Artificer
Base Class: Artificer

Rag

Tool Proficiency

3rd-level Alchemist feature

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

Stone Creation

3rd-level Infusionist feature

Whenever you finish a long rest, you can magically produce 1d4 Elemental infusion stones. These Stones can be from any of the Stones you have unlocked from character level

When you reach certain levels in this class, you can make more stones at the end of a long rest: 2d4 at 6th level and 3d4 at 15th level. Select each stones type separately.

 

   

 

 

Elemental Stones

Elemental Stones- All Stones can be activated with a  bonus action and will last for 10 turns then be destroyed. These stones can be easily applied to any Weapon Shield Or Armor

When Applied to a weapon it will add d8 Damage of the infused magic type when activated, 3rd - 1d8 | 7th - 2d8| 11 - 3d8 | 15 - 4d8 | 19 - 5d8 | 20 - 6d8

When Applied to a Shield Or Armor It will Provide resistance to the magic type

  • Fire
  • Cold
  • Lightning
  • Thunder
  • Poison
  • Acid
  • Force
  • Necrotic
  • Psychic
  • Radiant
 

 

The School of Magic Stones

All Stone Restrictions to application apply Additionally You can only make 1 of these per day increasing with amount of d4

  1. Abjuration - Effect: Shielding Ward
    • Description: When the stone is active it grants a +1 bonus to AC Additionally, while active, you can use a reaction to cast Shield  Once
  2. Alteration - Effect: Adaptive Armor
    • Description: When activated the armor's properties change based on your needs. While wearing this armor, you can use a bonus action to shift its properties, granting you advantage on Dexterity based checks or Strength based checks 
  3. Conjuration - Effect: Summoner’s Ward
    • Description: When activated the armor conjures a temporary, spectral shield that provides you with temporary hit points equal to 1d10 + your Intellegence modifier
  4. Divination - Effect: Enhanced Forsight
    • Description: The armor enhances your senses. When the armor is activated, you gain a advantage on Wisdom based checks. Additionally, you can cast Guidance on yourself, 
  5. Enchantment - Effect: Charismatic Protection
    • Description: The armor radiates a charm that bolsters your presence. When activated, you gain advantage on Charisma based checks. Additionally, once , you can use an action to cast Charm
  6. Illusion - Effect: Shrouded Veil
    • Description: The armor is imbued with illusionary magic to obscure your presence giving enemy's disadvantage on hit Unless they pass a 10 + Intellegence modifier when stepping withing 5 feet. When activated you can also use a bonus action to cast Disguise Self (as the spell)
  7. Invocation - Effect: Arcane Infusion
    • Description: The armor is enhanced with magical energies. When activated, you can add your intellegence modifier to attack rolls
  8. Necromancy - Effect: Death’s Embrace
    • Description: The armor is infused with necromantic energy. When activated when you are killed you gain 1hp and sap 1d10 + your Intellegence modifier from the enemy adding to your hp as temporary hitpoint's

Runes of power

9th-level  infusionist feature

The Runestones of Power

When you finish a long rest, you can create up to three Runestones, each of which holds potent magic. You can choose a different effect for each Runestone from the options below. A creature can hold and benefit from only one Runestone at a time. A Runestone retains its magic for 24 hours or until you create new ones.

  • Runestone of Vitality: The bearer gains temporary hit points equal to your Intelligence modifier (minimum of 1) at the start of each of their turns.
  • Runestone of Precision: The bearer’s weapon and spell attack rolls score a critical hit on a roll of 19 or 20.
  • Runestone of Fortitude: The bearer has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Crushing a Runestone:
As a reaction when the bearer takes damage on their turn, they can crush the Runestone to release a surge of magical power. The Runestone’s effect ends, and the bearer gains an immediate, one-time benefit based on the Runestone:

  • Vitality: Regain hit points equal to three times your artificer level.
  • Precision: Gain advantage on all attack rolls for 1 minute.
  • Fortitude: Gain immunity to one damage type (chosen when the Runestone is crushed) for 1 minute.

 

Stones of 4 Elements

9th-level  Infusionist feature

When you finish a long rest, you can create one stone .Each stone corresponds to a different elemental type: Fire, Water, Air, or Earth. Choose one element for each stone you create. A stone lasts until the end of your next long rest or until it is used

 

  • Fire Stone
    Activation Effect: The stone bursts in a controlled explosion. All creatures in a 10-foot radius must make a Dexterity saving throw (DC = your spell save DC) or take 8d8 fire damage (half as much on a success).
    Passive Effect (while held): The weapon is infused with fire dealing damage = to if you used a fire stone from previous features. The holder also gains resistance to fire damage.

  • Water Stone
    Activation Effect: The stone releases a wave of healing energy. A creatures of your choice within 30 feet regains 8d6 hit points
    Passive Effect (while held):The weapon is infused with Ice dealing damage = to if you used a ice stone from previous features. The holder gains the ability to breathe underwater and swim at a speed equal to their walking speed.

  • Air Stone
    Activation Effect: The stone unleashes a gust of wind. All creatures in a 15-foot cone must make a Strength saving throw (DC = your spell save DC) or be pushed back 20 feet and are stunned for a turn.
    Passive Effect (while held):The weapon is infused with force dealing damage = to if you used a force stone from previous features. The holder gains a +10 bonus to their movement speed and takes no fall damage.

  • Earth Stone
    Activation Effect: The stone creates a localized tremor. All creatures in a 10-foot radius must make a Strength saving throw (DC = your spell save DC) or take 6d6 bludgeoning damage and be restrained until the end of their next turn. This damage increases by 1d6 for each spell level above 1st used to create the stone.
    Passive Effect (while held): The weapon is infused with Acid dealing damage = to if you used a Acid stone from previous features. The holder gains a +2 bonus to AC against ranged attacks.

 

 

 

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