Base Class: Artificer
The Duneforged Tinkerer is a master of hidden magic, weaving enchantments into their intricate desert-forged machinery. Originating from the mining clans of Tempest, they develop alchemical concoctions, imbue mechanical constructs with secret enchantments, and craft experimental weapons designed for the shifting dunes. Unlike their peers, Duneforged Tinkerers conceal their magic, disguising spellcasting as mundane tinkering to comply with Meridian’s strict anti-theistic laws. Some become ingenious alchemists, crafting potions and explosives, while others fashion clockwork automatons that assist them in battle.
Level 3: Hidden Arcana Engineering
You have mastered the art of concealing magic within mechanical devices. When casting a spell with verbal or somatic components, you can substitute these with the use of tinker's tools and a mechanical device. You may attempt to hide the spellcasting by making a Sleight of Hand check (DC = your spell save DC). On a success, observers believe you are simply operating a device rather than casting magic.
Level 5: Alchemical Saboteur
You gain the ability to create a number of alchemical items per long rest equal to your Intelligence modifier (minimum 1). Choose from the following: Desert Smokescreen (heavily obscured 10 ft. radius, lasts 1 minute), Blasting Powder (2d6 fire damage in a 10 ft. radius, Dex save halves), Quick-Mix Healing Tonic (heals 2d6 + Intelligence modifier). These items expire if not used within 24 hours.
Level 9: Arcane Mechanist
You develop a Clockwork Automaton, a small mechanical construct that aids you in battle. Choose one enhancement: Defensive Core (grants you +2 AC), Bladed Chassis (automaton makes a melee attack, 1d8 slashing damage using your Intelligence modifier), or Alchemical Injector (automaton can inject a potion or alchemical item into a creature once per long rest).
Level 15: Sunforged Arsenal
You can create two powerful magical weapons, each imbued with hidden enchantments: Solar Lance (a collapsible spear dealing 2d6 fire damage, once per long rest releases a 30 ft. solar beam, Dex save, 4d6 fire damage) and Sandstrider Gauntlet (allows wearer to walk on sand as solid ground and grants advantage on Dexterity (Stealth) checks in desert terrain).
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