Artificer
Base Class: Artificer

This subclass is meant to be another Archetype for the Artificer class. 

 

Mad Scientist

At level 3, you can spend a long rest to create a machine that can produce a level 1 Artificer Spell, or any cantrip that can be cast by an intelligence based spellcaster.

Using the machine's ability requires an action. 

 To create the machine, you spend your long rest building it, then cast the desired spell to be replicated at the machine. The spell cast at the machine will have no effect. (I.E. A fireball spell will not actually produce a fireball, but it will give the machine the ability to produce one itself) 

The weight of the machine depends on what it does. If it is a cantrip, it weighs 5 pounds. Any spell level above that, it will weigh (5 * Spell Level) * 15.

The number of charges and the spell level determines how much the machine will cost to make. The cost is equal to (spell level * number of charges * 100) cantrips count as half a spell level when deciding cost. (This cost includes a gem core that's worth 50 * number of charges gp) The minimum number of charges for a machine is 3. 

Machines automatically restore (number of charges machine has - machine spell level) charges every day at dawn (minimum of 1 charge per day, maximum of 3) To completely restore the charges, the core gem can be replaced with another gem of equal or greater value. (Putting in a more expensive gem will not change the number of charges the machine has. A gem that has been used as a core, then taken out of a machine, cannot be used as a core again until its charges have been completely restored. These gems restore exactly one charge per day)

You cannot replicate divine spells without extra cost, however, a soul gem will lessen the extra costs to an extent. If the gem is a soul gem, the machine cost to make is doubled. Whenever a machine is used to cast a divine spell, the person using the machine must roll a d20. On a 1, the machine explodes causing a Shockwave affecting all creatures within thirty feet. No save can be made by non magical means. Creatures within the range of the blast take (1d10*spell level) damage, and are blinded for a minute. You also must roll a d100 and follow the table shown. If a soul gem stone was not used, a 1-4 will cause this affect, as well as planeshift the user of the machine to the Astral plane. With the soul gem, on a roll of 2 or 3, a charge is wasted. The machine just does nothing. The same affect happens without a soul gem from a 5-10. 

1-30 nothing happens. The machine just explodes like this table doesn't exist.

31-50 the machine activates the spell exactly opposite as intended. (IE heals a hostile creature, casts fireball in the opposite direction, etc.) 

51-60 The gem shatters and is not usable anymore

61-70 the entirety of the machine disintegrates and no part of it is usable anymore.

71-80 The machines remains randomly teleport to somwhere else on the material plane. (Not within 100 miles, DM decides where it teleports to)

81-90 The machine doesn't explode, but instead turns into a mimic that has the abilities of the machine, and shares all other traits with the mimic found in the monster manual. 

91-99 The machine shifts everything within 30 feet of it into a random plane of existence that is chosen by the DM. The machine does not explode.

00 the power put off by this machine is sensed by all magic users in the same plane of existence as it is in. 1d100 magical creatures with appear through many means of travel almost instantaneously to investigate. The DM decides if these creatures are hostile. 

Arcane Engineer

At level 5, you gain the ability to create a machine that can produce any level 2 Artificer spell. You're ability to make level 1 objects increases to  an intelligence based spells. You can now choose any cantrip.

Automated Wizardry

At level 9 you're ability for each spell increases (Level two spells can now be any spell from an intelligence based spellcaster, level one spells can be any spell), and you can now get objects to your machines to produce level 3 spells.

Arcane Automation Mastery

At level 15 you can now make machines that produce level 4 spells. You're ability for your other spells increase. 

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