Base Class: Wizard
Makers of magic-infused objects, wizards who follow the School of Artifice, colloquially known as "artificers", are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation, but unlike most wizards, they also focus on creating marvelous new magical objects that can bolster their limitations and bring awe and wonder to the world around them. To them, the world is a blend of science, technology, and magic blended harmoniously together. They seek to emulate that through their own artifice.
Artificer's Blessing
At 2nd level, you can transmute metal into other forms. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
This feature also allows you to create ammunition for your lightning rifle. Doing so requires possession of an Arcane Magazine, which is incorporated into the ritual. By spending a use of this feature and conducting the hour-long ritual, you can magically produce 40 rounds of ammunition for your lightning rifle. Each round of ammunition consists of a brass shell casing, filled with black powder and a slender metal projectile at the end. If you ever do lose your Arcane Magazine, you can create a new one using this feature and 25 gp of metal.
You can use this feature twice. You regain all expended uses of it when you finish a long rest.
Boom, Shock, and Awe
At 2nd level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a lightning rifle. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease. You are proficient with the lightning rifle. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range if 500 feet. Once fired, it must be reloaded as an action or bonus action. Your lightning rifle also counts as a spellcasting focus for your spells.
You also create a magical device called an Arcane Magazine that slides into the bottom of your lightning rifle. It can hold up to ten pieces of ammunition before it must be completely reloaded as an action and is used with your Artificer's Blessing feature when crafting more ammunition.
If you lose your lightning rifle, you can create a new one using your Artificer's Blessing feature by expending 100 gp worth of metal.
Imbued Spellslinging
Starting at 6th level, when you hit a creature with your lightning rifle, you can expend one spell slot to deal force damage to the target, in addition to the weapon’s damage. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
In addition, when casting a spell which requires a ranged attack roll against one target, you may cast it as an action and channel the spell through your lightning rifle, using your firearm's attack bonus and range. On a hit, the target suffers from the spell's effects in addition to your lightning rifle's damage. When using this part of the ability, you cannot cast a spell with a spell level higher than your proficiency bonus.
After you use either part of this feature, you can’t cast spells other than cantrips until the end of your next turn.
Master of the Craft
Starting at 10th level, choose two of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
In addition, when you make a check with any tool with which you have proficiency, you may use either your Dexterity or Intelligence modifier in place of another ability.
Celestial Toymaker
A handful of master artificers exist among the rock gnomes who take the magic of their craft to new heights. They have unlocked secrets of the multiverse that enable them to fashion mind-boggling creations — their so-called “celestial toys.”
Celestial toys can do just about anything. Many of these objects have properties not unlike those of wondrous items, such as a toy that can increase an ability score or one that can show happenings on other planes.
At 14th level, you've made such a toy. However, the celestial toy you've made is curious in that its properties are random and seem to change with each time you take a short or long rest. Whenever you finish a short or long rest, roll a 1d4 to determine the celestial toy's effect.
D4 |
Effect |
---|---|
1 |
The celestial toy functions like an ioun stone of absorption, though it can only absorb up to one 5th level spell. |
2 |
The celestial toy functions like a pearl of power, but you can regain an expended spell slot of up to 5th level instead of 3rd. |
3 |
The celestial toy functions like a gem of seeing. |
4 |
The celestial toy functions like a stonespeaker crystal. |
Once an effect is used, the celestial toy can't be used until you finish a long rest.
Previous Versions
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