th level, you can overload your Artificial Mind to damage others. As an action while the Artificial Mind is on your person, you can try to magically overload the thoughts of one creature you or the Manifested Mind can see that is within 5 feet of the Manifested Mind, channelling a jumble of information from the Artificial Mind. The target needs to make an Intelligence saving throw against your spell save DC. If they fail, they take 1d8 psychic damage and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The target takes half as much damage on a successful save.

 Whenever you use this action and before the target rolls their saving throw, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first, to a maximum of 6d8. The damage die size increases when you reach 9th level (d10), and 15th level (d12) in this class.

Mind Network

At 9th level, you’ve learned how to use your artifices to access minds, both to communicate and to harm.
Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions within a range of 10 x your Intelligence Score, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item.
Psychic Damage. When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1).
Scroll Aficionado. You may use a Spell Scroll regardless if it is on your spell list or not. You must still make a spellcasting check as normal if the level of the spell is above the level of what you can cast.

Pure Information

At 15th level, your Artificial Mind is able to receive and transmit more information than ever before.
Mind Overload. When you expend a spell slot to increase the damage of Information Overload, the target must succeed on their Intelligence save or be stunned until the end of your next turn.
Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions within a range of 10 x your Intelligence Score, where you physically reappear.
You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.
Scroll Expert. If the spellcasting check you make to cast a Spell Scroll fails, roll a d10. If the roll is above the level of the spell, the scroll is not consumed.

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