Artificer
Base Class: Artificer

Arcanomechanical devices are prevalent in the world of Terra Nova, and only a skilful Artificer can create them or use them fully. Those who specialise in Fabrication are masters of these technologies, able to manipulate them to produce a variety of useful effects. They also know the secret to infusing spells into devices, and re-engineering those devices to greater effect.

Fabricator Spells

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

Artificer Level    Fabricator Spells

  • 3rd                Silent Image, Create or Destroy Water
  • 5th                Heat Metal, Levitate
  • 9th                Sending, Major Image
  • 13th              Fabricate, Arcane Eye
  • 17th              Control Winds, Animate Objects

Arcane Device

Starting at 3rd level, you are able to create magical devices which store and use the spells of others. During a long rest, you can create an Arcane Device. This requires you or someone else to use one spell, which the device stores. The device has a number of charges equal to your Intelligence modifier (minimum of 1), and can be used by anyone to cast that spell as an action. You can only have a number of arcane devices equal to your Intelligence modifier at any one time, but you can destroy devices to change the spells you have. Spells stored by an arcane device must be two levels in power below the maximum level which you can cast (minimum level 0).

Access Fabrication

At 3rd level, you can access the inbuilt magic of machines which you have no permission to use. To try to access an arcanomechanical device, roll an Intelligence (Mechanics) check contested by the machine's security (which is zero if you have free permission to control it). You may give the machine any command it could already perform, so you can make an alarm not ring, or take a locomobile onto a different track, but you can't make a toaster shoot Fireball. You do not also need to make anTinker's/Thief's tools check to disable the machine if that is your command.

Re-engineered Casting

At 5th level, you learn to alter the effects of arcanomechanical devices, using Artificer magic to change the workings of the spell it casts. As an action, you can apply one effect on a machine you hold or have accessed, as long as you haven't already done this. You can apply only one effect per item, until 9th level. Choose from these re-engineering techniques:

  • Remote Control - The device gains a walking speed equal to yours. Both you and it may move in the same turn, and you can use your action to make it cast a spell even at a distance.
  • Proximity Activation - If a creature steps within your chosen range (must be 15 feet or less) of this device and fails to say a password as a reaction, it casts the spell on them.
  • Multispell - This arcane device can use a number of spells equal to your Intelligence modifier (minimum of 1). When it is triggered, you decide which spell to cast.
  • Inconspicuous Design - This arcane device appears to be a perfectly ordinary household item, and is not affected by magical dampeners, or Detect Magic security scanners.

Empowered Access

Once per long rest, you can gain advantage on the Intelligence (Mechanics) check required to access a machine. Also once per long rest, you can infuse a machine you accessed with a spell.

Simultaneous Control

At 15th level, you can control up to three devices at once, apply two effects on the same item, and fabricate up to three new Arcane Devices at once.

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