Base Class: Artificer
While Alchemists use alchemy tools, Armorers use smith's tools, and Artillerist use woodcarver's tools, Spellcrafters use Calligrapher’s Supplies to craft spell they couldn't use before. These artificers do not only craft the typical spellscroll but bend their spells to their will.
Tool of The Trade
By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.
- Proficiencies. You gain proficiency with Calligrapher’s Supplies and Forgery Kit, assuming you don’t already have them.
- Crafting. 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.
Spell Breakthroughs
Starting at 3rd level, you gain amazing insights into spell effects beyond the reach of most artificers. Choose one of the following options: Arcane, Divine, and Natural. You can choose one spell of this option's spell lists and it becomes part of your Breakthrough spell list. You can choose an additional option and add a spell to your Breakthrough spell list at 5th, 9th, 13th, and 17th levels.
These spells are always prepared. When you cast a spell you’ve prepared using this feature, it’s considered to be an artificer spell for you, and Intelligence is your spellcasting ability for it.
You can change the spells chosen through this feature when you complete a long rest. When you swap a prepared Breakthrough spell for a new spell, you lose any ongoing benefits from having cast it (such as a steed summoned by find steed).
1st Arcane Breakthrough
Choose one 1st level spell from the Wizard spell list.
1st Divine Breakthrough
Choose one 1st level spell from the Cleric spell list.
1st Natural Breakthrough
Choose one 1st level spell from the Druid spell list.
2nd Arcane Breakthrough
Choose one 2nd level spell from the Wizard spell list.
2nd Divine Breakthrough
Choose one 2nd level spell from the Cleric spell list.
2nd Natural Breakthrough
Choose one 2nd level spell from the Druid spell list.
3rd Arcane Breakthrough
Choose one 3rd level spell from the Wizard spell list.
3rd Divine Breakthrough
Choose one 3rd level spell from the Cleric spell list.
3rd Natural Breakthrough
Choose one 3rd level spell from the Druid spell list.
4th Arcane Breakthrough
Choose one 4th level spell from the Wizard spell list.
4th Divine Breakthrough
Choose one 4th level spell from the Cleric spell list.
4th Natural Breakthrough
Choose one 4th level spell from the Druid spell list.
5th Arcane Breakthrough
Choose one 5th level spell from the Wizard spell list.
5th Divine Breakthrough
Choose one 5th level spell from the Cleric spell list.
5th Natural Breakthrough
Choose one 5th level spell from the Druid spell list.
Cantrip Specialist
You excel at producing minor magical effects—and at abandoning your current projects to pursue new ideas. Starting at 3rd level you gain the following benefits:
- You know one additional cantrip beyond what’s normally allowed for an artificer of your level.
- When you finish a short rest (instead of when you gain a level in this class), you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list or your Breakthrough spell list. This cantrip is considered an artificer cantrip for you.
Spell Savant
Starting at 5th level, you gain the ability to change how your spells interact with Runes. These Runes are used by Experimental Runes, which allow you to create a variety of magical effects.
- You gain a number of Experimental Runes equal to your Intelligence modifier (minimum of one).
- You regain all spent Experimental Runes when you finish a short rest.
You gain two of the following Rune options of your choice. You can change them out during a long rest.
Distant Rune
Distant Rune. When you cast a spell that has a range of 5 feet or greater, you can spend 1 Experimental Runes to double the range of the spell.
- When you cast a spell that has a range of touch, you can spend 1 Experimental Runes to make the range of the spell 30 feet.
Extending Rune
Extended Rune. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Experimental Runes to double its duration, to a maximum duration of 24 hours.
Quickening Rune
Quickening Rune. When you cast a spell that has a casting time of 1 action, you can spend 2 Experimental Runes to change the casting time to 1 bonus action for this casting.
Subtle Rune
Subtle Rune. When you cast a spell, you can spend 1 Experimental Runes to cast it without any somatic or verbal components.
Transmutation Rune
Transmutation Rune. When you cast a spell that deals a type of damage from the following list, you can spend 1Experimental Runes to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Superior Breakthrough
Starting at 9th level, you gain one 3rd level spell from the Conjuration, Divination, and the Transmutation schools. This spell is always prepared. When you cast this spell you can have it use no spell slots equal to your PB. Using intelligent as the spellcasting ability.
When you gain a level in artificer, you can change the selected spell to another 3rd level spell from the the provided schools.
Final Breakthrough
At 15th level, you gain a breakthrough in all three fields. You choose one 4th level spell from each Breakthrough spell list. Each spell may be used once per long rest without a spellslot.
Arcane Breakthrough
Choose one 4th level spell from the Wizard spell list.
Divine Breakthrough
Choose one 4th level spells from the Cleric spell list.
Natural Breakthrough
Choose one 4th level spell from the Druid spell list.
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Posted Jun 1, 2025If you use this in your game or if you have any suggestions about how to improve the class, leave them here.