Artificer
Base Class: Artificer

Overview

Throughout Aetheris, there are artisans who forge weapons, craft armor, or construct mighty fortifications. The Arcane Shipwright stands apart from all of them. Their life's work is not a sword or a suit of armor, but a vessel—a ship capable of carrying entire crews across impossible distances.

Arcane Shipwrights are engineers, navigators, architects, and arcanists in equal measure. They understand not merely how wood joins to wood or steel joins to steel, but how magic binds to structure. To them, a skyship's levitation lattice is as important as its hull. A spelljammer's helm is as vital as its sails. Every vessel is a living expression of magical engineering.

Many Arcane Shipwrights begin as apprentices in naval dockyards, skyship yards, or spelljammer foundries. Others emerge from universities, artificer guilds, or military engineering corps. Regardless of their origin, they all share a fascination with the question that has driven exploration across Aetheris for centuries:

"What lies beyond the next horizon?"

While some Shipwrights dedicate themselves to commerce and exploration, others become military innovators responsible for constructing entire fleets. Some seek forgotten technologies from ancient civilizations. Others pursue the secrets of planar navigation, hoping to chart routes through dimensions that few mortals have ever seen.

Among adventuring parties, Arcane Shipwrights often serve as technical specialists. They understand vehicles, fortifications, logistics, and magical infrastructure better than nearly anyone else. They can repair damaged vessels in the midst of battle, reinforce structures against magical assault, and devise ingenious solutions to problems involving transportation, engineering, or exploration.

Origins in Aetheris

The Arcane Shipwright tradition traces its roots to several independent schools of magical engineering.

The Skyborne Dominion

Perhaps the most famous Shipwright academies exist within the Skyborne Dominion. Their vast floating shipyards produce some of the finest skyships in existence. Dominion Shipwrights emphasize precision, regulation, and technological advancement, often viewing vessel construction as both science and civic duty.

Republic of Aurimundus

Aurimundian Shipwrights are renowned for innovation. Their yards continuously experiment with new propulsion systems, enchanted armaments, and hybrid magical technologies. Many famous privateer captains and explorers owe their vessels to Aurimundian craftsmen.

Volarian Republic

The Volarians have long mastered oceanic travel. Their Shipwrights focus heavily on durability, navigation, and long-range logistics. Many techniques used in modern skyship construction originated in Volarian naval engineering.

Meridian Consortium

Though often viewed with suspicion, the Consortium employs some of the most accomplished Shipwrights on Aetheris. Their designs prioritize profit, efficiency, cargo capacity, and long-distance trade routes.

The Celestial Foundries

Ancient records speak of hidden spelljammer foundries scattered throughout the Astral Sea. Shipwrights who uncover these sites often discover techniques thought lost for millennia. Entire schools of modern spelljammer engineering have emerged from recovered Foundry knowledge.

Independent Builders

Not all Arcane Shipwrights belong to great organizations. Some wander from port to port, taking commissions, studying foreign vessel designs, and gathering rare components. These independent masters often produce the most unusual and innovative ships ever seen.

Philosophy and Doctrine

Arcane Shipwrights are united by several core beliefs.

Every Horizon Can Be Reached

Most Shipwrights believe that no destination is truly unreachable. The limitations of travel exist only until someone discovers a way to overcome them.

Craftsmanship Is Responsibility

A poorly made weapon may kill its wielder. A poorly made ship may doom an entire crew. Shipwrights carry an immense sense of responsibility toward those who trust their lives to their creations.

Innovation Requires Courage

Shipwrights understand that progress demands risk. Every revolutionary vessel began as an untested design. Every great explorer trusted a craft that had never sailed before.

Knowledge Must Travel

Many Shipwrights view exploration as a sacred duty. New lands, cultures, and discoveries enrich all of civilization. A vessel that never leaves harbor has failed its purpose.

The Vessel Reflects Its Builder

Shipwrights often see their ships as extensions of themselves. A vessel's strengths, weaknesses, and personality frequently mirror the values of its creator.

Visual Identity

Arcane Shipwrights are immediately recognizable among artificers.

Their clothing often incorporates practical engineering gear—tool belts, drafting instruments, enchanted measuring devices, navigation charts, and specialized lenses. Many wear long coats reinforced with brass fittings, arcane circuitry, or magically treated leather.

Their spellcasting frequently manifests as glowing blueprint projections, floating schematics, spectral rigging, or miniature constructs that assemble and disassemble components in midair.

