Artificer
Base Class: Artificer

Fusion Specialists are the mad scientists of the D&D Multiverse, mixing and matching parts of just about anything. They're the kind of people who take magic, science, and all reason, mix them up in a blender and throw it at the wall to see what sticks.

Grafted Spell

 

You have learned that combining certain parts of spells allow you to form new, almost-spells, which have qualities of both spells.

Whenever you cast a spell, you may choose to attempt to cast an additional spell "inside" the first, to strengthen the two; when you do so, roll a spell check, DC:9 + the distance between spell level - (1*the spell type compatibility). if you succeed, work with your DM to describe how the two spells you chose work together. If you fail, roll on the Arcane Miscalculation Table.

d20:

1-6:roll on the Wild Magic Table, 7:cast both spells on yourself, 8:cast chaos bolt on your nearest ally; only target your allies with this spell, 9:cast magic missile targeting your allies, 10:reroll on this table; activate the rolled effect twice, 11:reroll on this table twice, 12-14:reverse the effects of the original spell; then cast that now reversed spell, 15-17:cast chaos bolt at the nearest possible target; continue to target the nearest target, 18-19:reroll your spell check, 20:you succeed.

You may use this ability a number of times equal to your spell casting modifier.

Level 3: Amalgamate

 

At 3rd level, you learn how to mix objects together.

You may choose to spend 1 day to combine two mundane objects into one item. You may combine any two mundane objects, as long as they are either both weapons, armor, or adventuring gear. See the section below pertaining to the type to determine how they are combined.

Weapon.

When combining two weapons together, they become interchangable. Once the object is created, you may use a bonus action to switch between the stats of either weapon, and if you are proficient with one of the weapons, you keep your proficiency when using the other. When determining the traits of the weapon, it gains traits of both weapons, unless it would gain the light property from only one of the weapons. You may determine the appearance of your amalgam weapon.

Armor.

When combining two sets of armor together, you create one set of armor that uses aspects of both sets. The amalgam armor grants AC equal to the average of the two sets, rounding down. When determining the tier of the armor, it counts as the lower tier of the two, but requires proficiency in both tiers to have proficiency with it. You may determine the appearance of your amalgam armor.

Adventuring Gear.

When combining two pieces of adventuring gear together, it becomes multi-functional. If both objects are either above or below 6 lbs each, the amalgam gear gains the effects of both. However, if only one of the objects is over 6 lbs, the larger object becomes able to store and dispense or fire (at the discretion of your DM) the smaller object up to 40 ft. as an action. You may spend an action to refill the amalgam gear. You may determine the appearance of your amalgam gear.

 

You may not combine amalgam objects with other objects using Amalgamate. You may only use Amalgamate once per week.

Level 5: Alter Augmentation

At 5th level, your infusement magic increases as you become more familiar with modifying items. You may place three infusements on a piece of amalgam equipment, as long as each object would be able to be infused normally. If more than one infusement requires attunement, each infusement requires its own attunement slot.  Additionally, Magical Tinkering no longer had a size limit.

Level 9: Arcane Composite

Starting at 9th level, your amalgams become more effective:  You may now use magic items when creating an amalgam item. If you use two magic items, they must be of the same rarity, and you may not Amalgamate legendary or artifact items. You may add 2 to all attack rolls made with an amalgam weapon.

Level 15: Arcane Additive

 

Starting at 15th level, you become so fluent in changing enchantments you learn how to modify their structure while you make them. Whenever you create a magic item, you can choose to roll on the table below,  adding your intelligence modifier, and granting the item the effect described in addition to its normal effects.

