Artificer
Base Class: Artificer

Fusionists are experts at taking aspects or traits of one thing and fusing them together with another. Whether they be magic items, knowledge, abilities or even the strength of another, the fusionist can take all to them and transfer them elsewhere who may find better use for those aspects.

Tool Proficiency

3rd-level Fusionist feature

You gain proficiency with alchemist's supplies.

Fusionist Spells

3rd-level Fusionist feature

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

Fusionist Spells

Artificer Level Spell

3rd

entangle, thunderwave

5th

enhance ability, moonbeam

9th

dispel magic, plant growth

13th

dominate beast, polymorph

17th

commune with nature, mass cure wounds

Artificial Fusion

During a short or long rest, you can use your fusionist features to remove certain aspects from a willing player character based on your level and turn it into a physical item. This item has no monetary value, no weight, no practical use, can not be destroyed, and if lost, you can magically retrieve it instantly from anywhere at no cost. The form this item can take is up to you but it must be small enough to fit in the palm of your hand (for example, it can take the form of a sticker). The character you create this item from must be physically and psychologically capable of consenting. You can not use this feature on yourself or another fusionist.

Once this item is created, you can apply it to another willing player character. When the item is applied, it is absorbed into them and they gain that aspect, regardless of their race, class or level. Applying this item consumes expensive crystals, the value of which is dependent on the type of fusion you are using. You can not apply this item to NPCs. If the player character under the effects of the fusion dies, the aspects granted by the fusion are returned to their original owner(s).

You can manually return an aspect to its original owner for free. You cannot remove aspects that other fusionists implanted into a player. Multiple of the same aspect (with the exception of ability score points) do not stack.

Optional Rule: Variant Cost. If the cost of fusionist features are too expensive or too cheap for your campaign, the DM is allowed to alter the cost of use for each feature or even remove them entirely at their discretion.

Optional Rule: Aspect Swapping. If removing aspects of a character to give to another player for no tangible benefit in return is too daunting for your group, then your DM may impose this optional rule instead. With Aspect Swapping, you lose the ability to remove and apply aspects at will. Instead you can take aspects from two characters at the same time and swap them between each other. This has the same cost as normal fusion and only counts as one instance of fusion. You cannot combine fusions this way, for example; you cannot swap an ability score point for a class feature as those are considered two separate forms of fusion.

Arcane Fusion

3rd-level Fusionist feature

You can use Artificial Fusion to remove a known spell from a willing player character and turn it into a physical item. You cannot use this on a wizard or any character that do not innately know spells and you can only remove spells with a maximum level equal to your highest level spell slot. The value of the crystal needed to apply these items into a character is equal to ((the spell's level - the character's highest level spell slot) + 15) * 10 gp. A character must have the appropriate spell slot necessary to cast the spell in order to gain this fusion. The amount of spells that can be removed by you at any given moment is equal to your proficiency bonus.

Enchantment Fusion

3rd-level Fusionist feature

During a short or long rest, you can use artificial fusion to remove an effect from an unlocked magic item and turn it into a physical item. If you remove all the effects from a magic item, the item becomes mundane. You can only apply effects to items if it makes sense for that item to have that effect and applying a magical effect to a mundane item automatically turns it into an unlocked magic item.

In order for a magic item to be considered unlocked, the magic enchanting it must be tamed first. To accomplish this, a fusionist, or a spell caster with the gate spell, is able to create a gate into the item's personal dimension. It requires a fusionist 10 minutes of concentration to open this gate. The item's personal world is simply a dungeon filled with varying monsters that can be structured however the DM pleases. The CR of the monsters that roam this dungeon are based on the item's rarity, see the table below. While in this dungeon, time is stopped in your home dimension until you return, and you have 1 hour within the dungeon itself to defeat the dungeon boss before you are automatically and unavoidably transported out of the dungeon back to your original location. The dungeon is too hostile to take any kind of rest in. Furthermore, you cannot access the item worlds of legendary, artifact and unknown rarity items, magic items that are cursed or have negative effects, nor magic items created by artificer infusions. It is up to the DM's discretion whether or not the players can find valuable loot or gain XP within these dungeons. Once the dungeon boss is defeated, the players are ejected and the item is considered unlocked.

Item Rarity Common Monster CR Boss Monster CR

Common

1/2 - 1

2

Uncommon

1 - 4

5

Rare

2 - 8

10

Very Rare

5 - 15

20

Extra Cantrip

5th-level Fusionist feature

You learn an additional cantrip from the druid spell list.

Aspect Fusion

9th-level Fusionist feature

You can use Artificial Fusion to remove a proficiency, expertise, language, resistance, immunity or 1 point from an ability score from a willing player character and turn it into a physical item. The value of the crystal needed to apply these items into a character is based on what sort of aspect the item contains (see the chart below). You cannot give or remove an ability score point to/from a player if doing so will set one of their ability scores above 20 or below 3. You can remove up to five proficiencies, expertise, languages, resistances, immunities or ability score points at any given moment.

Type Cost

Proficiency

50 gp

Expertise

100 gp

Language

25 gp

Resistance

250 gp

Immunity

500 gp

Ability Score

100 gp

Specialist Fusion

15th-level Fusionist feature

You can use Artificial Fusion to remove a class feature from a willing player character and turn it into a physical item. The value of the crystal needed to apply these items into a character is equal to ((the feature's level - the character's level (to a maximum of 20)) + 25) * 100 gp. You can not use this ability to remove hit dice, starting equipment, spellcasting or subclasses. Any features you add will be treated as though you are multiclassing. You can remove up to 3 features at any given moment.

 

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