Artificer
Base Class: Artificer

As an Arcanist you study mystical phenomena over more physical mediums. Arcanists strive to understand the innerworkings of all magic around them and use their knowledge to greater control and alter the effects of magic they use.

- credit to Flabbyeargh for the original concept and many of the features of this subclass

Tool Proficiency

You gain proficiency with jeweler's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Arcanist Spells

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

Additionally, you can cast Detect Magic without using a spell slot. You can cast this spell in this way a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

3rd IdentifyDetect Magic
5th Arcanist's Magic AuraSilence
9th CounterspellDispel Magic
13th Arcane EyeGlyph of warding
17th Teleportation CirclePrivate Sanctum

Prismatic Filters

Using various gemstones, lenses, or other implements you channel magic to have greater effects or to disperse attacks. Whatever form your Prismatic Filters take they can hold a number of charges equal to your proficiency bonus.

At 3rd level, you learn 2 of the following abilities. You learn another when you reach 9th and 15th level.

Drain Energy

You make a ranged spell attack against a target you can see within 30ft. On a hit the target takes 1d6 force damage. Their speed is reduced by 10ft and they have disadvantage on strength checks and saves until the end of your next turn. On a miss, the target takes half damage and suffers none of the other effects.

This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Expedite Casting

You may speed up your casting time, effectively cutting the time it would normally take to cast the spell in half. When you do so you expend a number of Arcane Charges specified by the casting time.

1 minute 1 Arcane Charge
10 minutes 2 Arcane Charge
1 hour 3 Arcane Charge
8 hours 4 Arcane Charge
24 hours 5 Arcane Charge

Mana Dispersion

When you take damage from a spell that doesn't target an area, you can use your reaction to spend an Arcane Charge and take half damage (rounded down). Other creatures within 5ft must succeed on a Dexterity saving throw against your spell save DC or take the same amount of damage.

Spell Reinforcement

As a bonus action, you expend 3 Arcane Charges to gather up ambient magic to reinforce your spells. Until the end of your next turn, creatures have disadvantage on spell saves against your spells and you have advantage on spell attacks.

Truesight Lens

You use your action to peer through a crystal lens and expend 3 Arcane Charges. For the next 10 minutes, you gain Truesight at a range of 60ft.

Refractive Manipulations

When a spell you cast causes cold, poison, acid, fire, or lightning damage you may have that spell deal another of those damage types instead. You can choose to either add or subtract your Intelligence modifier (minimum +1) from the damage.

Whenever a creature within 30 ft. of you casts a spell, you may use your reaction to effect that spell in the same way.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Geometric Adjustments

You gain advantage on intelligence saving throws.

Whenever you cast a spell that has an area effect of a cone, cube, cylinder, or sphere,  you may either:

  • Have that spell take on another shape instead. The spell may then be oriented in any direction you choose.
  • You may increase or decrease the area of the spell by 10ft.

You can use this feature a number of times equal to half your proficiency bonus (round up), and you regain all expended uses when you finish a long rest.

Chanel Mana

As an action on your turn, you may cast a spell of 1st level or higher using the spell slot of a willing creature within 30ft.

  • You may cast any spell that either of you could normally cast as an action or bonus action.
  • When the spell is cast, you may use one of your spell slots. If you do, the spell's level is equal to both of the spell slots +1. If you use this option, you gain one level of exhaustion immediately after the spell is cast.
  • Spells that have a duration of 1 minute or longer, have their duration doubled.

Improved Manipulations

When you reach level 15, you gain the ability to alter the damage types of  spells or magical effects that cause psychic, necrotic, radiant, force, or thunder using your Refractive Manipulations ability.

Previous Versions

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5/12/2021 6:19:22 AM
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