Artificer
Base Class: Artificer

A Brainstormer comes up with innovative (and sometimes dangerous) ways to use magic with their inventions. These artificers are driven by ambition and inspiration, and for better or worse their magic is often very potent. Sometimes referred to as "mad scientists," Brainstormers often combine sudden flashes of inspiration with a noted lack of personal safety, resulting in both incredible advances in magical sciences and an inordinate amount of magical accidents.

Tool Proficiency

At 3rd level, you pick up the art of tinkering with arcane gems.

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

Brainstormer Spells

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

Brainstormer Spells

ARTIFICER LEVEL SPELL

3rd

color spray, magic missile

5th

invisibility, mirror image

9th

counterspell, slow

13th

greater invisibility, polymorph

17th

animate objects, teleportation circle

Volatile Magic

Starting at 3rd level, your experiments with uncontrollable magic have caused some of your inventions to become unstable.

Whenever you cast an artificer spell of 1st level or higher, roll on the Volatile Magic table to see what additional effect your spell has.

Volatile Magic

D20 EFFECT

1

Catastrophe. The device you’re casting the spell from explodes. You and any creature within 30 feet of you make a CON saving throw (DC = your spellcasting DC), taking 1d6 force damage per spell level of the spell you cast, or half as much on a success. You may not cast this spell again until you complete a long rest and repair your device.

2-4

Backfire. The spell you’re attempting to cast gets caught in the mechanism of your device, and works in an unintended way. If the spell you cast has a target, randomly choose another creature within range of the spell (including yourself in the selection, if possible); the spell now targets that creature (or creatures, if the spell had multiple targets). If the spell you cast affects an area, the area that the spell affects is now centered on you.

5-7

Weakened. Your spell isn’t as strong as it normally would be. If your spell would deal damage, it deals one damage dice less than it normally would. If your spell would restore hit points, it heals one damage dice less than it normally would. If your spell would have an effect that lasts for an amount of time, it now lasts only half as long as it normally would.

8-11

Normal. Your spell is unaffected by any adverse effects.

12-15

Regenerative. Excess magic from your spell leaks out and re-energizes you. You or an ally within 30 feet of you gains temporary hit points equal to 1d4 times the spell level of the spell you cast.

16-19

Amplified. Your spell is stronger than it normally would be. If your spell would deal damage, it deals one damage dice more than it normally would. If your spell would restore hit points, it heals one damage dice more than it normally would. If your spell would have an effect that lasts for an amount of time, it now lasts twice as long as it normally would.

20

Overclocked. Your spell is immensely powerful and works better than you ever could’ve hoped. You and the DM have a brief discussion about what the best possible outcome for the spell could be (double damage, affects multiple targets, etc) and resolve it as such.

Wild Magic Expertise

Starting at 5th level, you gain some amount of control over the volatility of your magical devices.

Whenever you roll on the Volatile Magic table, you can roll twice and use either number.

Magical Brilliance

At 9th level, you have gained the ability to increase the potency of your spells proportionally to your genius.

When you cast a spell that deals damage or restores hit points, you can use your reaction and expend a use of your Flash of Genius feature to add your Intelligence modifier to the damage dealt or the amount of hit points restored.

Wild Infusions

Starting at 15th level, even your magical infusions have absorbed the unstable magic you work with.

After a creature produces a magical effect from an object you stored a spell in using your Spell-Storing Item feature, they roll on the Wild Magic Surge table (found in the Wild Magic Sorcerer’s class features in the PHB).

Arcane Constitution

Also at 15th level, your exposure to arcane surges has hardened your body to magical damage.

You have resistance to damage from spells and magical effects.

Previous Versions

Name Date Modified Views Adds Version Actions
12/19/2024 2:03:21 AM
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Brainstormer Image

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