Base Class: Artificer
You are the heir to a legacy that is more than just a title or land. You bear the responsibility for a "Legacy," an ancient suit of armor infused with a Magical Core, bound to the soul of a mechanical knight. Your path is not a simple trade, it is an oath, sworn to a powerful house, a knightly order, an empire, or the ideals you embody or seek to newly establish. Your art lies in perfecting this symbiotic relationship and fighting side by side with your "Legacy."
Prerequisite: This subclass can only be chosen if your character is a pure Artificer. It cannot be acquired through multiclassing, and an Artificer who has chosen this subclass cannot multiclass into another class. The "Legacy" binds irrevocably to your soul and does not permit any other training.
Playstyle
You begin as the intelligent craftsman in the background and grow into a titanic commander on the battlefield. At low levels, you support your party with your versatility and sturdy armor. Once your knight awakens, you become the unshakable front line, a walking bulwark that draws the attention of all enemies while dealing devastating magical and physical damage. Your choice of Oath crucially shapes your role within the team and the narrative development of your character.
Feature Overview:
Level 3: You forge your basic magical armor, swear an Oath for passive bonuses, and master the maintenance of your Legacy.
Level 5: You awaken your mechanical knight, customize it with propulsion and weapon systems, and become an unstoppable focal point of combat.
Level 9: Your bond deepens. Your knight becomes more resilient and grants powerful benefits to you and your allies within its aura.
Level 15: Your knight awakens to titanic size and power. You fulfill your destiny, found your own house, and become a living legend.
THE LEGACY (Level 3)
You create or consecrate a special set of basic legacy armor that houses the magical core. This armor has the following properties:
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It can be used as an arcane focus for your Artificer spells and Cantrips.
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Its base form is medium armor with an Armor Class base value of 13 + your Dexterity modifier (max +2).
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You can apply magical enhancements to this armor (see Armor Integration).
OATH SELECTION
OATH SELECTION
Your choice of oath defines the soul of your house and your role in the world. Each oath corresponds to one of the nine traditional alignments and grants unique mechanical and narrative benefits. Alternatively, you may choose your own path and create an oath as a Wandering Knight (see "THE NINE GREAT OATHS" or "THE PATH OF THE WANDERING KNIGHT").
THE NINE GREAT OATHS
The Nine Great Oaths are the oaths of the Nine Great Houses, sworn upon your magical core and chosen based on a character's moral and ethical stance. The weapons of your Knight (from Level 5) are bound to the magical damage type of your House whenever they deal magical damage.
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Lawful Good - House of the Unbroken Pillar
"Order and goodness are the foundations of civilization. I am their unyielding protector."
Mechanics: Oath of the Protector (Reaction: Reduce damage for an ally by 1d4 + INT modifier)
Magical Damage Type: Radiant or Force -
Neutral Good - House of the Golden Scales
"The greatest good for the greatest number. I weigh and act to maintain balance."
Mechanics: Advantage on the first attack roll against uninjured enemies
Magical Damage Type: Lightning or Thunder -
Chaotic Good - House of the Free Falcon
"Freedom is the highest good. I break the chains of the oppressor."
Mechanics: Critical hits allow allies to regain their reactions
Magical Damage Type: Fire or Cold -
Lawful Neutral - House of the Brazen Law
"The law is my only compass. The letter and spirit of the rule are absolute."
Mechanics: Once per long rest, gain advantage on a saving throw against contract-breakers/liars
Magical Damage Type: Force or Thunder -
True Neutral - House of the Silent Wheel
"Balance at any cost. I keep extreme forces in check."
Mechanics: Use a reaction to turn a critical hit against you into a normal hit
Magical Damage Type: Acid or Lightning -
Chaotic Neutral - House of the Untamed Flame
"Traditions are chains. Change is the only constant."
Mechanics: Bonus to attack rolls after taking non-combat actions
Magical Damage Type: Fire -
Lawful Evil - House of the Iron Fist
"Power through control. The world yearns for a strong hand."
Mechanics: Extra 1d4 damage against frightened or charmed targets
Magical Damage Type: Psychic or Cold -
Neutral Evil - House of the Grasping Grip
"My advantage is everything. Everything and everyone has a price."
Mechanics: Extra gold/loot when landing the final blow on significant targets
Magical Damage Type: Poison or Acid -
Chaotic Evil - House of the Blood-Drenched Fang
"Might is the only right. I take what I want."
