Artificer
Base Class: Artificer

Created during the Last War the artificers of the Ascendance Order were scientists that harnessed the power of the Silver Flame in their creations creating powerful weapons capable of destroying their foes with blessed shots. Nowadays with the reluctancy of Thrane to accept the help of other nations the Ascendance Order work with Jaela Daran and the Council of Cardinals in helping Thrane deal with the treats of Khyber or in special missions like spying.

Some artificers or the order leave thrane in search of knowledge or tecnology nescessary to further their creations.

Holy Infusions

Starting at 2nd level, you gain extra infusions referring to this subclass detailed at the end of this page. You gain extra infusions at 6th level and 10th level.

Tool Proeficiency

When you adopt this specialization at 3rd level, you gain proficiency with glassblower's tools, If you already have this proficiency, you gain proficiency with another artisan's tools of your choice.

Spells of the Ascendance

Starting at 3rd level, you always have certain spells prapared after you reach particular levels in this class. This spells count as artificer spells for you, but don't count against the number of artificer spells you prepare.


  •  3rd           faerie fire, guiding bolt
  •  5th           branding smite, moonbeam
  •  9th           crusader's mantle, daylight
  • 13th          guardian of faith, sickening radiance
  • 17th          dawn, wall of light

Lightsmith

Beggining at 3rd level, whenever you finish a short or long rest, you can magically construct one of the following weapons: 

  • Aurum Blaster      1d8 radiant          Ranged (60/240)ft, recharge (6)
  • Lux Cannon          1d12 radiant        Ranged (240/360)ft, recharge (2), two-handed
  • Bolt Shooter          1d8 radiant         Special, recharge (2), two-handed

Each of these weapons require 50gp of materials, If you already have a weapon constructed, you tranform that weapon rather than creating a completely new one, you can't have two weapons active at the same time. You are proeficient with these weapons, and you use your Intelligence modifier for thei attack and damage rolls. They function through channeling your inner magic, and thus cannot be wielded by other creatures. Each of these weapons have the following special property:

Recharge (X). Only X attacks can be made with a weapon that has the recharge property before it needs to be recharged.A weapon can be recharged as a bonus action, but it cannot be recharged on the same turn it is used to make an attack.
Special. You do not make attack rolls with this weapon. Instead your attacks with it shoot blasts of radiant energy that fill a line 5ft wide and 10ft long from your point. Each creature in the area must succeed a Dexterity saving throw against your Artificer spell save DC or take the weapons damage.

Also, you can expend spell slots to empower these weapons. When you recharge one of these weapons, you can expend a spell slot of 1st level or higher. Until the weapon is once again recharged, it has the following enhanced effects, based on its type: 

Aurum Blaster. Attacks made with the weapon deal additional radiant damage on hit:
1d4 for a 1st level slot, 1d6 for a 2nd level slot, 1d8 for a 3rd level slot, 1d10 for a 4th level slot, 1d12 for a 5th level slot or higher.

Bolt Shooter. Attacks made with the weapon explode in a burst of light. Hit or miss, the target and each creature within 5 ft of it must succeed on a Dexterity saving throw against your Artificer spell save DC or take 2d4 radiant damage for the 1st level slot, plus 1d4 for each spell level above 1st.

Lux Cannon. The area of effect of attacks made with the weapon become cones, rather than lines and any creature that fails it's save and are within 5 feet of the shoot are knocked prone. The cone's size is 10ft. If you use a slot of 2nd level or higher, the weapon's damage is increased by 1d4 for each spell level higher than 1st.

 

Augmented Armaments

At 5th level, all your weapons are improved. None of these improvements can be combined with the Extra Attack feature.

Aurum Blaster. You can attack twice, instead of once, whenever you take the Attack action on your turn and only attack with aurum blaster.
Bolt Shooter. When you take the Attack action on your turn, you can make a single attack with your weapon. This attack is made with advantage and, unless the advantage is cancelled out by a disadvantage, it will deal an additional 1d12 radiant damage on a hit.
Lux Cannon. The lines or cones created have a lenght of 20ft, rather than 10ft, and a creature that succeeds on the save takes half damage, rather than none.

Spiritual Bombs

At 9th level, you learn how to craft magical explosives, they create a burst of blinding light. Whenever you finish a long rest you can create a number of spiritual bombs equal to your Intelligence modifier (minimum of 1). Unused bombs disappear when you take your next long rest.
As an action, you can throw a spiritual bomb at a point you can see within 60ft of you. The bomb explodes at that point,  forcing each creature in a 10ft radius area to make a Dexterity saving throw against your Artificer spell save DC. On a failed save, a creature takes 2d8 radiant damage and is blinded until the end of your next turn. On a successful save, a creature takes half as much damage and is not blinded.

Radiant Mastery

Starting at 15th level, your Spiritual Bombs and Lightsmith Weapons are both improved.

  • The damage of the Spiritual Bombs is increased to 4d8.
  • Your Lightsmith weapons gain a damage upgrade: the Aurum Blaster and Lux Cannon go to 2d8 radiant damage, and the Bolt Shooter goes to 2d12 radiant damage.
  • Whenever you racharge one of your weapons you can immediately before recharging tranform it another of your weapon types.

Holy Infusions

The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.
Some infusions specify a minimum artificer level. You can't learn such infusions until you are at least the required level.
Unless an infusion's description says otherwise, you can't learn an infusion more than once.

Arcane Cord

Item: chain or rope of ar most 100ft
Upon its infusion, this item begins to emit dim light out to a range of 5ft. While holding whis item, a creature can telepathically command the cord to move as its wielder desires. As an action, the cord's wielder can have the cord tie itself to a creature, it can make a Dexterity saving throw to avoid the cord, becoming tied by it on a failed save. A creature tied by the cord must make a Strength saving throw whenever it attempts to move away from the creature holding the rope for the first time on a turn, on a fail the creature is unable to move away from the creature holding the rope until the start of its next turn. On a successful save, it can move away from that creature at half speed until the start of its next turn, pulling the rope's holder along with it. The creature can also use its action to make a Strength saving throw releasing itself on a successful save. The holder of the rope can chose to release at any time (no action required). The DCs of all of these saving throws equals the spell save DC of the artificer that infused this item.

Elemental Focus

Prerequisite: 6th-level artificer
Item: a rod, staff, or wand (requires attunement)
When you infuse this item, choose one of the following damage types: acid, cold, fire, lightning, or thunder. While holding this item, a creature's spells ignore resistance to damage of the chosen type and gains a +1 to damage rolls of that type.

Focused Lightblade

Prerequisite: 6th-level artificer
Item: a rod, staff, or wand (requires attunement)
When holding this item a creature gains a +1 bonus to spell attack rolls. Also, the wielder of this item can use its bonus action and a spell slot to cause a blade of radiant energy to emerge from the tip of the item. For up to 1 minute, the item becomes a simple melle weapon with the finesse property and a +1 bonus to its attack rolls. If the infused item is a staff, is also gain the two-handed and reach properties. It deals 1d8 radiant damage on a hit if the slot used is of 1st level. The damage is increased to 2d8 for a 2nd and 3rd level slot and 3d8 for a 4th level or higher spell slot.
The effect ends early if the item leaves the wielder's hands.

Helm of Heat-Vision

Prerequisite: 10th-level artificer
Item: a helmet (requires attunement)
While wearing this helmet, a creature has darkvision with a range of 60ft and heatvision with a range of 120ft, the helmet's wearer can clearly see any objects or creatures that give off heat if they are in the range of the heatvision (creatures body temperature, torch, etc) even if they are heavily obscured (though not behind cover), in magical darkness, or even invisible.

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