Tools are carried with near-religious reverence. A Shipwright's hammer, compass, calipers, or drafting kit may be passed down through generations and treated as treasured heirlooms.

When using their subclass abilities, glowing runes often spread across nearby structures, vehicles, or equipment as temporary magical reinforcements take shape.

Some veteran Shipwrights bear tattoos resembling navigation charts, constellation maps, ship schematics, or planar routes they have personally discovered.

Role in Aetheris

Arcane Shipwrights occupy a unique place in the world. While many adventurers become heroes through combat prowess or magical mastery, Shipwrights shape the future of nations through infrastructure, exploration, and technological advancement.

Military Role

Every major navy, skyfleet, and spelljammer armada seeks the expertise of Arcane Shipwrights. They design warships, oversee fleet repairs, improve magical propulsion systems, and develop new methods of naval warfare.

During conflicts, Shipwrights often serve as battlefield engineers, repairing vessels under fire and reinforcing critical structures against enemy attacks.

Exploration Role

Most famous explorers eventually work alongside a Shipwright. Whether charting unknown continents, traversing the Astral Sea, or establishing trade routes through dangerous territories, Shipwrights provide the technological expertise that makes exploration possible.

Political Role

The construction of a single skyship can alter the balance of power between nations. Because of this, master Shipwrights often wield influence far beyond their apparent station.

Kings, admirals, merchant princes, and guildmasters frequently compete for the services of renowned Shipwrights.

Adventuring Role

Within an adventuring party, Arcane Shipwrights serve as support specialists, battlefield controllers, and logistical experts.

They excel at:

  • Vehicle operation and enhancement
  • Battlefield fortification
  • Repair and maintenance
  • Mobility support
  • Exploration assistance
  • Magical engineering
  • Strategic planning

Many parties eventually discover that having a Shipwright means never being stranded for long.

Subclass Integration

Major Polities

Republic of Aurimundus

Aurimundian Shipwrights are celebrated as national heroes. The Republic's vast merchant and exploration fleets rely heavily upon their expertise.

Skyborne Dominion

The Dominion operates some of the largest magical shipyards on Aetheris. Many Arcane Shipwrights receive formal training within Dominion academies.

Volarian Republic

Volarian naval traditions heavily influence modern Shipwright techniques. Volarian masters remain among the finest maritime engineers alive.

Meridian Consortium

The Consortium views Shipwrights as valuable commercial assets. Their engineers constantly seek ways to increase efficiency and profitability.

Helbrann League

Though less focused on grand fleets, Helbrann Shipwrights specialize in practical vessel construction, frontier engineering, and defensive infrastructure.

Organizations, Guilds, and Orders

The Grand Cartographer's Society

An organization devoted to exploration and mapping. Many Shipwrights collaborate with its members.

The Guild of Arcane Constructors

A transnational guild responsible for certifying magical engineering standards.

The Starwright Compact

A secretive organization dedicated to rediscovering ancient spelljammer technology.

The Astral Foundry League

A coalition of artificers and explorers who search for lost celestial shipyards.

Religious and Philosophical Movements

Many Shipwrights revere deities associated with knowledge, travel, invention, craftsmanship, or discovery.

Some view exploration itself as a sacred act, believing that every new route discovered brings civilization closer together.

Rivals and Enemies

Arcane Shipwrights frequently find themselves opposed by:

  • Pirates and raiders
  • The Sanguine Compact
  • The Eightfold Ledger
  • Smugglers seeking to evade regulation
  • Saboteurs and spies
  • Monopolistic trade organizations
  • Ancient entities that dwell beyond known space

Many legendary Shipwrights become targets simply because of the vessels they create.

Expanded Spell List

The Arcane Shipwright always has certain spells prepared after reaching the levels listed below.

These spells count as Artificer spells for you and do not count against the number of spells you prepare.

Artificer Level

Spells

3rd

Feather Fall, Tenser's Floating Disk

5th

Arcane Lock, Levitate

9th

Fly, Water Breathing

13th

Fabricate, Freedom of Movement

17th

Animate Objects, Teleportation Circle

Subclass Features

Level 3: Shipwright's Training

Action Type: Passive
Uses: At-Will

You gain proficiency with Carpenter's Tools, Navigator's Tools, Water Vehicles, and Air Vehicles. If you already have proficiency with Carpenter's Tools or Navigator's Tools, you gain Expertise with that tool instead.

You also gain Advantage on Intelligence checks made to identify, evaluate, repair, navigate, or operate ships, skyships, spelljammers, siege engines, docks, shipyards, and magical transportation systems.

