Artificer
Base Class: Artificer

You've spent years researching how the natural laws of the universe cause everything that has happened, is happening, and will happen, to happen. You have been able to figure out a way to use this to help in your adventures, and the battles that come with such adventures. You know how to use the laws you named "chemistry' of the universe to cause chemical reactions to help vanquish all that stand in your way, until you can mold molecules with your very hands.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with glassblower’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Battle Chemist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Chemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Battle Chemist Spells

Artificer Level

Battle Chemist Spells

3rd

Create or Destroy Water, Unseen Servant

5th

Spike Growth, Scorching Ray

9th

Conjure Barrage, Meld into Stone

13th

Control Water, Vitriolic Sphere

17th

Conjure Elemental, Steel Wind Strike 

Elemental Satchel

Also at 3rd level, you've learned how to make your own magical satchel to help with your chemical studies. Every long rest you may place in an amount of GP, equal to the respective cost to obtain elements of the periodic table in grams or liters. You also have the ability to produce renewing reaction ready chemicals, or reaction enhanced weapons by placing the premade elements or compounds in a department of the satchel. You can have up to 10 potions at a time and can choose to take out a renewing resource in place of another before a long or short rest. Every resource you put in takes up a potion slot, and every long rest you may replenish 3 of your potion slots at random, and every short rest you replenish 1 of your potion slots at random. The amount of potion slots you get increases to 15 at level 5, 20 at level 9, 25 at level 13 and 30 at level 17

Manipulatable Mutations

By the 5th level, You have been subjected to many elements that may cause mutations, however you are able to control these mutations to be beneficial to you. You can choose from the following mutations. Instead of a long rest you may spend the equivalent time chemically engineering your cells to become a different mutation. 

  • You become a size larger, and grow mutated claws. When you make an unarmed attack, you may deal necrotic damage and add your intelligence modifier or cast a spell that requires a casting time of an action.
  • You grow a third arm you control completely and can work while you are asleep. You can now make a sacrifice for elements every short rest and may as a bonus action attack with a one handed weapon. 
  • You grow an extra set of legs. You may travel double the speed and jump twice as high
  • You grow an extra eye, you get advantage on perception and accuracy checks made with chemically enhanced weapons

 

Arm Mutation

You grow a third arm you control completely and can work while you are asleep. You can now make a sacrifice for elements every short rest and may as a bonus action attack with a one handed weapon. 

Eye Mutation

You grow an extra eye, you get advantage on perception and accuracy checks made with chemically enhanced weapons

Leg Mutation

You grow an extra set of legs. You may travel double the speed and jump twice as high

Size Mutation

You become a size larger, and grow mutated claws. When you make an unarmed attack, you may deal necrotic damage and add your intelligence modifier or cast a spell that requires a casting time of an action.

Molecular Synthesis

At 9th level, you’ve learned how to form molecules with just your magic, and your satchel has become more attuned for you. You may now form compounds by applying magic to the base elements. You can activate this ability for any amount of 1 compound per short rest, if you have the materials, and you may activate this ability for any amount of 3 compounds per long rest, if you have the materials. These may be used in the renewing resources of your satchel, and you now also get to choose which elements you obtain from every rest with the satchel. Also you may expend a spell slot per extra potion you want to obtain every long rest. The required level of spell slot increases by 1, for every consecutive extra potion. 

Single Replacement Weapons

By level 15, you’re a master at enhancing your weapons with the elements or chemical reactions by replacing parts of your weapons as an action with a given element. The following elements have the following influences:

  • Alkali Metals and Alkaline Earth Metals add a larger area of damage. When an attack with a weapon coated with one of these metals kills a creature, the elements react with the body vigorously, and make an explosion. All creatures within 10 ft (other than you), must succeed on a  Dex saving throw equal to your spell casting modifier +10, or take an amount of d12 equal to your current level in the artificer class.
  • Transition Metals add an amount of damage and accuracy to your weapon attacks. When you attack with a transition metal coated weapon, you add double your intelligence modifier to your attack roles, and gain advantage on rolls to hit 
  • Metalloids are injected into the bloodstream and deal extra damage. When you attack with a piercing or slashing weapon and roll a 20+, you add an amount of acid damage equal to your 3x your proficiency modifier. This attack doubles in strength at the 17th level
  • Non-metals are brittle and break into many pieces. Three hits after you replace your weapon with a Non-metal, it breaks on that attack. When it breaks it shatters into the attacked creature's blood stream.  This deals piercing damage equal to an amount of d10 equal to your spell casting modifier. You may then use a reaction to prepare to replace the weapon with a Non-metal as a bonus action next turn. This attack becomes a d12 at 17th level

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