Base Class: Artificer
You’ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don’t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. You can use your tools as a spellcasting focus. Intelligence is your spellcasting ability for your artificer spells; You use your Intelligence whenever an artificer spell refers to your spellcasting ability
added spells:
Jolt
Retrieve
Task
Armament
Duplicate
Summon Vehicle
Whelm Weapon
Ember Belly
Obscure Object
Transparency
Create Spirit Train Stop
Mass Levitate
Mechanic Expertise
At 3rd level you become proficient in Mechanics and Salvage if you aren’t already, and become expert in it if you are already proeficient
First Era Mastery
At 3rd level you learn the cantrip Jolt and this cantrip doesn’t count towards the limit of cantrips you know. Aditionally, when you cast jolt on a first age machine, you can choose to control it for a brief moment. When you control a machine this way, you can only do it again after a short or long rest, and the subsequent uses of jolt will be just the regular cantrip. If it is a vehicle For the next three turns, you can use your action to move it up to 18 meters, and any creature it runs over will take 2d8 bludgeoning damage. If it is a vending machine you can buy an item for free. If the device can produce sound you can play a sound effect or music of your choice for 18 seconds. Aditionally, you can spend a spell slot to cast Thunderwave from the device. If the device can produce video you can show a video of your choice for 18 seconds. Aditionally, you can play a real time footage from anywhere on the island. An intelligence (arcane) check determines the accuracy and quality of the footage
First Era Mastery
At 3rd level you learn the cantrip Jolt and this cantrip doesn’t count towards the limit of cantrips you know. Aditionally, when you cast jolt on a first age machine, you can choose to control it for a brief moment. When you control a machine this way, you can only do it again after a short or long rest, and the subsequent uses of jolt will be just the regular cantrip. If it is a vehicle For the next three turns, you can use your action to move it up to 18 meters, and any creature it runs over will take 2d8 bludgeoning damage. If it is a vending machine you can buy an item for free. If the device can produce sound you can play a sound effect or music of your choice for 18 seconds. Aditionally, you can spend a spell slot to cast Thunderwave from the device. If the device can produce video you can show a video of your choice for 18 seconds. Aditionally, you can play a real time footage from anywhere on the island. An intelligence (arcane) check determines the accuracy and quality of the footage
Eletric Battery
When you reach 5th level, your Jolt cantrip becomes more powerful. When you cast the Jolt cantrip on a machine, it is powered for an hour instead of 18 seconds. This is also true for jolts empowered by the First Era Mastery. Aditionally, once per day you can extract the energy from a working machine to recover your First Era Mastery feature. This will make the machine damaged.
First Age Craftsman
When you reach 9th level, you learn to craft machines from the first era. Provided you have the materials, you can build any machine from the first era. The building needs time to be completed, as described by the Machine Crafting table. Machine Crafting
Size of the machine Time to build
Tiny 1 short rest
Small 1 long rest
Medium 1d4 long rests
Large 2d4 long rests
Improved Robotics
When you reach the 9th level, your Animate Construct spell becomes more powerful and can be used to animate machines of medium or large size. If it is bigger then the small size, the construct has doubled speed and you can ride it. It has the following benefits for each size above small
the construct will have 6 aditional hit points per spell slot level
the construct will deal an aditional 1d4 bludgeoning damage on hits per spell slot level
the construct will have 1 aditional AC per spell slot level
Aditionally, you can use your Artificer infusions on the construct
Artificer Infustions
Arcane Construct Item: A construct Requires Artificer level 9
The construct have a number of charges equal to your proficiency bonus. It can spend a charge to cast Burning Hands, Magic Missile, Shield, Thunderwave or Witch Bolt. The construct
recover the charges after a long rest.
Elemental Weapon Item:
A simple or martial weapon (requires attunment)
This magic item deals an aditional 1d4 damage of either fire, lightning or force damage (your choice). The bonus increases to 1d8 when you reach 10th level in this class
Unearthly Connection
At 15th level you form an unearthly connection with the technology of the first era. You always know the location of machines within 1 kilometer of you. Once per day, as an action, you can warp the nearest machine from the first era to an unocupied space withing 10 meters of you. You can send it back as a free action. Aditionally, when a machine is powered by your First Era Mastery feature, you can control it as if by the Levitate spell, without spending spell slots.
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