During a Short Rest, you may repair one object, construct, or vehicle you can touch. It regains Hit Points equal to:

2d8 + your Intelligence modifier + your Artificer level

Once you use this repair benefit, you cannot use it again until you finish another Short Rest.

Level 3: Arcane Vessel Matrix

Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Duration: 10 minutes

As a Bonus Action, choose one willing creature, construct, vehicle, or object within 30 feet. You install a temporary arcane matrix into the target. Choose one of the following benefits:

Reinforced Frame

The target gains Temporary Hit Points equal to:

Twice your Artificer level + your Intelligence modifier

Aetheric Propulsion

The target's speed increases by 10 feet. If the target is a vehicle, its tactical movement speed increases by 10 feet instead.

Stabilized Design

The target gains Advantage on Strength and Dexterity Saving Throws.

A vehicle instead gains Advantage on checks and Saving Throws made to resist collisions, storms, forced movement, or magical disruption.

You may have only one Arcane Vessel Matrix active at a time. The effect ends early if you use this feature again.

Level 5: Emergency Repairs

Action Type: Reaction
Uses: Proficiency Bonus per Long Rest

When a creature, construct, object, or vehicle within 60 feet takes damage, you may use your Reaction to reduce the damage by:

2d8 + your Intelligence modifier

At 9th level, this becomes 3d8 + your Intelligence modifier.
At 15th level, this becomes 4d8 + your Intelligence modifier.

If the target is a vehicle, construct, or object, it also gains Temporary Hit Points equal to your Artificer level.

Level 5: Fleet Engineer

Action Type: Passive

You are especially effective when operating vessels and battlefield machinery.

While aboard a vehicle, skyship, ship, or spelljammer, you gain the following benefits:

  • You may add your Intelligence modifier to Initiative rolls.
  • You have Advantage on checks made to operate, steer, repair, or stabilize the vessel.
  • When you operate a vehicle-mounted weapon, you may use your Intelligence modifier for the attack and damage rolls instead of the weapon's normal ability modifier.

Level 9: Arcane Drydock

Action Type: Action
Uses: Once per Long Rest, or by expending a spell slot of 3rd level or higher
Duration: 1 minute

As an Action, you deploy a temporary arcane drydock in an unoccupied space within 60 feet. The drydock occupies a 10-foot cube and is a magical object with AC 15 and Hit Points equal to:

5 × your Artificer level

The drydock projects stabilizing beams, repair drones, spectral scaffolding, and emergency reinforcement fields.

When you create the drydock, choose one of the following configurations:

Repair Bay

At the start of each of your turns, choose one creature, construct, object, or vehicle within 30 feet of the drydock. The target regains Hit Points equal to:

1d8 + your Intelligence modifier

This feature cannot restore Hit Points to a creature that has 0 Hit Points.

Bulwark Rig

Allies within 30 feet of the drydock have Half Cover.

Additionally, allies in the area have Advantage on Saving Throws against being moved against their will or knocked Prone.

Aether Beacon

Allies within 30 feet of the drydock gain a 10-foot bonus to speed.

The first time each turn an ally within the area hits with an attack, that ally may deal extra Force Damage equal to your Intelligence modifier.

Hazard Framework

The area within 30 feet of the drydock is Difficult Terrain for enemies.

The first time an enemy enters the area on a turn or starts its turn there, it takes Force Damage equal to:

1d8 + your Intelligence modifier

A creature can take this damage only once per turn.

Level 9: Vessel-Bound Genius

Action Type: Passive

Your understanding of magical transportation reaches legendary levels.

You gain the following benefits:

Vehicle Savant

You can operate any vehicle regardless of normal proficiency requirements.

Master Navigator

You cannot become lost through nonmagical means.

You always know:

  • Cardinal directions
  • Current time of day
  • Approximate distance traveled

Arcane Surveyor

After spending 10 minutes examining a vessel, structure, construct, or magical transportation device, you learn:

  • Current hit points
  • Damage vulnerabilities
  • Major weaknesses
  • Active magical effects
  • Approximate age
  • Method of construction

Expedient Construction

The time and gold cost required for crafting vehicles, vehicle upgrades, and vehicle components are reduced by 50%.

This includes:

  • Ships
  • Skyships
  • Spelljammers
  • Naval weaponry
  • Vehicle-mounted magical systems

At the DM's discretion, this may also apply to large-scale fortifications and engineering projects.

