Artificer
Base Class: Artificer

An Enchanter specializes in enhancing mundane objects, be it an object readily available or one they just invented. Their skill ranges from turning a stick into a wand that spew fireworks to crafting huge, mechanical dragons. Many Enchanters are employed by towns to make homunculi or helpful everyday trinkets. 

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Enchanter Spells

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

Artillerist Spells

Artificer Level Spell

3rd

unseen servant, fog cloud

5th

knock, shatter

9th

major image, stinking cloud

13th

fire shield, hallucinatory terrain

17th

telekinesis, passwall

Enchantments

By 3rd level, you have gained a knack for enchanting items beyond the basic infusions. Using the tools that the DM decides is applicable to the enchantment, you can take an action to enchant a mundane object. The DC of the enchantment is decided by the DM, if the enchantment is possible at all (for example: sentience is not achievable with simple enchantments like these).

You can enchant a total of three objects at once. If a fourth object is enchanted, the first item enchanted loses its arcane properties.

The item becomes a magical object.

Enchantments

DC Enchantment Description

1-9

A simple, non - harmful enchantment (ex: new color, can cast a non - harmful cantrip)

10-15

A moderately complicated and / or potentially harmful enchantment (ex: additional damage type, ready action enchantments)

15-20

A complicated and / or directly harmful enchantment (ex: damage enchantment requiring activation, communication enchantments)

 

Clockwork Animal

At 5th level, you know how to craft clockwork animals, tiny, clockwork figurines of different creatures to aid in special task. When you finish a long rest, you can use tinker's tools or smith's tools to build a tiny machine based on an animal in the list below. You or another creature can attune to the animal and gain its benefit. The Clockwork Animal has an AC equal to 10 + your intelligence modifier and 11 hit points. The machine loses its arcane properties once another clockwork animal is created, but can still function as a clockwork machine.

Clockwork Animal

Owl  -  If you craft a clockwork owl, you gain advantage on Wisdom saving throws.

Spider   -  If you attune to a clockwork spider, you gain a climbing speed of 30 feet if you did not have it already

Bat  -  If you attune to a clockwork bat, you gain the blindsight sense

Cat  -  If you attune to a clockwork cat, you gain the Keen Sight trait

 Fox  -  If you attune to a clockwork fox, you gain the Keen Hearing trait

 Jackal  -  If you attune to a clockwork jackal, you gain the Pack Tactics trait

Advanced Enchantments

Starting at 9th level, your enchantments become more potent and much easier to cast:

  • You now have advantage on enchantments with a DC of 15 or lower
  • If you have successful crafted a machine the DM deems complicated enough to replicate a semi or fully living being, you can attempt to enchant the creation with an intelligence of 10. The DC must start at 20.

Improved Intelligent Creation

Starting at 15th level, you’ve master the art of enchanting objects with artificial intelligence:

  • Your creation's intelligence increases to 12.
  • Your creation now has an assigned alignment. They may be able to change their alignment after years of interaction with other sentient creatures.

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