Artificer
Base Class: Artificer

Technicians use their artificer know how and magic to craft and build creations that support general life and utility.  Rather than crafting for defense, battle, or some other protective purpose, they seek to use their skills to improve their daily life.  A technician is often someone who has trained in a particular craft or field of arcane design, and seeks to become a master at their craft and the ways in which they imbue their work with the magic around them.

Technicians are known by most artificers as one of the most vital groups.  They are regarded for the work they do in improving every day life, making the world better for those who rely on technology to thrive. 

Tool Proficiency

Upon choosing this specialization at 3rd level, you become proficient with tinker's tools. If you are proficient with this type of tools already, you may choose one other type of artisan's tool as your gained proficiency.

Technician Spells

Beginning at 3rd level, you gain access to certain spells that you always have prepared.  These spells become accessible at certain levels, as seen on the table below.

Technician Spells

Artificer Level Spell

3rd

color spray, unseen servant

5th

find traps, locate object

9th

stinking cloud, tongues

13th

hallucinatory terrain, secret chest

17th

antilife shell, legend lore

Utility Belt

Starting at 3rd level, you have completed work on a utility tool belt.  This belt is designed to assist you in your every day life, acting as a supplement to your actions and lifestyle.  Because this belt was designed by you, it is fully customizable, with multiple settings that you can choose between, each that gives you a different form of support.

When you complete this belt, you can choose two of the settings to build into it.  These settings are both active at all times, as long as you are wearing the belt. If any functions of the settings are expended, you must complete a long rest to reset the belt and regain those functions.

Once per long rest, as a belt feature, you can choose one ability check that corresponds to one of your installed settings, and make that roll with advantage.  If you have the constitution setting installed, you can use this feature to make one of your death saves with advantage.

You choose two settings for the belt at 3rd level.  At 9th level, you gain a third setting.

You are attuned to this belt automatically, meaning no creature can remove this belt from you against your will.  This belt does not come off unless you willingly remove it or you die, at which point the attunement ends.

Charisma

You install the belt setting that supplements your charisma.  You gain the following features as a result of having this setting installed.

  • You gain a +2 to all persuasion ability checks.
  • When you roll a natural 1 on a charisma based ability check, you can reroll the die and must use the new roll.  Once you use this feature, you can't use it again until you complete a long rest.

Constitution

You install the belt setting that supplements your constitution.  You gain the following features as a result of having this setting installed.

  • You gain a +2 to all Constitution saving throws.
  • When you drop to 0 hit points, you can use this feature to instead drop to a number of hit points equaling your proficiency bonus.  Once you use this feature, you can't use it again until you complete a long rest.

Dexterity

You install the belt setting that supplements your dexterity.  You gain the following features as a result of having this setting installed.

  • You gain a +2 bonus to your armor class.
  • When you fail a dexterity saving throw to evade a trap, you can use this feature to assist you.  You reroll the die and choose which roll you want to use.  Once you use this feature, you can't use it again until you complete a long rest.

Intelligence

You install the belt setting that supplements your intelligence.  You gain the following features as a result of having this setting installed.

  • You gain a +2 bonus to all spell attacks.
  • When you use this feature, you can recover one 1st level spell slot that you have used.  Once you use this feature, you can't use it again until you complete a long rest.

Strength

You install the belt setting that supplements your strength.  You gain the following features as a result of having this setting installed.

  • You gain a +2 to all melee attack rolls you make.
  • When you make an attempt to grapple another creature, you can choose to add your proficiency bonus to your roll.  You can do this after you roll and add your initial modifiers, but must do so before the outcome is determined.  Once you use this feature, you can not do so again until you complete a long rest.

Wisdom

You install the belt setting that supplements your wisdom.  You gain the following features as a result of having this setting installed.

  • You gain a +2 on Insight checks.
  • When another creature attempts to frighten you, you gain advantage on your wisdom saving throw.  Once you use this feature, you can't use it again until you complete a long rest.

Supporting Design

Beginning at 5th level, your time building your utility belt has helped you learn how to work your way around most worn objects.  At the end of a short or long rest, you can choose to repair or upgrade up to two pieces of armor of yours or your allies.  You install in them a remote feature in which they benefit from the support abilities of your belt.  You choose one of your always active belt features (anything that gives you a +2 bonus), and your belt emits an arcane wave to imbue that feature in the items you have repaired or upgraded.  You must use your tinker's tools to make these repairs and upgrades.  These upgrades will function whenever the wearer of the armor is within 300 feet of your utility belt.

You can only have two upgraded items at one time.  When you repair or upgrade a new item, if you already have two active, the one you upgraded first shuts down and loses its upgrade.  Your two upgraded items can benefit from different features, as long as both features are ones you have installed in your belt.  Any creature, including yourself, can only have one upgrade active at a time.  If you upgrade your own armor, you gain the bonus from the armor alongside what your belt gives you, meaning your bonus is effectively doubled for that stat.

Major Upgrades

When you reach 9th level, you have worked on your belt long enough that you have completed significant upgrades.  You gain the following benefits to your belt.

  • You can roll advantage on any ability check for which you have the corresponding belt feature installed twice instead of once per long rest.
  • You install a mitigating feature in your belt.  You gain resistance to fire, cold, or lightning damage by installing an extinguishing agent, a heating pad, or a grounding rod respectively.
  • You install a third setting in your belt.  Choose one of the four remaining setting options to apply to the belt.
Extinguishing Agent

You install an extinguishing spray that gives you resistance to fire damage.

Grounding Rod

You install a grounding rod that makes you resistant to lightning damage.

Heating Pad

You install a heating pad that makes you resistant to cold damage.

Engineering Masterpiece

At 15th level, you have finally completed work on your utility belt.  It is a fully functioning, fully realized piece of arcane technology that supplements your daily life.  You build bracers that extend from the belt and attach to your legs and chest, and you build a gyroscope into your belt, overall turning it into more of a suit.  You gain certain benefits from the belt that you could not get before when it was just a belt.

  • Your leg bracers supplement your leg usage.  Your movement speed increases to 45 feet.
  • Thanks to your gyroscope, your center of balance is improved.  When you are knocked prone, you can get up using only 5 feet of your movement rather than half of your movement.
  • You can cast the contingency spell, a 6th level spell.  You can only cast it once per long rest, using your utility belt as your arcane focus for the spell.  You must have your tinker's tools in hand when you cast it, as you make a brief modification to your belt to implement the usage of the spell.  If you have a currently active use of the spell, you can't cast it again until that use expires or is activated.

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