Level 15: Architect of Horizons

Action Type: Action
Uses: Once per Long Rest
Duration: 1 minute

As an Action, you unfold a masterwork arcane design, transforming the battlefield into a temporary vessel of war, escape, or survival.

Choose one Grand Design:

Citadel Engine

Choose a point within 60 feet. For 1 minute, a 20-foot-radius zone of spectral scaffolding and defensive plating appears there.

Allies in the area gain Half Cover and Temporary Hit Points equal to your Intelligence modifier at the start of each of their turns.

Enemies treat the area as Difficult Terrain.

Fleetmaster's Command

For 1 minute, you coordinate your allies with the precision of a skyfleet commander.

Allies of your choice within 60 feet gain the following benefits:

  • +1 bonus to AC
  • +1 bonus to attack rolls
  • Once per turn, when an affected ally hits with an attack, that ally may deal extra Force Damage equal to your Intelligence modifier.

Worldbridge Matrix

For 1 minute, you partially unfold the principles of spelljammer transit around your allies.

Allies of your choice within 60 feet gain:

  • Flying Speed equal to their Walking Speed
  • Advantage on Dexterity Saving Throws
  • Once during the duration, each affected ally may teleport up to 30 feet as a Bonus Action

Level 15: Legendary Shipwright

Action Type: Passive

Your vessels and designs are touched by legend.

You gain the following benefits:

  • You gain Resistance to Force Damage.
  • Whenever you finish a Long Rest, choose one vehicle, construct, or Large-or-larger object you can touch. Until your next Long Rest, it gains a +2 bonus to AC and Saving Throws.
  • When initiative is rolled, one vehicle or construct within 60 feet of you gains Temporary Hit Points equal to twice your Artificer level.
  • When you use Emergency Repairs, you may also end one condition affecting the target if the target is a construct or vehicle. The condition must be Blinded, Deafened, Grappled, Paralyzed, Prone, Restrained, or Stunned.

Playing an Arcane Shipwright

The Arcane Shipwright fills a unique niche among Artificers.

Where the Battle Smith commands a construct and the Artillerist dominates through weaponry, the Shipwright excels at infrastructure, mobility, support, and battlefield engineering.

Strengths

  • Exceptional utility
  • Vehicle mastery
  • Defensive support
  • Exploration capabilities
  • Strong battlefield control
  • Logistics and transportation

Weaknesses

  • Lower direct damage output than Artillerists
  • Relies heavily on positioning
  • Some features become more powerful in campaigns involving ships or vehicles
  • Less focused on personal combat prowess

Tactical Identity

The Arcane Shipwright rewards strategic thinking.

You create advantageous terrain, strengthen allies, repair damage, and improve mobility while ensuring your companions remain operational under the harshest conditions.

Roleplaying an Arcane Shipwright

Many Shipwrights share common personality traits:

  • Curiosity
  • Patience
  • Methodical thinking
  • Appreciation for craftsmanship
  • Desire to explore

Questions often considered by Shipwrights include:

  • What lies beyond the next horizon?
  • What can be improved?
  • What forgotten technology remains undiscovered?
  • How can civilization be connected through travel?

Some become visionary inventors.

Others become obsessed with creating the perfect vessel.

A few dedicate their lives to reaching places no mortal has ever seen.

Faction and Organization Connections

Arcane Shipwrights are commonly associated with:

  • Skyborne Dominion Naval Academies
  • Republic of Aurimundus Exploration Corps
  • Volarian Admiralty Engineering Offices
  • The Grand Cartographer's Society
  • The Guild of Arcane Constructors
  • The Starwright Compact
  • Independent Skyport Authorities
  • Spelljammer Foundries

Common enemies include:

  • The Sanguine Compact
  • The Eightfold Ledger
  • Pirates and corsairs
  • Saboteurs
  • Smugglers
  • Planar raiders

Adventure Hooks

The Impossible Blueprint

A fragment of a schematic describes a vessel capable of crossing realities. Several factions seek to claim it.

The Ghost Shipyard

An abandoned spelljammer foundry drifts through the Astral Sea.

Fleet of the Fallen Star

A lost expedition fleet has reappeared after centuries.

The Horizon Engine

A revolutionary propulsion system has been stolen by agents of the Eightfold Ledger.

Siege of Skyport Aurelis

Enemy forces attack a strategic skyport, and only a master Shipwright can keep the defenses operational.

Beyond the Veil Current

Ancient navigation charts suggest a route leading to an entirely unknown world.

