Base Class: Artificer
While most artificers rely on gears, potions, and clockwork wonders, you have learned to infuse your creations with holy power. Through talismans, charms, and careful inscriptions, you call upon the blessings of the gods to heal allies, smite foes, and protect the innocent. Your craft is both a sacred art and a weapon of faith, blending ingenuity with divine might in every invention.
Tools of the Trade
Beginning when you choose this specialization at 3rd level, your divine calling is reflected in the tools you wield and the knowledge you pursue. You gain proficiency with calligrapher's supplies and the Intelligence (Religion) skill.
Divine Mystic Spells
At 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Divine Mystic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Divine Mystic Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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|
9th |
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|
13th |
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|
17th |
Sacred Talisman
Also at 3rd level, you’ve learnt how to craft a special talisman capable of channeling divine magic. As part of a long rest, you can use a set of calligrapher's supplies to write or inscribe holy script on a small charm or trinket, transforming it into a Sacred Talisman. You can use this talisman as an arcane focus for your artificer spells and when you create it, you learn one cantrip of your choice from the cleric spell list. This cantrip counts as an artificer cantrip for you and does not count against your number of cantrips known. You can exchange this cantrip for a different one at the end of a long rest, provided you have your Sacred Talisman on your person.
Your Sacred Talisman contains a pool of divine energy represented by a number of charges equal to your artificer level. As a bonus action, you can spend a charge to bestow a willing creature you can see within 30 feet of you with a divine blessing, choosing from the options listed below. A blessing lasts for 1 minute, until it is spent, until you or the recipient is killed, or until you dismiss it as a bonus action. You can have a maximum number of active blessings equal to your proficiency bonus. If you bless another creature while at your maximum, you must choose one other blessing to immediately dismiss. A single creature can have multiple blessings, but each blessing must be of a different type. When you finish a long rest, you regain any spent charges.
Clarity. When the blessed creature rolls a saving throw and fails, it can choose to spend this blessing to reroll the saving throw. It must use the new result.
Spark. When the blessed creature makes a weapon attack or casts a spell that deals damage, it can spend this blessing to replace the damage dealt with radiant damage and deal an extra 1d8 radiant damage to one target of the attack or spell.
Vigor. When the blessed creature regains hit points, it can choose to spend the blessing to double the hit points gained.
Ward. When the blessed creature suffers damage, it can choose to spend its blessing to halve the damage taken.
Divine Castigation
At 5th level, your blessings rebuke attackers. When a creature blessed by your Sacred Talisman feature is hit by an attack, the attacker suffers 1d8 radiant damage. If the attacker is a fiend or undead, it takes an additional 1d8 radiant damage, for a total of 2d8.
Mystic Protection
Also at 5th level, you possess innate resistance to otherworldly energies. You gain resistance to radiant damage and necrotic damage.
Potent Talismans
At 9th level, the divine boons you grant others grow more potent. The blessings of your Sacred Talisman feature improve in the following ways:
Clarity. When a creature spends this blessing, it automatically succeeds on the saving throw instead of needing to reroll.
Spark. The extra radiant damage increases to 2d8. If the target of the attack or spell is a fiend or undead, it is also blinded until the end of the blessed creature’s next turn.
Vigor. When a creature spends this blessing, it can also choose to end one of the following conditions affecting it: blinded, deafened, paralyzed, poisoned, or stunned.
Ward. When a creature spends this blessing, it reduces the damage taken to 0, instead of halving it.
Inner Wards
At 15th level, the divine magic within you becomes a fortress no darkness can breach. You cannot be possessed, charmed, or frightened. Moreover, when a fiend or undead attempts to possess, charm, or frighten you, it suffers radiant damage equal to your artificer level. A creature can only suffer this damage once per turn.







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