Base Class: Artificer
Synthesizers are artificers who specialize in uncovering the hidden potential within mundane and magical items. Rather than crafting from scratch, they excel at combining, refining, and optimizing equipment, consumables, and materials. Their deep understanding of magical structure allows them to merge items in ways most artificers consider impossible, creating temporary but powerful enhancements.
A Synthesizer’s signature ability, Synthesize, allows them to fuse two items into a single improved version — whether that means combining potions, reinforcing weapons, or creating hybrid tools. As they advance, their fusion techniques grow more potent, eventually allowing them to merge magical items and even create temporary rare‑tier equipment. Synthesizers thrive on creativity, resourcefulness, and exploiting hidden mechanics to gain an edge in any situation.
Hidden Rank Analysis
Hidden Rank Analysis. You learn to read latent rank and suitability in items.
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Tool proficiency. You gain proficiency with alchemist’s supplies and tinker’s tools. If you already have either, choose another artisan’s tool.
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Quick appraisal. As an action, examine up to three items you carry. For each item, you learn whether it is suitable as a synthesis component (yes/no), whether it's rarity, and one obvious property (weapon damage die, potion type, tool type).
Synthesize
Synthesize. As an action, you can attempt to fuse multiple items into a single item of greater rarity. When you use Synthesize, follow these rules:
- Items: You must supply 2 to 7 items you are carrying. Each item must be common or uncommon (magical or mundane); items of higher rarity cannot be used as components. The items must be thematically compatible with the result (for example, you cannot reasonably combine a broken sword and a vial of ink to create a healing potion). The DM adjudicates compatibility.
- Time and cost: Synthesis takes 2 actions and consumes 10 gp of reagents and binding materials.
- Roll: When the process completes, roll a d20 and consult the result table below. On a failure result (1–6), the components are destroyed and nothing is created. On any success result, the components are consumed, and a single item of the indicated rarity is created.
- Limits: You can use Synthesize a number of times equal to your Intelligence modifier (minimum 1). You regain all uses on a long rest. The DM may require time, tools, or a workshop for particularly elaborate syntheses.
D20 Result Table
| d20 roll | Outcome |
|---|---|
| 1–6 | Failure. All components are destroyed; nothing is created. |
| 7–12 | Common item (one common item is created). |
| 13–16 | Uncommon item (one uncommon item is created). |
| 17-18 | Rare item (one rare item is created). |
| 19 | Very rare item (one very rare item is created). |
| 20 |
Legendary item (one legendary item is created). |
Also, there are Unknown Rarity items, but they can only be gotten if the player got at least a 16 or above and only be gotten if you combine certain and somewhat specific items together and this class feature will level up over time.
Enhanced Synthesis
Enhanced Synthesis. Your synthesis techniques gain two focused improvements that preserve the core Synthesize rules while giving you reliable tactical options.
- Extra short‑rest use. You gain one additional use of Synthesize that refreshes on a short rest. Your long‑rest uses remain equal to your Intelligence modifier (minimum 1).
- Precision Spend. When you begin a Synthesize attempt, you may spend one additional Synthesize use (in addition to the use for the attempt) to gain the following benefits for that attempt:
- Add your Intelligence modifier (minimum +1) to the d20 roll.
- If the modified result would be a failure (a roll of 1–6 after modifiers), you may instead choose to treat it as the minimum Common result (7). Choosing this conversion consumes the additional Synthesize use.
Arcane Extraction
Arcane Extraction. You can distill an item’s essence into portable reagents and use those reagents to influence synthesis outcomes.
- Synthesis Shards. As an action and 10 minutes of work, you can extract a Synthesis Shard from a nonmagical common or uncommon item you possess or from an item you created with Synthesize. Extracting consumes the source item. You can hold up to 3 shards at a time.
- When you begin a Synthesize attempt, you may expend a shard to apply one of these effects (choose when you start): Reroll (reroll the d20 once and accept the second result), Boost (+4 to the d20 roll), or Stabilize (treat a roll of 1–6 as 7).
- Magical fusion. Once per long rest, you may expend two Synthesis Shards and one spell slot of 2nd level or higher to attempt a magical fusion. Use 2–7 components (common/uncommon only) and roll the d20 as normal. On a success result of Rare or better, the created item may be a magical item of that rarity (DM approval required). On failure, shards, slots, and components are consumed.
Perfect Synthesis
Perfect Synthesis. You can orchestrate complex, high‑risk fusions with powerful but costly outcomes.
- Master Synthesis. You may perform a Master Synthesis by spending all remaining Synthesize uses you have and one additional resource of your choice: 10 hit points, one 5th‑level spell slot, or 100 gp. A Master Synthesis takes 1 hour and requires a proper workspace. When you complete it, roll two d20s and take the higher result; consult the Synthesize d20 Result Table to determine rarity. You can perform Master Synthesis once per long rest.
- The Unknown cap. If the result is (20), it creates a random Unknown Rarity item is non‑attunement. The DM may require a campaign‑level ritual to make Unknown Rarity results permanent.
- Three‑component mastery. When you perform Synthesize normally, you may include up to 10 components; when you perform Master Synthesis you may include up to 10 components, and the DM should weigh component variety when choosing the created item.
- Hidden Rank resonance. While you are attuned to or wielding an item you created with Synthesize, you gain advantage on one skill check type of your choice once per short rest that thematically matches the item (the DM decides which skill fits).
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