Notable NPCs

Master Shipwright Edrik Voss

A legendary Aurimundian engineer responsible for designing dozens of famous skyships.

Admiral-Constructor Lyra Vael

Commander of a Dominion fleet and one of the foremost authorities on military vessel design.

Tiber Renn

An eccentric spelljammer builder obsessed with reaching the edge of known space.

Balance Notes

Intended Role

Support / Controller

The Arcane Shipwright focuses on enhancing allies, fortifying positions, improving mobility, and supporting vehicle-based adventures.

Damage Profile

Moderate.

The subclass sacrifices direct offensive power in exchange for support, utility, and battlefield manipulation.

Survivability

Above average.

Numerous defensive abilities allow the Shipwright to protect both allies and vehicles.

Utility

Exceptional.

The subclass possesses some of the strongest exploration and logistical capabilities available to any Artificer.

Resource Economy

Most major features rely on Proficiency Bonus scaling and Long Rest resources, keeping usage comparable to other modern subclasses.

Comparison

Compared to:

  • Battle Smith: Less personal combat power, greater support.
  • Artillerist: Less damage, significantly more utility.
  • Armorer: Less durability, superior mobility and logistics.

The subclass is intended to excel in exploration-heavy campaigns, naval adventures, skyship campaigns, and Spelljammer-style adventures without becoming useless in traditional dungeon-based play.

Summary

Arcane Shipwrights are the master engineers of Aetheris, responsible for the vessels that connect continents, traverse the skies, and sail the stars. Through magical engineering, battlefield construction, and unparalleled expertise in transportation, they ensure that no horizon remains forever beyond reach.

Closing Quote

"The sea was merely our first road. The sky was our second. The stars are simply the next."
— Master Shipwright Edrik Voss

Expanded Spell List

The Arcane Shipwright always has certain spells prepared after reaching the levels listed below.

These spells count as Artificer spells for you and do not count against the number of spells you prepare.

Artificer Level

Spells

3rd

Feather Fall, Tenser's Floating Disk

5th

Arcane Lock, Levitate

9th

Fly, Water Breathing

13th

Fabricate, Freedom of Movement

17th

Animate Objects, Teleportation Circle

Shipwright's Training

Action Type: Passive
Uses: At-Will

You gain proficiency with Carpenter's Tools, Navigator's Tools, Water Vehicles, and Air Vehicles. If you already have proficiency with Carpenter's Tools or Navigator's Tools, you gain Expertise with that tool instead.

You also gain Advantage on Intelligence checks made to identify, evaluate, repair, navigate, or operate ships, skyships, spelljammers, siege engines, docks, shipyards, and magical transportation systems.

During a Short Rest, you may repair one object, construct, or vehicle you can touch. It regains Hit Points equal to:

2d8 + your Intelligence modifier + your Artificer level

Once you use this repair benefit, you cannot use it again until you finish another Short Rest.

Arcane Vessel Matrix

Action Type: Bonus Action
Uses: Proficiency Bonus per Long Rest
Duration: 10 minutes

As a Bonus Action, choose one willing creature, construct, vehicle, or object within 30 feet. You install a temporary arcane matrix into the target. Choose one of the following benefits:

Reinforced Frame

The target gains Temporary Hit Points equal to:

Twice your Artificer level + your Intelligence modifier

Aetheric Propulsion

The target's speed increases by 10 feet. If the target is a vehicle, its tactical movement speed increases by 10 feet instead.

Stabilized Design

The target gains Advantage on Strength and Dexterity Saving Throws.

A vehicle instead gains Advantage on checks and Saving Throws made to resist collisions, storms, forced movement, or magical disruption.

You may have only one Arcane Vessel Matrix active at a time. The effect ends early if you use this feature again.

Emergency Repairs

Action Type: Reaction
Uses: Proficiency Bonus per Long Rest

When a creature, construct, object, or vehicle within 60 feet takes damage, you may use your Reaction to reduce the damage by:

2d8 + your Intelligence modifier

At 9th level, this becomes 3d8 + your Intelligence modifier.
At 15th level, this becomes 4d8 + your Intelligence modifier.

If the target is a vehicle, construct, or object, it also gains Temporary Hit Points equal to your Artificer level.

Fleet Engineer

Action Type: Passive

You are especially effective when operating vessels and battlefield machinery.

While aboard a vehicle, skyship, ship, or spelljammer, you gain the following benefits:

  • You may add your Intelligence modifier to Initiative rolls.
  • You have Advantage on checks made to operate, steer, repair, or stabilize the vessel.
  • When you operate a vehicle-mounted weapon, you may use your Intelligence modifier for the attack and damage rolls instead of the weapon's normal ability modifier.

