Wizard
Base Class: Wizard

The artificer is a magical item specialist.

Artifice Techniques

When you choose this tradition at 2nd level you gain the following proficiencies: Tinker's tools, Blacksmith's tools, Alchemist's supplies, Firearms, shields. Artifice is rooted in the traditions of the rock gnome tinkerers. 

You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. 
The box stops playing when it reaches the song’s end or when it is closed.

Light Globe. This device produces a light from within itself similar to the effects of the Light cantrip. The device stops producing light after 10 minutes of use, after which it must be reactivated. 

Bauble Casting

While Artificers learn the general means of spellcasting indicative of a wizard, they instead choose to cast their spells through the use of small disposable items called Baubles. By weaving the energy of the spell into an item an Artificer gains the ability to save the spell for later or allow a non caster to make use of the spell's effects. A spell cast into a Bauble persists within the Bauble until it is cast or the Artificer that created it takes a long rest. A Bauble spell may be cast by someone other than the artificer if they possess the Bauble, the spell uses the Spell DC and other needed traits of the Artificer at the time the spell was woven into the Bauble. The amount of time needed to weave a spell into a Bauble is the same as it would take to cast the spell, however the spell is halted at the moment before it would have been cast, also it is an action to throw a Bauble (30ft + strength modifier + proficiency bonus). The spell is then cast when the Bauble touches it's intended target. Rumor has it there are devices which allow artificers to launch their baubles long distances.

Artifice Affinity

Starting at 2nd level when you choose this tradition you can temporarily alter the elemental attributes of a weapon or other item. You spend ten minutes concentrating on the item, if the item has an elemental attribute you may change it to another Element. If the item is non magical and has no Element it becomes magical and you add an element to it's damage type. This effect lasts for a number of hours equal to your intelligence modifier or until you take a short or long rest. At higher levels this feature gains power in the realm of combat, when you change or add an elemental component of a weapon the elemental damage increases by 1d6 at level 6, 10, 14, 18.  Also when you cast the Find Familiar spell your Familiar may be a construct instead of a fey or fiend.

Object Epiphany

at 6th level your creation frame becomes even more versatile. 

-You may choose a transmutation spell that you know and encode it into the rod. This spell may be cast once without the need for expending a spell slot or material components and recharges after you finish a short or long rest. You may change the encoded spell by spending ten minutes tinkering with the rod's mechanism. 

-When you use the affects of your Artifice Affinity class feature on a weapon generated by the Frame you may choose to elements instead of one.

Creation Frame

At second level your careful study of crafting clockworks and creating magical devices has led you to a personal breakthrough. You create a means of crafting and modifying items easily even when not within a workshop. By forging a bond with a Null elemental and binding it within a rod-like mechanism you create a magical item called a Creation Frame, most of these devices take the form of a metallic rod filled with myriad internal mechanisms powered by a somewhat weak but intelligent elemental. This elemental is sentient and can speak with you telepathically when you are within at least 30 ft of the Creation Frame. In general it shares your alignment and motivations, but may have some needs and aspirations of it's own. The Creation Frame allows you a number of useful functions and gains power as you do.

-This item functions as a rod of lordly might, minus the flametongue sword, drain life, paralyze, and terrify functions

-The rod allows you to cast the mending cantrip via the Frame as well as Detect Magic and Identify as ritual spells only (taking ten minutes to cast them while weilding the rod). 

-You may choose the type of melee weapons created when buttons 2 or 3 are pressed. You are proficient with weapons generated by this item. Your choice may be changed after you take a long rest.

- Instead of a flametongue sword Button 1 transforms this tool into a special device called an Arcane Catapult. This device functions like a sling, however it takes Baubles as ammo instead of sling bullets. Non empowered baubles do the same amount of damage as sling bullets.

 

 

 

 

Animus Mastery

You add Animate objects to your spell book of it is not already there. You can cast animate objects without expending a spell slot. The object must be of size Large or smaller. Once you cast animate objects this way you can't do so again until you finish a short or longer rest, though you can still cast it normally using an available spell slot. In addition you may cast tiny servant at will without expending a spell slot or material components.

Innovation

At 14th level your constant tinkering with the mechanism of the rod has allowed you to embed additional functions. Choose one magical item you have access to, the rod splits at it's midsection and then splits again into smaller shards of metal. The shards orbit around the magical item and a collection of glowing runes appear on the item and rod shards. After a moment the shifting runes solidify and flash, at which time the shards return to the rod and a 7th button appears on it's shaft. When this button is pressed the rod once again splits in two with one half transforming into the copied item. The rod can't copy another item this way until after you finish a long rest. While half of the rod is transformed you may use the functions of the other buttons as normal, however you may not cast the embedded transmutation spell, detect magic, or identify using the rod unless it is whole.

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