Artificer
Base Class: Artificer
Starting from a very young age you have been trained to uphold honesty and justice.  This has given you a strong core of morality and honor.  Your goal is to become a knight like your teachers are, and possibly over time become a representative or advisor of a lord or king’s court.  
     Your mentors believe in the way of the sword.  The perfect sword is a mix of the new technology and the old blade forms.  But a true master of the sword must be magically bound to it’s wielder, the sword itself becoming an extension of the wielder themselves.

Weapon Proficiency

Starting At 3rd level, you gain proficiency in martial weapons.

Crystal Heart

Before leaving your schooling, you underwent a ceremony to teach you something about yourself.  You left the ceremony with a crystal, the heart of your future blade, which is a splinter of your personality. Choose a crystal color below based on it’s traits and learn the benefit that it will bring to your blade once you have created it.  You have this crystal with you when you reach 3rd level.  This counts as your spellcasting focus (both in this form and once it is made into your blade).
    Blue - justice - Add your intelligence modifier to insight checks and your attacks with your Blade
    Green - Harmony - add your intelligence modifier to investigation checks.  Gain the ability to regain a spell slot by taking a bonus action, you can use this ability a number of times per day equal to your intelligence modifier.
    Orange - compromise - add your Intelligence modifier to diplomacy checks and add a +2 to your attack and damage rolls with your blade.
    Purple - moral ambiguity - add your intelligence modifier to perception checks and your damage with your blade
    Red - Passion - add your intelligence modifier to intimidate checks and Gain a bleed (2 points) when you hit with your blade
    Yellow - Energy - add Your intelligence modifier to craft checks, Gain the ability to infuse your blade with two different infusions simultaneously.
    White - purity - add your intelligence modifier to healing checks and points healed by spells that you cast
    Black - obsession - add your intelligence modifier to stealth checks and damage dealt with your blade while in dim or darker lit areas.

Minor Levitation

Starting at 3rd level, you have learned minor levitation and manipulation abilities.  You gain the Mage hand cantrip at will.  

Fighting Style

Your extensive training at such a young age has taught you many sword forms and the ability to switch between them at short notice.  Starting at 3rd level, at the start of your turn you choose a fighting style as a free action.  This fighting style lasts until the beginning of your next turn.  

  • Dueling Style - add +4 damage to your blade attacks.
  • Defense Style - add +2 to your armor class.
  • Deflection Style - add +4 to your armor class versus ranged attacks and ray spells if this protects you from the attack you can deflect the shot to another target with your standard blade ranged attack roll.  Damage done is equal to that of the original attack.

Building your Blade

At 5th level, You find the concentration and will to assemble your blade from parts you have collected or been given.  Your crystal is a crucial part of this construction.  This process is done during a long rest.
    Your radiant blade isn’t magical, but technological, and therefore can be infused with infusions.  You gain the magical capabilities of your crystal.  The Radiant Blade is a finesse, light, thrown, and versatile weapon.  The blade can be retracted into the hilt with the press of a button, similar to a Sun Blade.
     The blade is not magical but it deals radiant damage in lieu of physical damage.  The damage of your Radiant Blade is 1d6 radiant.  At 9th level this increases to 2d6, at 17th level it increases to 3d6.  Versatile attacks with your Radiant Blade are with d8s for damages.  Thrown ranges are 20’ short and 60’ long range.
     At 5th level your radiant blade shines creating bright light in a 30’ radius and dim light for 30’ beyond that.  

Blade Parry

Starting at 5th level, with your Radiant Blade in hand, you add your proficiency bonus to your armor class. You only gain this ability if you are wearing light armor or are unarmored.  You must not be incapacitated to receive this benefit.

Precognition

Starting at 9th level, your awareness of your surroundings borders on precognition.  You gain a bonus equal to your wisdom modifier on your armor class, saving throws, attacks with your Radiant Blade and damage rolls with your Radiant Blade.  You only gain this ability if you are in light armor or are unarmored and are not incapacitated. 

Telekinesis

Starting at 15th level, your minor levitation ability becomes much stronger.  You can cast the telekinesis spell.  This spell does not require verbal components.  The difficulty class of the spell is based on your intelligence modifier.  This ability can be used a number of times equal to your intelligence modifier before you need to take a long rest to recharge. 

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