Artificer
Base Class: Artificer

An Amalgamologist specializes in using magic to combine, mix, and meld items together to create new and improved effects. By gaining a mastery over enchantment and modification, they are able to use the magic items already at hand to create brand new equipment to support themselves and their allies. Although disregarded as a quack science by some artificer factions, their ability to increase power and efficiency cannot be ignored.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with cobbler’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Amalgamologist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Amalgamologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Amalgamologist Spells

Artificer Level Spell

3rd

create or destroy water, unseen servant

5th

barkskin, locate object

9th

tiny hut, remove curse

13th

secret chest, polymorph

17th

legend lore, awaken

Amalgamate

At 3rd level, you learn how to mix objects together.

You may choose to spend 1 day to combine two mundane objects into one item. You may combine any two mundane objects, as long as they are either both weapons, armor, or adventuring gear. See the section below pertaining to the type to determine how they are combined.

Weapon.

When combining two weapons together, they become interchangable. Once the object is created, you may use a bonus action to switch between the stats of either weapon, and if you are proficient with one of the weapons, you keep your proficiency when using the other. When determining the traits of the weapon, it gains traits of both weapons, unless it would gain the light property from only one of the weapons. You may determine the appearance of your amalgam weapon.

Armor.

When combining two sets of armor together, you create one set of armor that uses aspects of both sets. The amalgam armor grants AC equal to the average of the two sets, rounding down. When determining the tier of the armor, it counts as the lower tier of the two, but requires proficiency in both tiers to have proficiency with it. You may determine the appearance of your amalgam armor.

Adventuring Gear.

When combining two pieces of adventuring gear together, it becomes multi-functional. If both objects are either above or below 6 lbs each, the amalgam gear gains the effects of both. However, if only one of the objects is over 6 lbs, the larger object becomes able to store and dispense or fire (at the discretion of your DM) the smaller object up to 40 ft. as an action. You may spend an action to refill the amalgam gear. You may determine the appearance of your amalgam gear.

 

You may not combine amalgam objects with other objects using Amalgamate. You may only use Amalgamate once per week.

Alter Augmentation

At 5th level, your infusement magic increases as you become more familiar with modifying items. You may place three infusements on a piece of amalgam equipment, as long as each object would be able to be infused normally. If more than one infusement requires attunement, each infusement requires its own attunement slot.

Additionally, Magical Tinkering no longer had a size limit.

Arcane Composite

Starting at 9th level, your amalgams become more effective:

  • You may now use magic items when creating an amalgam item. If you use two magic items, they must be of the same rarity, and you may not Amalgamate legendary or artifact items.
  • You may add 2 to all attack rolls made with an amalgam weapon.

Arcane Additive

Starting at 15th level, you become so fluent in changing enchantments you learn how to modify their structure while you make them. Whenever you create a magic item, you can choose to roll on the table below,  adding your intelligence modifier, and granting the item the effect described in addition to its normal effects.

1d100 Result
1 – 2 Every time you use the item, it emits a shriek that can be heard from up to 40 ft. away. If the item is armor or a shield, it emits a shriek each time you are attacked but not successfully hit.
3 – 4 The item loses 2 charges from its maximum. If the item does not normally have charges, it gains a number of charges equal to your intelligence modifier (minimum of 1), that must be consumed per use.
5 – 6 The item becomes sentient. Use the Creating Sentient Magic Items section to determine how it functions (see DMG pg. 214-16).
7 – 8 The item changes color based on the emotional state of the creature using it.
9 – 12 The item gains an effect from the Magic Weapon Quirk table (see DMG pg. 143).
13 – 16 Once per long rest, you can use a charge of the item (if it has charges), to gain a random uncommon potion effect.
17 – 20 You may attack with the item. If it does not normally deal damage, it deals 1d6+INT bludgeoning damage.
21 – 24 You may use the item as a shield. If the item is small or smaller, it projects a magical field in the shape of a shield when used as one.
25 – 28 You gain +1 Strength, but -1 Intelligence while wielding this item.
29 – 32 You gain +1 Dexterity, but -1 Wisdom while wielding this item.
33 – 36 You gain +1 Constitution, but -1 Charisma while wielding this item.
37 – 40 Fiends and tieflings who touch this item take 2d6 radiant damage.
41 – 44 Fey and elves who touch this item take 2d6 fire damage.
45 – 48 Celestials and aasimar who touch this item take 2d6 necrotic damage.
49 – 52 Beasts and tabaxi who touch this item take 2d6 psychic damage.
53 – 56 Constructs and warforged who touch this item take 2d6 force damage.
57 – 60 Roll a d20. On a 20, the item gains an effect from the Minor Beneficial Properties table (see DMG pg. 219).)
61 – 64 Roll a d12. On a 12, the item gains an effect from the Minor Beneficial Properties table (see DMG pg. 219).
65 – 68 Roll a d10. On a 10, the item gains an effect from the Minor Beneficial Properties table (see DMG pg. 219).
69 – 75 You can choose to create the item as an amalgam. Use the regular Amalgamate rules, but you do not need to have the item to use it.
76 – 79 Every creature who uses the item can act as if they are proficient in it.
80 – 83 In addition to its normal effects, the item gains a +1 effect. If it already has the +1 effect, it becomes +2. If the item cannot gain the +1 effect, roll again and add +20 to the roll
84 – 87 While wielding this item, you cannot become lost, even by magical means, and you always know which direction is north.
88 – 91 Choose one infusement that you know. The item now gains that effect, but does not count as an infused item.
92 – 93 While wielding this item, gain +1 AC.
94 – 95 The item you are creating becomes a random magic item of one rarity higher.
96 – 97 Once per long rest, while attuned to this item, you may use an action to restore 1d4 2nd level spell slots.
98 – 99 Flip a coin. On heads, the item gains one effect from the Major Beneficial Properties table. On tails, the item gains two effects from the Minor Beneficial Properties (see DMG pg. 219).
100 Roll on this table twice, adding +25 to each. Gain both effects. Disregard any 100s rolled this way.

 

 

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