Artificer
Base Class: Artificer

Curiosity drives you to the edge of what is known, to discover what is possible. You constantly push the boundaries of you own capabilities to manifest new creations. The chase invigorates you and gives meaning to life, but it also comes at a cost. Your insatiable desire to unearth the unknown drives you to the brink of madness as you sacrifice your mind and body in the name of invention.

As an Inventor, you have unparalleled skill in creating devices to harness the arcane arts. Not content to merely duplicate or replicate, you use your talents to innovate and create, to discover and uncover. This has led you to manifest devices that integrate with the body, harnessing your natural potential to great magical effect.

Gifted

Exceptional Talent. You gain proficiency with one artisan tool of your choice. You also gain proficiency Expertise in a skill of your choice.

Item Crafting. When you craft a wondrous item using the crafting rules in the Dungeons Master's Guide, the amount of time required to craft it is halved.

Inventor Spells

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

Inventor Spells

Artificer Level Spell

3rd

chromatic orb, shield

5th

locate object, mirror image

9th

gaseous form, lightning bolt

13th

dimension door, polymorph

17th

telekinesis, wall of force

Magical Apparatus

You've created a magical apparatus that you have implanted into your body. The Apparatus is partially controlled by your mind, allowing you to use your INT modifier in various ways.  

Using tinker's tools, you can take a bonus action to activate one of its functions in the table below. Once activated, the Apparatus is active for one minute and you can activate it a number of times equal to your Intelligence modifier, regaining all expended uses when you finish a long rest. You can spend a bonus action to switch Functions within the same activation. You can also expend a spell slot to transfer magical energy to activate it again. You can have only one Apparatus Function active at a time. 

As the Apparatus harnesses magic, its Function can be ended by dispel magic or similar means or if you become Incapacitated. The Apparatus Function can be restarted by expending another use or spell slot.

Function Activation

Assault

The Apparatus creates an exoskeleton increasing your size by one category, and increasing your AC by +1. Additionally, you can use your Intelligence modifier, instead of Strength or Dexterity, for weapon attack and damage rolls, and they deal an additional 1d6 damage. 

Transport

The Apparatus encases your body in a shimmering layer of flexible metal scales, increasing your walking speed by 5 times your Intelligence modifier. Additionally, you gain a swimming or burrowing speed equal to your walking speed. 

Triage

The Apparatus generates a series of appendages to generate a Triage Field Emanation equal to 5 times your proficiency bonus. Using a bonus action, you grant temporary hit points to a creature equal to your artificer level plus your Intelligence modifier. 

Improved Magical Appartus

Your constant tinkering with the Apparatus has unlocked new features for each of its Functions.

Your Apparatus gains the following benefits:

Function Activation

Assault

The Apparatus exoskeleton increases your combat effectiveness. You can make two attacks when taking the Attack action.

Transport

The Apparatus metal skin adapts to your environment, developing features to aid in movement. You gain a flying speed equal to your walking speed.

Triage

The Apparatus medical appendages react quicker to aid your allies. You can use your reaction when an ally takes damage (within the Triage field) the expend a number of Hit Die up to your Intelligence modifier. 

Mother of Invention

Your abilities as an Artificer have evolved beyond simple enhancement and replication. Starting at level 9, you can magically fuse together two magic items. The create item counts as a single item for attunement purposes. The process requires one hour and can be attempted once per long rest. You can create a number of combined items equal to your half your Intelligence modifier (rounded down). You can spend one hour to separate a combined item, restoring them to their original items. An Artificer's replicated magic items cannot be used to create a combined item, nor can combined items be used to create additional combined items. 

Creating a combined item is an experiment, with varying degrees of success expected. When attempting to combine an item, roll an Intelligence (Arcana) check (DC 10 + Combined Item Score) to determine success. Legendary items and Artifacts cannot be combined. The created item fuses the magic of both items into one remaining item. As a result, one item is no longer available until the combined item is separated. You choose which item remains.

To create a combined item, first determine the DC using the table below. The DC equals 10 plus each item's value. For example, combining an Amulet of the Planes with Boots of Elvenkind results in a DC 17 (10 + 5 + 2). If successful, the resulting item can be either an amulet or boots.

Item Rarity DC Value

Common

1

Uncommon

2

Rare

3

Very Rare

5


After one hour of work, roll an Arcana check against the determined DC. Consult the table below to determine your level of success or failure.

Arcana Roll Resulting Effects

-10 or greater

Failure and one item (50/50 chance) loses its effects permanently.

-9 to -1

Failure and both items retain their properties. Cannot attempt to combine these items again until gaining another level in Artificer.

0 to +10

Success, new item is imbued with both properties.

+10 or greater

Success, new item is imbued with both properties and enhanced with a new magical effect (DM choice).

 

Ascended Magical Apparatus

You’re Apparatus has fully bonded with your body, allowing you full mastery of its Functions, but at a cost. The toll on your mind and body has increased, causing you to appear disconnected from reality. You have disadvantage on all Charisma based ability checks.

You can now have two Functions active at the same time. You can activate both of them with the same bonus action. You regain all uses upon a long rest. 

Additionally, the Apparatus gains the following benefits:

Function Activation

Assault

The Apparatus exoskeleton now grants a +2 AC bonus and weapons attacks deal 2d6 additional damage (instead of 1d6). 

Transport

The Apparatus scales can take on a translucent quality. You can sacrifice half your movement speed to teleport 60 ft. and become invisible until the end of your next turn.

Triage

The Apparatus Triage field expands to 60 ft. Using a bonus action, a number of creatures equal to your Intelligence modifier (minimum of 1) regain Hit Points equal to 4d6.

 

Comments

Posts Quoted:
Reply
Clear All Quotes