Base Class: Artificer
The arts of sages were developed, after the Magitek boom in the realm. They dedicate themselves to researching Magitek, and how it can be used to treat people from ailments and wounds they suffer, as well as, protect themselves from any threats. These Sages are often seen carrying a Magitek tool called a Noulith with them, to assist them in curing and treating other people, as well as, protecting themselves with it from other threats.
Sage Spells
|
Artificer Level |
Spells |
|
3rd |
Healing Word, Magic Missile |
|
5th |
Calm Emotions, Prayer of Healing |
|
9th |
Mass Healing Word, Remove Curse |
|
13th |
Death Ward, Aura of Purity |
|
17th |
Mass Cure Wounds & Hallow |
Level 3: Sage's Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with the Tinker's Tools, as well as your special weapon, the Noulith. You can use your Tinker's Tools to repair your Noulith weapon, create a new Noulith weapon, or the magic ammunition needed for it. You can use your Noulith weapon as an Arcane Focus for your Artificer Spells.
Level 3: Dykrasia
Starting at 3rd level, when you cast a spell that restores hit points to 1 or more creatures, you can instead grant them Temporary Hit Points, equal to your intelligence modifier plus a number of d8s equal the level of the spell you cast.
Kardia
Starting at 3rd level, as a bonus action, you can create a mystical bond between yourself, and a creature of your choice within 60ft. of you. This bond lasts for 1 minute, or until you end it with a Free Action on your turn. Each time you deal damage with your Noulith weapon or with a spell cast through your Noulith, the creature you bonded with, regains Hit Points equal to half the damage you dealt (rounded up).
You can use this feature an amount of times equal to your Intelligence Modifier. You regain all uses after you finish a long rest.
Noulith Weapon
Noulith (Cost: 800 gp), Damage: 1d8 Bludgeoning Damage, 3 LBS, Properties: Magical Ammunition (Firearms, Max Capacity 6), Range (30/90ft.), Loading, Special
Noulith Special Property: When the Noulith is active, you can make it float around you, by using a special glove, that allows you to command it. You can't use any other weapons in the hand that has the special glove, or hold any items with it, as it could disrupt your connection with the Noulith. You also must use your main hand to control the Noulith, and you can't use a weapon or hold a shield or another arcane focus in your offhand, as it makes it harder to concentrate on controlling your Noulith.
Phlegma
Starting at 5th level, as an action, you can expend a spell slot, and either fire a blast of pure magical energy to a point you choose. Every creature of your choice within a 20ft. radius of that point, must make a Dexterity Saving Throw, taking 2d6 Force Damage on a failed save, or half as much on a successful save. You can expend a spell slot of 2nd level or higher, to increase the damage this feature deals by 2d6, per the level of the spell slot you spent.
Haima
Starting at 9th level, as an action, you can create a protective barrier around a creature of your choice, within 90ft. of you. That creature gains +1 to its AC bonus, and 5d8 Temporary Hit Points for 1 minute.
You can only use this feature once per long rest.
Panhaima
At 15h level, as an action, you can create a protective barrier around up to 8 creatures of your choice, within 90ft. of you. Those creatures gain 3d8 Temporary Hit Points, and +1 to their AC bonus for 1 minute.
You can only use this feature once per long rest.
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