Arcane Drydock

Action Type: Action
Uses: Once per Long Rest, or by expending a spell slot of 3rd level or higher
Duration: 1 minute

As an Action, you deploy a temporary arcane drydock in an unoccupied space within 60 feet. The drydock occupies a 10-foot cube and is a magical object with AC 15 and Hit Points equal to:

5 × your Artificer level

The drydock projects stabilizing beams, repair drones, spectral scaffolding, and emergency reinforcement fields.

When you create the drydock, choose one of the following configurations:

Repair Bay

At the start of each of your turns, choose one creature, construct, object, or vehicle within 30 feet of the drydock. The target regains Hit Points equal to:

1d8 + your Intelligence modifier

This feature cannot restore Hit Points to a creature that has 0 Hit Points.

Bulwark Rig

Allies within 30 feet of the drydock have Half Cover.

Additionally, allies in the area have Advantage on Saving Throws against being moved against their will or knocked Prone.

Aether Beacon

Allies within 30 feet of the drydock gain a 10-foot bonus to speed.

The first time each turn an ally within the area hits with an attack, that ally may deal extra Force Damage equal to your Intelligence modifier.

Hazard Framework

The area within 30 feet of the drydock is Difficult Terrain for enemies.

The first time an enemy enters the area on a turn or starts its turn there, it takes Force Damage equal to:

1d8 + your Intelligence modifier

A creature can take this damage only once per turn.

Vessel-Bound Genius

Action Type: Passive

Your understanding of magical transportation reaches legendary levels.

You gain the following benefits:

Vehicle Savant

You can operate any vehicle regardless of normal proficiency requirements.

Master Navigator

You cannot become lost through nonmagical means.

You always know:

  • Cardinal directions
  • Current time of day
  • Approximate distance traveled

Arcane Surveyor

After spending 10 minutes examining a vessel, structure, construct, or magical transportation device, you learn:

  • Current hit points
  • Damage vulnerabilities
  • Major weaknesses
  • Active magical effects
  • Approximate age
  • Method of construction

Expedient Construction

The time and gold cost required for crafting vehicles, vehicle upgrades, and vehicle components are reduced by 50%.

This includes:

  • Ships
  • Skyships
  • Spelljammers
  • Naval weaponry
  • Vehicle-mounted magical systems

At the DM's discretion, this may also apply to large-scale fortifications and engineering projects.

Architect of Horizons

Action Type: Action
Uses: Once per Long Rest
Duration: 1 minute

As an Action, you unfold a masterwork arcane design, transforming the battlefield into a temporary vessel of war, escape, or survival.

Choose one Grand Design:

Citadel Engine

Choose a point within 60 feet. For 1 minute, a 20-foot-radius zone of spectral scaffolding and defensive plating appears there.

Allies in the area gain Half Cover and Temporary Hit Points equal to your Intelligence modifier at the start of each of their turns.

Enemies treat the area as Difficult Terrain.

Fleetmaster's Command

For 1 minute, you coordinate your allies with the precision of a skyfleet commander.

Allies of your choice within 60 feet gain the following benefits:

  • +1 bonus to AC
  • +1 bonus to attack rolls
  • Once per turn, when an affected ally hits with an attack, that ally may deal extra Force Damage equal to your Intelligence modifier.

Worldbridge Matrix

For 1 minute, you partially unfold the principles of spelljammer transit around your allies.

Allies of your choice within 60 feet gain:

  • Flying Speed equal to their Walking Speed
  • Advantage on Dexterity Saving Throws
  • Once during the duration, each affected ally may teleport up to 30 feet as a Bonus Action

Legendary Shipwright

Action Type: Passive

Your vessels and designs are touched by legend.

You gain the following benefits:

  • You gain Resistance to Force Damage.
  • Whenever you finish a Long Rest, choose one vehicle, construct, or Large-or-larger object you can touch. Until your next Long Rest, it gains a +2 bonus to AC and Saving Throws.
  • When initiative is rolled, one vehicle or construct within 60 feet of you gains Temporary Hit Points equal to twice your Artificer level.
  • When you use Emergency Repairs, you may also end one condition affecting the target if the target is a construct or vehicle. The condition must be Blinded, Deafened, Grappled, Paralyzed, Prone, Restrained, or Stunned.
Arcane Shipwright Image

Comments

Posts Quoted:
Reply
Clear All Quotes