Base Class: Artificer
Whether it be for a taxi or a pack mule, every party should have atleast some spatial magic, so why not an entire subclass for it.
Tool Proficiency
When you choose this subclass at level 3, you gain 2 additional tool proficiencies of your choice
Extra-dimensional Master spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Extra-dimensional Master Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
| 3rd | find familiar |
| 5th | find steed |
| 9th | blink |
| 13th | awaken |
| 15th | teleport |
Extra-dimensional Master Infusions
Starting at 3rd level, you begin learning additional infusions as you level as shown in the Extra-dimensional Master infusions table. These infusions must replace an infusion slot to be made.
| Artificer Level | Infusion |
|---|---|
| 3rd | efficient quiver, spatial tool cube (homebrew) |
| 9th | handy haversack, portable hole, planar shard condenser (homebrew) |
| 15th | amulet of planes, rod of security, helm of teleportation |
For choosing one of these infusions, just leave one infusion choice unselected in the character creation screen.
Experimental Pocket Home
At 3rd level you can make a Pocket Home at the cost of 50 gp of metal and a diamond, taking 1 hour of uninterupted work and 3 hours of concentration, you can only make 1. A Pocket Home is a small safe sized metal box that has a small chimney, an intake vent, a metal door and a small dial that allows you to change the safe's size from diminutive to gargantuan, and any sizes inbetween. The chimney is connected to a magical forge inside the safe's pocket dimension. The intake vent filters and pumps air into the pocket dimension. The metal door opens into the pocket dimesion that is 10 10 ft. cubes of space, you choose the layout, and if there are any interior walls, windows, and doors, you also choose what materials its made of. Any widows leading to the outside of the Pocket Home are linked to smaller versions of those windows on the out side of the Pocket Home's entrance back pack.
Inside the pocket dimesion there is only a magical forge that doesn't require fuel and is always at the required temperature. Beyond this you must furnish the interior of your Pocket Home yourself. Other extra-dimensional items do not negatively react to entering the pocket home.
Initiate Pocket Home
At level 5 the space of your Pocket Home increases to 20 10 ft. cubes, you can now turn a 10 ft. cube of space into a staircase going up or down. You can also make a number of clockwork servants equal to 1/2 your intelligence modifier at a cost of 50 gp worth of metal and any gem, taking 2 hours of uninterupted work at the pocket homes forge. Only 1 servant can leave the pocket dimension at a time. You can also now make an intake chute with an opening space of 1 foot by six inches while the Pocket Home entrance is in the tiny size, this chute connects to another chute within the Pocket Home.
Pack Tactics. When the clockwork soldier is within 10 feet of another clockwork soldier, they have advantage on attack rolls.
Equipment. The clockwork soldier can equip any ranged weapon, one-handed melee weapon, or shield that its creator was proficient with. It can also spend 6 hours learning a proficiency from an ally that already has said proficiency. Once one clockwork in a group learns a proficiency it can then spend 1 hour teaching the other clockworks that same proficiency.
Multiattack. The clockwork makes two melee attacks, one with its main hand and one with its off hand.
Unarmed Strike/Shield Bash. Melee Weapon Attack: + 5 to hit, reach 5 ft., one target. Hit: # (1d4 + 3) bludgeoning damage.
Other Weapon Attacks. +2 proficiency bonus to hit, +3 str. mod. to hit and damage for strength based weapons, and +2 dex. mod. to hit and damage with dexterity based weapons.
Fury Protocol. As a reaction, when the clockwork soldier is brought below 1/2 health, it enters a flurry of strikes making 3 melee attacks, 2 main hand and 1 off hand, if wielding a ranged weapon while taking this reaction, it automatically drops it and makes unarmed strikes.
Greater Pocket Home
At level 9, the size of you Pocket Home increases to 30 10 ft. cubes. The number of clockwork servants you can make increases to your entire intelligence modifier and the number that can leave increases to 2.
Expert Pocket Home
At level 15, the size of your Pocket Home increases to 50 10 ft. cubes. The number of clockwork servants able to leave your pocket dimension increases to 3. You can now make a Bowl of Commanding Water Elementals, a Brazier of Commanding Fire Elementals, a Censer of Controlling Air Elementals, or a Stone of Controlling Earth Elementals, you may only have 1 of these and in order to make one you must collect the essence and containment unit of the corresponding elemental, a bowl for water, a brazier for fire, a censer for air, or a pedestal for earth. You are unable to lose control over the elemental but the elemental has a movement speed of 0 and remains where ever the containment device is located. If these leave the pocket home they lose their magic.
Previous Versions
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