Mechanics: Gain temporary hit points (1d4 + INT modifier) when reducing an enemy to 0 hit points
Magical Damage Type: Necrotic or Fire
THE PATH OF THE WANDERING KNIGHT
For those who refuse to bow to an established house or who have been cast out from their own, there exists the Path of the Wandering Knight.
A successful Wandering Knight can, at their journey's end (Level 15), found their own house, order, or organization. Their deeds become legend; their personal oath becomes the founding oath of a new dynasty.
OATH OF ONE'S OWN PATH
"I write my own destiny. My oath is to my conscience alone."
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Freedom of Choice: You create your own personal oath, though it must still adhere to one of the three core alignments (Good, Neutral, Evil).
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Flexible Benefit: In consultation with the DM, choose a minor mechanical benefit that fits your personal vow.
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Organic Quest: Your life's quest emerges from your actions within the game, not from preordained duties.
MASTER OF THE CORE
MASTER OF THE CORE
You have mastered the art of shaping and maintaining your Legacy.
You gain proficiency with smith's tools and one other type of artisan's tools of your choice (either tinker's tools or jeweler's tools). When you use these tools to maintain or alter your Legacy Armor or your summoned Knight, you apply double your proficiency bonus to any associated ability checks.
Jeweler's tools
Jeweler's tools
Tinker's tools
Tinker's tools
SPIRIT OF THE CORE
ARMOR INTEGRATION
ARMOR INTEGRATION
When you find a magical suit of armor, you can, during a Long Rest, dismantle it and transfer its magical properties into your Basic Legacy Armor. The original armor is destroyed in the process. Your Basic Legacy Armor then permanently gains the magical bonus (e.g., +1) of the destroyed armor. This bonus does not stack and is lost if the armor and its core are destroyed or if a new bonus is transferred onto the armor.
LEGACY ADJUSTMENT
LEGACY ADJUSTMENT
During a long rest, you can make cosmetic or practical adjustments to your armor or (from Level 5) the appearance of your Knight. These alterations can also have a mechanical effect, providing an advantage in social interactions or when overcoming environmental challenges.
EMERGENCY REPAIR
EMERGENCY REPAIR
Once per long rest, you can use an action (or a bonus action if you have the appropriate tools in hand when repairing your Knight) to touch a creature within your reach, including your Knight (from Level 5), and grant it temporary hit points equal to your INT modifier + your Artificer level. These temporary hit points last for 1 hour.
KNIGHT CREATION (Level 5)
KNIGHT CREATION
At 5th level, you complete your masterpiece or activate an ancient legacy: you create or awaken your mechanical Knight in its Armiger form, a compact and impressive war machine that you personally pilot.
You can acquire your Knight in one of the following ways:
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Legacy Activation: You discover an ancient, inactive Knight of your house and awaken it through your connection to the magical core.
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Self-Construction: You build the Knight over weeks and months using your tools and resources.
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House Gift: Your house presents you with a Knight as a sign of your progress.
KNIGHT PROPERTIES
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Size: Large
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Type: Construct, Vehicle
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Form: Armiger
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Hit Points: 30 + ((1d10 + INT modifier) per Artificer level)
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AC: 16 (Natural Armor)
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Actions: 2 Chosen Weapon Systems (see WEAPON SYSTEMS)
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Speed: 1 Chosen Propulsion System (see PROPULSION SYSTEM)
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Saving Throws: Str +4, Con +2
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Damage Immunities: Poison, Poisoned
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Condition Immunities: Stunned, Disease, Exhaustion, Frightened, Restrained
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Damage Resistances: Bludgeoning, Slashing
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Vulnerabilities: Psychic, Lightning, Fire (Attacks that hit or exceed the Knight's AC can also affect the pilot if they would hit the pilot's AC)
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Skills: Athletics +6, Perception +3
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Senses: Darkvision 60 ft., Passive Perception 13
ENTERING AND EXITING
You can enter or exit the Knight using an action. The cockpit is located in the Knight's torso.
CONTROL
While piloting the Knight:
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You have cover and take no damage from effects originating outside the Knight, except for Psychic, Lightning, and Fire damage.
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Your movement speed is replaced by the Knight's.
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You use the Knight's AC and Hit Points.
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You cannot use your own actions (attacks, spellcasting) as you normally would, you can now use them through the weapon systems attached to its arms..
KNIGHT ACTIONS
The Knight acts on your turn in combat while you are piloting it. You can control it with mental commands when you are wearing your armor and are bonded with the Knight (no action required).
