Artificer
Base Class: Artificer

 

 "Heed my words, O great powers of darkness! Release to me one of the tortured souls! Let me infuse him with my life-force and awaken him to the world of the living! Immaculate being... Appear before me now."

— Hector, during the ritual of devil forging

 A Devil Forgemaster is a mortal trained in the dark arts and, akin to their namesake, bears the ability to create and forge demonic and wicked creatures. All created beings hold strict and utter loyalty to their respective Forgemaster and grow in power through battle and destruction.

Devil Forgemaster Spells

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

Devil Forgemaster Spells

Artificer Level Spell

3rd

burning hands, hellish rebuke

5th

darkness, heat metal

9th

magic circle, revivify

13th

fire shield, wall of fire

17th

flame strike, planar binding

Hellfire Blacksmith

Starting at 3rd level when you choose this specialty, your experience forging with hellfire grants you proficiency with Smith's Tools, and you can read, write, and speak Infernal.

Forgeweapon

Also at 3rd level, choose one melee weapon that you are proficient with. The chosen weapon becomes your Forge Weapon which you can use to ferry a soul from hell into the corpse of a dead creature.

If you lose your Forge Weapon, you can create a new one using another melee weapon you are proficient with over the course of an hour, which can coincide with a short or long rest. When you create a new Forge Weapon the previous one becomes mundane.

Forge Devil

You can perform a dark ritual over the course of 10 minutes, channeling the power of hellfire into your Forge Weapon and striking the corpse of a Large or smaller creature. The corpse is transformed it into night creature of the same size.

Your night creature has a number of hit points equal to twice your artificer level plus your Intelligence modifier, and adds your proficiency bonus to its attack rolls, armor class, and to any saving throws and skills it is proficient in.

The night creature obeys your commands as best as it can. On each of your turns, you can use a bonus action to mentally command any night creature you made if the creature is within 60 feet of you (if you control multiple night creatures, you can command any or all of them at the same time, issuing the same command to each one).

You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If you are incapacitated or absent, the night creature acts on its own, focusing on protecting you and itself. The night creature never requires your command to use its reaction, such as when making an opportunity attack.

You can have up to two night creatures under your command at a time. If you try to create an additional night creature, one turns back into a corpse (your choice). The number of night creatures you can command at a time increases to three at 5th level, four at 9th level, and five at 15th level.

Night Creature

Armor Class 12 (natural armor)

Hit Points equal twice your artificer level + your Intelligence modifier

Speed 30 ft.

STR
14 (+2)
DEX
10 (+0)
CON
10 (+0)
INT
6 (−2)
WIS
10 (+0)
CHA
(−2)

Saving Throws Dexterity +2, Constitution +2

Skills Perception +2

Damage Resistances fire

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 12

Languages understands the infernal, but can't speak 

Devil's Sight. Magical darkness doesn't impede the night creature's darkvision.

Magic Resistance. The night creature has advantage on saving throws against spells and other magical effects.

Endless March. The night creature doesn't need sleep, and magic can't put it to sleep.

Actions (Requires Your Bonus Action)

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6+2) bludgeoning damage.

 

 

 

 

Hell Strike

Starting at 5th level, you gain greater control over hellfire. Once per turn, you can deal an extra 1d8 fire damage to one creature you hit with an attack using your Forge Weapon.

In addition, your night creatures' attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Fealty Unto Death

Beginning at 9th level, as an action, you can command one of your night creatures within 120 feet of you that you can see to end its own life and explode in an inferno of hellfire. Every creature within 10 feet of the night creature must make a Dexterity saving throw against your Artificer spell save DC. A creature suffers fire damage equal to 3d8 + your Intelligence modifier on a failed save, or half as much damage on a success.

Infernal Ascension

By 15th level, you have mastered manipulating mortal souls and commanding creatures of hell. Each of your night creatures gain the following benefits:

  • It deals an additional 1d6 fire damage when it hits a creature with a weapon attack.
  • It gains a flying speed equal to its walking speed.
  • It can't be frightened while it can see you within 30 feet of it.

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Devil Forgemaster Image

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