Base Class: Artificer
The Machinists are often known for the constructs they control in battle. Every machinist has their own take on the constructs they give a semblance of life to, whether they control their constructs with magical strings they pull, yell commands to their summons after pulling it from a ball, or release the power of an avatar by drawing a specifically designed card, the machinist is never far behind their magical creations.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with calligrapher's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Machinist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Machinist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
burning hands, bless |
|
5th |
misty step, scorching ray |
|
9th |
lightning bolt, magic circle |
|
13th |
greater invisibility, polymorph |
|
17th |
cloudkill, destructive wave |
Specialized Servant
Beginning at 3rd level, you can use your calligraphy supplies to customize a conduit like a ball, cards, or tattoo in which you can control your servant. Whenever you have your conduit on you and one of your damaging artificer spells of first level or higher that takes one action to cast and is cast within 120 feet of you is cast, you can forgo the spells effect to give a semblance of life into it creating an avatar for a living spell. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the living spells stat block. In combat, your living spell shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use your action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. Once damaged any lost health cannot be recovered and the living spell disappears once its health reaches 0, it can however benefit from temporary health and max health increases. Your living spells last for 1 minute, don't summon a second living spell (as it will replace your existing one) and its health isn't 0. You can choose how the avatar for your living spells appears but depending on the level of spell used it will use the stat block and modification rules below.
Living Spell Customization
| Spell Level | Stat Block to Customize |
|---|---|
| 1–2 | Living burning hands |
| 3–4 | Living lightning bolt |
| 5 | Living cloudkill |
Now make the following changes to that stat block:
Damage Immunity. Replace the living spell’s damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.
Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.
Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell’s Magical Strike.
For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry.
Conduit Connection
At 5th level, you gain properties that enhance yourself based on the type of living spell you summon. As long as you have an active living spell and you have your conduit on your body you gain the following benefits:
- Whenever you are hit with an attack you can choose to have your living spell take the damage you would take instead (this damage cannot be resisted or blocked by immunity) and have the attacker suffer 1d6 of one type of damage your living spell is immune to.
- You gain resistance to one type of damage your living spell is immune to.
Sacrificial Spell
At 9th level you learn how to abruptly end your living spells and absorb its energy to revitalize yourself. By using a bonus action you can command your living spell to disappear at the end of its turn. Once the living spell disappears from this you can choose one of the following effects:
- Immediately loose 1 point of exhaustion
- Immediately move up to your walking speed without provoking opportunity attacks.
- Immediately regain health equal to the amount of health points your living spell had left.
You can only gain the benefits of each of the effects once before finishing a long rest.
Scroll Scripting
At 15th level you can use your calligraphy supplies to make specialized spell scrolls that only you can use. When creating these spell scrolls it need not be on your spell list (you will have to have knowledge of the spell, like seeing a spell scroll of the spell, or researching. Your DM will choose how you are able to gain knowledge), you don't have to cast it for the creation of the scroll, and it will cost you half as much of the crafting price. When determining the level of spell scroll you are crafting with this feature you can choose up to any level of spell you can cast as an artificer. All spell scrolls of level 1 or higher, including ones made with this feature are considered artificer spells for the sake of creating a living spell. Any spell scroll of greater than 5th level used to create a living spell still only use the 5th level living spell stat block.
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