Artificer
Base Class: Artificer

They are masters of arcane metallurgy, unstable ley line manipulation, and practical planar devices. Their inventions may be precise, explosive, or unpredictable—just like the fractured reality they study.

Planar Engineers are often tinkerers, inventors, and explorers, creating devices both dangerous and wondrous, drawing inspiration from smoke-choked industrial cities and planar bleed zones.

Level 3: Planar Infusion

When crafting a magical weapon or item, you may choose one of the following Planar Infusions:

  1. Fractured Edge – Weapon deals an additional 1d4 force damage. On a critical hit, roll a d6; on a 5-6, the target is pushed 10 ft as reality warps around the strike.

  2. Ley-Powered Device – One construct or item you create gains +1 AC and resistance to one damage type of your choice for 1 hour.

  3. Residual Echo – When an ally uses your item or device, they gain advantage on their first attack or ability check each turn for 1 minute.

Level 3: Planar Resonance

You gain a bonus whenever using a spell or device that originates from a planar energy source.

  • When casting a spell that deals damage or restores hit points, you may reroll one damage or healing die per turn.

  • If you target a planar-adjacent creature (like an Aspect or planar-touched monster), the spell deals or restores an additional 1d6.

Level 5: Planar Tinker

At 5th level, you gain the ability to craft Planar Devices—temporary constructs powered by unstable magic.

  • As an action, you may create a small device (Tiny object, AC 13, HP equal to your Artificer level) that lasts 1 hour or until destroyed.

  • Devices can:

    1. Fire a force bolt (range 30 ft, 1d8 force damage)

    2. Create a localized planar distortion (5 ft cube difficult terrain)

    3. Emit a protective field granting +2 AC to one ally within 5 ft

You can have a number of active devices equal to your Intelligence modifier.

Level 9: Planar Stability

 

  • You may use your reaction to impose advantage or disadvantage on one attack roll, saving throw, or ability check made by a creature within 30 ft.

  • Once per long rest, you may stabilize a planar rift (like in the Ashforge Scar or Twilight Verge), suppressing its effects for 1 hour.

 

Level 15: Master of Fractured Matter

  • Once per short or long rest, you may create a Planar Flare: a 20 ft radius sphere where reality fluctuates for 1 minute. Effects each round (roll 1d6):

    1. Gravity shift – creatures must succeed on a Strength save or fall prone

    2. Force spike – creatures take 3d8 force damage

    3. Displacement – creatures must reroll attack rolls against targets inside the flare

    4. Temporal stutter – creatures’ speed halved until next turn

    5. Protective flux – allies gain +2 AC

    6. Minor planar echo – cast a cantrip you know without expending a spell slot

Flavor-wise, you can describe the Planar Engineer activating strange levers, rotating crystalline cores, or waving wands that emit glowing fractal patterns as they summon planar energy.

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