KNIGHT CONFIGURATION
During creation, you select options for one propulsion system and two weapon systems. These can only be changed upon gaining a level, or after 1 week of work and at a cost of 1000 GP.
PROPULSION SYSTEM (Choose One)
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All-Terrain Walker (Land)
Movement: 35 ft. (Land)
Ability: Adaptive Traction - Ignores non-magical difficult terrain. Gains a 15 ft. climb speed for rocky terrain. -
High-Sea Diver (Water)
Movement: 30 ft. (Land), 50 ft. (Swimming)
Ability: Deep-Sea Capable - Immune to underwater pressure. Can operate at depths of up to 500 feet. Generates an air bubble for the pilot in the torso. -
Desert Strider (Sand)
Movement: 40 ft. (Sand/Desert), 25 ft. (other terrain)
Ability: Sand Swimmer - Can partially submerge in sand for camouflage (+5 to Stealth checks in desert environments). Features internal cooling for hot climates. -
Mountain Climber (Mountain Terrain)
Movement: 30 ft. (Land), 40 ft. (Climbing)
Ability: Ice Grips - Automatically secure footing on icy or steep surfaces. Can scale vertical cliffs. -
Marsh Strider (Marsh/Swamp)
Movement: 35 ft. (Swamp), 25 ft. (Land)
Ability: Unsinkable Feet - Does not sink in mire or quicksand. -
Ice Runner (Glacier/Tundra)
Movement: 40 ft. (Ice/Snow), 30 ft. (Land)
Ability: Ice Anchors - Unaffected by slippery surfaces. Can scale ice walls at normal speed.
WEAPON SYSTEMS (Choose Two)
The Knight's weapon systems constitute its combat capabilities. Each attack with one of these systems requires an action. Weapons dealing magical damage also each require the expenditure of a spell slot. The magical damage type is determined by your House's damage type.
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Magical Scatter Cannon
Type: Ranged Weapon
Range: 15 feet, cone
Attack: 1d20 + INT modifier
Damage: 1d4 + 1d8 per spell slot level (Magical Damage)
Cost: Action and Spell Slot -
Magical Precision Cannon
Type: Ranged Weapon
Range: 30 feet, Single Target
Attack: 1d20 + INT modifier
Damage: 1d8 + 1d8 per spell slot level (Magical Damage)
Cost: Action and Spell Slot -
Magical Penetration Cannon
Type: Ranged Weapon
Range: 30 feet, line
Attack: 1d20 + INT modifier
Damage: 1d6 + 1d6 per spell slot level (Magical Damage)
Cost: Action and Spell Slot -
Technical Lance
Type: Martial Melee
Range: 10 feet
Attack: 1d20 + INT modifier
Damage: 2d6 Piercing Damage
Cost: Action -
Technical War Blade
Type: Martial Melee
Range: 5 feet
Attack: 1d20 + INT modifier
Damage: 2d8 Slashing Damage
Cost: Action -
Magical Storm Hammer
Type: Martial Melee
Range: Melee 5 feet
Attack: 1d20 + INT modifier
Damage: 1d6 Bludgeoning Damage + 2d4 (Magical Damage)
Cost: Action -
Magical Shield
Type: Shield
Range: Self
Attack: 1d20 + INT modifier
Effect: +4 AC for the round
Cost: Action -
Magical Restoration Cannon
Type: Ranged Weapon
Range: 30 feet, Single Target
Attack: 1d20 + INT modifier
Effect: 1d8 + 1d8 per spell slot level (Magical Healing)
Cost: Action and Spell Slot
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DESTRUCTION AND REPAIR
If the Knight is reduced to 0 hit points, it becomes deactivated. You appear in an unoccupied space adjacent to it. The Knight can be repaired with 48 hours of work and 200 GP in material costs per Artificer level.
Your Armiger Knight is your armor, your weapon, and your companion all in one. Master its control to unleash the full potential of your legacy.
SUPERIOR CRITICAL STRIKE
SUPERIOR CRITICAL STRIKE
When you score a critical hit, you can make an additional attack.
AUGMENTED LEGACY (Level 9)
AUGMENTED LEGACY
At 9th level, your bond with your Knight has deepened to such an extent that both the magical core and the Knight itself have grown in power. Your connection is now so strong that you operate as a single unit. These improvements reflect the matured symbiosis between you and your Knight. Your bond is now powerful enough that your abilities enhance one another, making you capable of facing the most severe challenges.
