Base Class: Artificer
Artificers are masterful inventors, ingenious engineers, and arcane scholars who seamlessly blend magic with technological innovations. These rare and highly intelligent individuals approach magic not just as a mystical force but as a tool to be harnessed, much like any other craft or engineering discipline. Their deep understanding of both arcane lore and practical construction allows them to create and manipulate magical devices, making them incredibly versatile on and off the battlefield.
One of the Artificer's most notable abilities is their capacity to imbue mundane items with powerful enchantments. Whether it’s crafting potions, scrolls, or magical gadgets, artificers use their skills to create tools that give adventurers an edge in a variety of situations. These magical items can be both life-saving and game-changing, giving their allies the necessary resources to overcome the challenges they face.
In battle, Artificers are tactical and adaptive, often altering the flow of combat with gadgets, inventions, and spells. They are capable of enhancing weapons and armor, imbuing them with magical properties to increase their effectiveness or grant them new abilities. Artificers are also skilled at creating defensive tools like shielding wards or traps, manipulating the environment to keep enemies at bay.
In addition to their magical prowess, some Artificers take to the creation of mechanical companions—clockwork creatures, constructs, or homunculi—that serve as both combatants and support units. These companions can be used for reconnaissance, assistance in battle, or as expendable tools for the Artificer’s various needs. They reflect the Artificer’s versatility and adaptability, embodying both the raw power of magic and the meticulous precision of craftsmanship.
Artificers are problem-solvers by nature, utilizing their high Intelligence to analyze situations, create solutions, and support their allies. Their proficiency in tools (whether it be a simple smithing hammer or a set of arcane contraptions) makes them indispensable members of any adventuring party, able to modify their approach to whatever challenges they face.
Whether building magical cannons, aerial ships, or enchanted prosthetics, the Artificer’s deep knowledge of the world’s mysteries and their ingenuity in crafting allow them to shape the battlefield in ways few other classes can. They walk the line between magic and technology, often in pursuit of creating innovative and groundbreaking devices that will stand the test of time.
In summary, Artificers are a unique blend of intellect, creativity, and magical innovation. They stand as creators, crafters, and tactical engineers—transforming the battlefield with their inventions, enhancing their allies’ abilities, and offering a rare form of magic that combines precision, invention, and arcane mastery.
Tinkerer’s hands
You gain two cantrips- Mending and Shocking Grasp
Bonus Proficiencies
You gain proficiency in two skills
Experience
You have proficiencies in Light Armor, Medium Armor, Simple Weapons, and Tinkerer's Tools
Saving Grace
You have proficiency in Intelligence and Wisdom Saving Throws
Dastardly Brew
Duration: Instantaneous
Roll a d20
1-3: Healing brew, you and your party and each healed 4 hit points
4-10: Withering brew, you and everyone in a 30ft range are withered (2d6)
11-15: Inspiring brew, you and your party are inspired! Extra 1d8 to skill rolls
16-18: Good soup, recharge party’s spell slots
19-20: Lexiconic brew, spores have entered you brew, for better or for worse
DM flips a coin, if heads get +3d10 to damage roll, if tails fall unconscious
Lexiconic Takeover
Take over the infected minds, control up to 5 infected to use against their own, each infected must fail a wisdom check, most have a -2 disadvantage
Use once per each long rest
Fabricate
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Whimsy
You gain the ability to learn any spell from the Warlock spell class
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