Artificer
Base Class: Artificer

using the art of infusions this subclass uses its time to forge necessary items for battles 

Infusion Spellbook

At level 3 you begin to note Spells into a Spellbook to use as a guide for you infusions. This Spelllbook can have spells that are outside of your regular spell list but you must find a scroll or another Spellbook to transcribe from. Transcription takes 1 hour for each spell level and 100 gold worth of materials. 

Arcane Crafting

At 3rd level you Magically enhance your Tinker's tools to allow for magic item crafting. These tools take 1 attunement slot and You are able to craft magic items based from spells you know or have access to. You craft these items using your magical tinkering skill and can only produce a number of items equal to your INT modifier, however these infusions last indefinitely unless;  you die, you enter an anti-magic field at which the items become inert, or you use the item. After you complete a short rest you can infuse an item with a spell that you know of level 1 or lower; this infusion can fail to determine this you must role a Tinker Tool (INT + Proficiency) check of a DC of 15, this item takes the properties of the spell and once activated is destroyed as a part of casting the spell. This feature replaces your 11th level artificer specialist feature 

 

Arcane Automaton

At level 3 you can make an Automaton by spending 10 hours and 1000 gold worth of materials to maintain stats of this automaton create a level 1 Warforged; to determine its stats, roll 1d12 and add your INT modifier to the roll. (if your INT modifier changes at any point you can take an hour after a long rest to adjust your automaton to reflect your stat changes) for skill proficiency and saving throws use the ones from the class you choose for your automaton however the automaton gains proficiency in Performance and History. in addition the automaton has no starting equipment and you must supply it. In combat the automaton acts on your initiative and must be commanded as a bonus action to execute an action, for instance if you command it to attack a creature it will continue to pursue attacks until told otherwise even if the target is already dead. 

The Automaton  has a level progression equal to half of your own level progression for instance if you gain 2 levels the automaton will gain 1. There is an additional way of increasing your automatons level and can be done by spending xd10 days where x is equal to the next level(ex going from level 2 to 3 requires a roll of 3d10 to determine how many days are required working on it or having it learn better forms for its progression, essentially the automaton will engorge itself with knowledge much like a rapidly developing newborn, however this level progression can not pass your own level.

For leveling up follow the rules within the players handbook for player character growth and add any features from the respective class the automaton gains (for ex if the automaton gains a ability score improvement you may increase up to two stats by 1 or one stat by 2 or if applicable, a feat.)

When the player goes down the Automaton will go into a shut down state become inactive, on player death the Automaton will lose its enchantment and become permanently inactive

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Additional Tool Proficiencies

As you level up your skill with tools grows and you are a quick learner, you gain 2 additional tool proficiencies and proficiency in an artisan’s tool of your choice

Arcane Armament

Starting at 5th level, during your attack action you may use a magical item that requires an action to use in addition to making an attack. (For example you may make 2 attacks with a magical weapon or you may use a magical item and then make an attack with a weapon you have equipped.)

Greater Arcane Crafting

Stating at 9th level, You are able to take time to craft spells into items from spells that you have access to. To craft an item you must spend an hour per spell slot level of the spell you intend to infuse and have an item to become the focus of the arcane energy you set a trigger for the spell to be cast. You may also create items higher than your max spell slot + Proficiency (ex. At 9th you have a spell slot of 3rd and proficiency of +4 meaning you can craft a item with a spell level of 7th),  if the spell is higher than your max spell slot you must make a Tinker Tool (INT) check equal to or higher than a DC of 15 where each level above your highest spell slot increases the DC by 3 for each level of that spell. This Feature replaces your 11th level Artificer Ability

Improved Arcane Automaton

At 15th level you can upgrade your Automaton requiring 50 hours of work and 5000 gold pieces of materials. In addition the automaton now rolls its own initiative within combat and no longer requires a command to execute an action.

 

The Automaton now has a level progression equal to your own level progression. There is an additional way of increasing your automatons level and can be done by spending xd10 days where x is equal to the next level(ex going from level 2 to 3 requires a roll of 3d10 to determine how many days are required working on it or having it learn better forms for its progression, essentially the automaton will engorge itself with knowledge much like a rapidly developing newborn, however this level progression can not pass your own level.

For leveling up follow the rules within the players handbook for player character growth and add any features from the respective class the automaton gains (for ex if the automaton gains a ability score improvement you may increase up to two stats by 1 or one stat by 2 or if applicable, a feat.)

As an additional feature at this point the Automaton will develop its own personality and becomes mildy self reliant where it will treat its creator much like that of a guiding parent however you may choose to revoke this from your Automaton where it will act in your favor as a creation and creator relationship (for ex a artificer who allows the growth to happen will have a Automaton with a sense of free will and an idea of self, where a artificer who chooses to prevent this will have an Automaton who is no more than a subservient  machine without a sense of self or free will

When the player goes down the Automaton will no longer go into a form of shutdown but will instead act around its general line of thought whether that is to stop and attempt to care for its creator or for it to continue until the threat in front of it to be terminated. on player death however the Automaton will not become disenchanted but will instead continue to pursue the acts of what its creator intended for it.

Previous Versions

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