DEEPENED ATTUNEMENT
Your movement speed increases by 5 feet. Furthermore, the damage rolls and effects are altered as follows:
Magical Scatter Cannon
Damage: 2d4 + 1d8 per spell slot level (Magical Damage) + INT modifier
Magical Precision Cannon
Damage: 2d8 + 1d8 per spell slot level (Magical Damage) + INT modifier
Magical Penetration Cannon
Damage: 2d6 + 1d6 per spell slot level (Magical Damage) + INT modifier
Technical Lance
Damage: 3d6 Piercing Damage + INT modifier
Technical War Blade
Damage: 3d8 Slashing Damage + INT modifier
Magical Storm Hammer
Damage: 2d6 Bludgeoning Damage + 4d4 (Magical Damage) + INT modifier
Magical Shield
Effect: +6 AC for the round
Magical Restoration Cannon
Effect: 2d8 + 1d8 per spell slot level (Magical Healing) + INT modifier
UNIFIED DEFENSE
UNIFIED DEFENSE
Your Knight's defense systems now react instinctively to danger. Once per combat, you can use your reaction to increase your Armor Class by +1.
KNIGHTLY PRESENCE
KNIGHTLY PRESENCE
Your Knight now radiates an aura of authority corresponding to your oath:
Aura of Resolve (For GOOD Oaths)
Allies within 10 feet of your Knight gain advantage on saving throws against fear.
Once per long rest, all allies in your aura can gain temporary hit points equal to your Artificer level + INT modifier.
Aura of Vigilance (For NEUTRAL Oaths)
Allies within 10 feet of your Knight cannot be surprised.
Enemies in the aura have disadvantage on Stealth checks.
Aura of Intimidation (For EVIL Oaths)
Enemies within 10 feet of your Knight have disadvantage on attack rolls against targets other than the Knight.
Once per long rest, one enemy in the aura must succeed on a Wisdom saving throw (DC 10) or become frightened until the end of your next turn.
EMBODIMENT OF A TITAN (Level 15)
EMBODIMENT OF A TITAN
At 15th level, your bond with the House Legacy achieves its ultimate form. Your Knight awakens to its true, titanic stature, and you become a living symbol of your oath, an unstoppable force on the battlefield. After a long history of fighting side by side, you and your Knight have merged into a single, unified entity. Having spent considerable time designing and refining blueprints to elevate your Knight to the next masterful stage, you have now accomplished this feat.
TITANIC AWAKENING
Your Knight ascends, and the following properties change:
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Size: Huge
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Form: Questoris
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Hit Points: 60 + (1d12 + INT modifier per Artificer level)
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AC: 18 (Natural Armor)
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Speed: Increases by 10 feet for all movement types
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Damage Resistances: Spell Damage; Bludgeoning, Slashing, and Piercing damage from non magical attacks
EPIC WEAPON SYSTEMS
EPIC WEAPON SYSTEMS
Your weapon systems are upgraded to their ultimate strength and scale, synchronized with your magical attunement. The following properties change:
Magical Scatter Cannon
Damage: 3d4 + 2d8 per spell slot level (Magical Damage) + INT modifier
Magical Precision Cannon
Damage: 3d8 + 2d8 per spell slot level (Magical Damage) + INT modifier
Magical Penetration Cannon
Damage: 3d6 + 2d6 per spell slot level (Magical Damage) + INT modifier
Technical Lance
Damage: 5d6 Piercing Damage + INT modifier
Technical War Blade
Damage: 5d8 Slashing Damage + INT modifier
Magical Storm Hammer
Damage: 3d6 Bludgeoning Damage + 6d4 (Magical Damage) + INT modifier
Magical Shield
Effect: +8 AC for the round
Magical Restoration Cannon
Effect: 3d8 + 2d8 per spell slot level (Magical Healing) + INT modifier
UNIFIED DEFENSE
UNIFIED DEFENSE
You can now use your reaction once per combat to increase your Armor Class by +2.
LIVING LEGEND
LIVING LEGEND
Your aura achieves mythical proportions:
The radius of your aura doubles to 20 feet.
EMERGENCY SYSTEMS
EMERGENCY SYSTEMS
Once per long rest, when your Knight is reduced to 0 hit points, it is not deactivated. Instead, it is immediately restored to 50% of its maximum hit points and gains advantage on all attack rolls until the end of its next turn.
CORE OVERDRIVE
CORE OVERDRIVE
Once every 2 rounds, you can take a second action instead of only one.