1d100 Result
1 – 2 Every time you use the item, it emits a shriek that can be heard from up to 40 ft. away. If the item is armor or a shield, it emits a shriek each time you are attacked but not successfully hit.
3 – 4 The item loses 2 charges from its maximum. If the item does not normally have charges, it gains a number of charges equal to your intelligence modifier (minimum of 1), that must be consumed per use.
5 – 6 The item becomes sentient. Use the Creating Sentient Magic Items section to determine how it functions (see DMG pg. 214-16).
7 – 8 The item changes color based on the emotional state of the creature using it.
9 – 12 The item gains an effect from the Magic Weapon Quirk table (see DMG pg. 143).
13 – 16 Once per long rest, you can use a charge of the item (if it has charges), to gain a random uncommon potion effect.
17 – 20 You may attack with the item. If it does not normally deal damage, it deals 1d6+INT bludgeoning damage.
21 – 24 You may use the item as a shield. If the item is small or smaller, it projects a magical field in the shape of a shield when used as one.
25 – 28 You gain +1 Strength, but -1 Intelligence while wielding this item.
29 – 32 You gain +1 Dexterity, but -1 Wisdom while wielding this item.
33 – 36 You gain +1 Constitution, but -1 Charisma while wielding this item.
37 – 40 Fiends and tieflings who touch this item take 2d6 radiant damage.
41 – 44 Fey and elves who touch this item take 2d6 fire damage.
45 – 48 Celestials and aasimar who touch this item take 2d6 necrotic damage.
49 – 52 Beasts and tabaxi who touch this item take 2d6 psychic damage.
53 – 56 Constructs and warforged who touch this item take 2d6 force damage.
57 – 60 Roll a d20. On a 20, the item gains an effect from the Minor Beneficial Properties table (see DMG pg. 219).)
61 – 64 Roll a d12. On a 12, the item gains an effect from the Minor Beneficial Properties table (see DMG pg. 219).
65 – 68 Roll a d10. On a 10, the item gains an effect from the Minor Beneficial Properties table (see DMG pg. 219).
69 – 75 You can choose to create the item as an amalgam. Use the regular Amalgamate rules, but you do not need to have the item to use it.
76 – 79 Every creature who uses the item can act as if they are proficient in it.
80 – 83 In addition to its normal effects, the item gains a +1 effect. If it already has the +1 effect, it becomes +2. If the item cannot gain the +1 effect, roll again and add +20 to the roll
84 – 87 While wielding this item, you cannot become lost, even by magical means, and you always know which direction is north.
88 – 91 Choose one infusement that you know. The item now gains that effect, but does not count as an infused item.
92 – 93 While wielding this item, gain +1 AC.
94 – 95 The item you are creating becomes a random magic item of one rarity higher.
96 – 97 Once per long rest, while attuned to this item, you may use an action to restore 1d4 2nd level spell slots.
98 – 99 Flip a coin. On heads, the item gains one effect from the Major Beneficial Properties table. On tails, the item gains two effects from the Minor Beneficial Properties (see DMG pg. 219).
100 Roll on this table twice, adding +25 to each. Gain both effects. Disregard any 100s rolled this way.

Level 3: Alchemical Formulas

 

Starting at 3rd level, you know certain alchemical formulas. You can craft a formula you know provided you have alchemists supplies and the necessary ingredients. Your DM dictates what, if any, ingredients are necessary, what formulas you know and whether there is a cost involved.You can craft a number of items simultaneously equal to your proficiency bonus. The time to craft an item depends on its rarity, needing 8 hours of work per day. Items without a rarity use their cost as a surrogate as seen on the table below. You can learn additional formulas as you advance in levels, or as you find them throughout the world. If the item created from the formula utilizes a saving throw DC, you use your spell save DC.

Additionally, as an action, you can create an item from a formula which you know using your spell slots. The rarity of the item dictates the level of spell slot needed. Such an item does not require ingredients and is stable for a number of hours equal to your proficiency modifier. Items created with spell slots appear noticeably translucent and cannot be sold.

 

Items without Rarity
Item maximum cost Rarity
100 gp Common
250 gp Uncommon
500 gp Rare
1500 gp Very Rare
--- Legendary

 

Spell slots by Rarity
Item rarity Spell slot level Time to craft
Common 1st 24 hours
Uncommon 2nd 7 days
Rare 3rd 1 month
Very Rare 4th 1 month
Legendary 5th 1 month

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