CHOICE OF DESTINY QUEST
CHOICE OF DESTINY QUEST
You can choose one of the following quests or, in consultation with the GM, develop your own that fits your character and your oath.
Quest of the Eternal Guardian
"I shall become the bulwark against an ancient, reawakening threat."
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Goal: Permanently seal an ancient evil (a forgotten god, a demon lord, an otherworldly threat).
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Timeframe: Must be completed before your death or the fall of civilization.
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Reward: Your Knight becomes an eternal guardian of the seal, immortal as long as the seal holds.
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Risk: If you fail, the threat is unleashed and you become its first servant.
Quest of the Dynasty Founder
"My blood and my legacy shall herald a new age."
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Goal: Found a kingdom, a powerful order, or a dynasty that will endure for eternity.
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Timeframe: Must be established within your lifetime.
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Reward: Your descendants/disciples inherit a portion of your power; your Knight becomes the heraldic symbol of your house.
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Risk: Political intrigue, rival powers, wars of succession.
Quest of the Technomantic Revolution
"I will redefine magic itself."
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Goal: Discover or create a completely new form of magic that unites art and technology.
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Timeframe: Before a rival magical tradition rises to prominence.
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Reward: You become the source of a new school of magic; your Knight becomes its first and most powerful expression.
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Risk: Wrath of established magical orders, unforeseen consequences of the new magic.
Quest of the Sphere Expansion
"The borders of our world are only the beginning."
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Goal: Explore and colonize a completely foreign dimension or plane.
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Timeframe: Before a native threat awakens or rival factions intervene.
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Reward: You become the ruler of a new plane; your Knight adapts to the new laws of reality.
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Risk: Unknown dangers, becoming lost in the interstitial planes, hostile native powers.
Quest of the Final Battle
"There is a war that has smoldered for eons, and I will end it."
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Goal: Determine the outcome of an ancient conflict between two cosmic powers.
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Timeframe: Before the conflict completely destroys your homeworld.
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Reward: You become the peacemaker of a new era; your Knight becomes a symbol of victory or reconciliation.
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Risk: Drawing the wrath of both warring parties upon yourself; potential for total war of annihilation.
MECHANICAL EFFECTS
Visions of Destiny
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You regularly receive prophetic dreams or visions related to your quest.
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Once per day, you can gain advantage on an ability check directly related to your quest.
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Your Knight glows or hums near locations, people, or objects important to your quest.
Favor of Fate
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As long as you are actively working on your quest, you gain Inspiration after each long rest.
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Critical hits against enemies that stand in the way of your quest deal maximum damage.
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Your death saving throws have advantage as long as your quest remains unfulfilled.
Oathbound Resolve
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You are immune to despair and hopelessness.
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Once per combat, you can reroll a failed saving throw when your quest is at stake.
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Allies near you have advantage on saving throws against fear.
THE COST OF DESTINY
Personal Sacrifices
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Your quest will take precedence over all other obligations.
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Relationships with companions and family will be severely tested.
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You attract the attention of powerful enemies who desire your failure.
Time Pressure
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The clock is ticking, most Destiny Quests have a hidden countdown.
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Every wasted week could have catastrophic consequences.
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Your choices will echo for centuries.
THE LEGACY
The outcome of your Destiny Quest will define your legacy:
Upon Success:
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Your name will be engraved in the annals of history.
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Your Knight will become an eternal symbol of your triumph.
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Your house/order will flourish for generations.
Upon Failure:
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Your name will be remembered as a cautionary tale of hubris.
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Your Knight will become a tomb for your ambitions.
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The world will be permanently darkened by your failure.
ESTABLISHMENT OF A NEW HOUSE
ESTABLISHMENT OF A NEW HOUSE
As a Knight Errant, you have now attained the power and wisdom to found your own house, order, or organization.
Requirements for Establishment:
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You must have reached level 15.
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You must have completed your personal life quest.
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You need a base of operations (a fortress, workshop, or estate).
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You must invest at least 10,000 GP in founding costs.
Benefits of Your House:
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New Recruits: You can recruit NPC Artificers to assist you.
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Workshops: You gain access to specialized workshops for upgrades.
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Political Influence: Your house gains recognition in political circles.
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Legacy: Your character becomes the founding figure of a new lineage.
Responsibilities as Founder:
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You must uphold the ideals of your house.
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You are responsible for training new members.
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You must defend your house against external threats.
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Your actions directly reflect upon your house’s reputation.







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