Base Class: Artificer
You have been looked upon by a deity or celestial being and have been deemed worthy of creating the means for victory over its enemies. Your artificer creations are the result of Divine Inspiration, the placement of ideas and inventions into your thoughts and dreams by a divine being. With the ability to create artefacts that channel the same divine powers as clerics or paladins, you find yourself capable of either directly combating, or creating the means to combat, the forces of fiends and undead, and have the power to better protect your friends and allies from these threats.
Words of the Divine
When you gain this Divine Inspiration at 3rd level, you manifest the ability to speak, read, write, and comprehend the celestial language.
Divine Inspiration Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Divine Inspiration Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Divine Inspiration Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
guardian of faith, shining radiance (a spell from Chapter 4 of Salvation: Secrets of Stralis) |
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17th |
commune, shield of the oath keeper (a spell from Chapter 4 of Salvation: Secrets of Stralis) |
Gifts of Divinity
Beginning at 3rd level, at any point during your adventure, you can call upon your Divine Inspiration to give you one of the Gifts of Divinity. Roll on the Gifts of Divinity table for the gift you receive. It takes a further ten minutes to build the gift you receive. Each gift takes a different amount of time to use, as specified on the Gifts of Divinity table.
Any gift you receive during this call upon the source of your Divine Inspiration lasts until it is used up or until your next long rest, at which time the magical invention breaks apart into the cheap materials they are made from. You can receive and build a gift in the morning and not use it until later in the evening, so long as it is used before your next long rest.
When you reach certain levels in this class, you can call upon your Divine Inspiration for more Gifts of Divinity per long rest: two at 6th level and three at 15th level. Roll for each of the Gifts of Divinity separately. If you roll up a Gift of Divinity that you have already received this long rest, you must roll again until you get a result that you have not received this long rest, meaning you cannot get the same gift twice per long rest.
Gifts of Divinity
| d6 | Gift of Divinity |
|---|---|
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1 |
Divine Arcana. You have been gifted the blueprints for a bracelet that helps to promote magical abilities. As a bonus action, you can recover an expended spell slot of your choosing no greater than 5th level. Once you utilise the bracelet's ability, it falls apart. |
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2 |
Divine Protection. You have been gifted the blueprints for a broach that helps to promote your defences. Your AC increases by 2 and you have advantage on Dexterity saving throws. These benefits last until the next time you take damage or until your next long rest, whichever comes first. Using this gift is a free action. Once you utilise the broach's ability, it falls apart. |
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3 |
Divine Insight. You have been gifted the blueprints for a pair of glasses that grant you insight into social situations. You gain advantage on Wisdom (Insight), Charisma (Persuasion) and Charisma (Deception) checks for 1 minute after activating it. Using this gift is a free action. Once the time limit on these glasses runs out, the glasses fall apart. |
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4 |
Divine Wings. You have been gifted the blueprints for a pair of lightweight wings that grant you the ability to fly. You gain a flying speed of 20 feet and can remain aloft in the air between turns. These wings last until they are destroyed or until your next long rest, whichever comes first. Ensuring the wings are strapped to you tightly and lifting off into the sky using this gift takes a bonus action, while landing is part of your movement. If the wings are destroyed they cannot be rebuilt except through the Gifts of Divinity feature, and they fall apart during your next long rest. The Divine Wings have an AC of 10 and are not affected by any non-magical bolstering to your own AC, but are affected by magical effects that bolster your AC (such as through the mage armor and shield spells) while you are wearing them. The Divine Wings have a total of 10 Hit Points. On your turn, as an action, you can use your tinker's tools to roll a 1d4 and repair your wings' hit points for the amount rolled. |
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5 |
Divine Light. You have been gifted the blueprints for a light source that sheds divine bright light within a 10 foot radius and dim light for a further 10 feet. Any creatures of your choice that are caught in the bright or dim light when it is shed, and at the beginning of every turn that they start in the light, must make a Dexterity saving throw against your spell save DC. On a failed save, the creature is blinded. These blinded creatures can attempt the Dexterity saving throw again to end the blinded condition at the end of their turns. Additionally, any fiend or undead creature that fails their Dexterity saving throw against the light when it is first shed also takes 2d6 radiant damage. On a successful save they take half as much damage and are not blinded. This light source lasts for 1 minute before falling apart and takes an action to activate. As a bonus action, you can move the light source up to 30 feet to a space you can see, but it can never be more than 60 feet away from you, or it will fall apart. |
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6 |
Divine Water. You have been gifted the blueprints for a small pill to put within a single bottle of water. It is a free action to place this pill into the water bottle. That water takes on healing properties, and has a single use before running out. As a bonus action, you or an ally can drink from the bottle of water and regain hit points equal to 1d8 + your Intelligence modifier. This Divine Water lasts until its single use is expended or until your next long rest, whichever comes first. Alternatively, this water can take on the properties of a holy water (flask), and must be used before your next long rest or lose its holy properties. |
Reward for the Worthy
At 5th level, you have won the favour of your divine source of inspiration so much that they gift you the blueprints for a ring to be worn only by you. It takes ten minutes to craft this ring, and if it is destroyed it takes another ten minutes to recreate it. While wearing this ring, whenever you deal damage to a creature, you can use your reaction to grant yourself or an ally temporary hit points equal to half of the damage dealt + your Intelligence modifier. These temporary hit points do not stack, and you cannot gift temporary hit points to either yourself or an ally that currently has temporary hit points. This feature can only be used a number of times equal to 1 + your Intelligence modifier per long rest.
When you use this feature after damaging an undead or fiend, you or your ally instead gain temporary hit points equal to the damage dealt + your Intelligence modifier.
Greater Gifts
Starting at 9th level, you can receive even more gifts from the source of your Divine Inspiration. Once per long rest, whenever you activate one of your Gifts of Divinity, choose one of the two abilities listed below. You gain access to your chosen ability, and can use it once until your next Long Rest. It vanishes from you when you use it or at the end of your next Long Rest, whichever comes first. The abilities you can choose from are:
- Greater Gift of Healing: You regain hit points equal to 2d8 + your Intelligence modifier.
- Greater Gift of Radiance: You deal 2d8 + your Intelligence modifier radiant damage to an enemy within sight of you.
Guiding Inspiration
Starting at 9th level, you have proven yourself worthy of guiding others along the path of divine inspiration. You can cast enhance ability and locate object without expending a spell slot and without preparing these spells. You can cast each spell once, and you regain all expended uses when you finish a long rest.
Champion of the Inspired
At 15th level, you have proven yourself worthy of divine protection for all you have done for the source of your Divine Inspiration. You have learnt to build a Champion of the Inspired, which uses the below stat block. It takes eight hours to construct this Champion, and another eight hours to reconstruct it, restoring any and all lost hit points. This can be done during a Long Rest to no detriment to you. Your champion stands between 6 and 7 feet tall, and it listens to your commands and carries them out dutifully. It has its own turn in combat, occurring directly after yours. You can give it commands on your turn as a bonus action. If it does not receive directions, it will use its action defending itself and you to the best of its ability. This is the stat block for the Champion of the Inspired:
Champion of the Inspired
Medium construct, same alignment as you
Armor Class 11 + your Intelligence modifier (natural armor)
Hit Points equal to your Artificer level times 5
Speed 30 ft. walking speed
Damage Resistances bludgeoning, piercing, and slashing damage from non-magical weapons
Damage Immunities psychic
Condition Immunities charmed, frightened, poisoned
Senses Darkvision out to 60 feet, Passive Perception of 10.
Languages understands the languages you speak
Actions
Multiattack. Your Champion of the Inspired attacks twice on its turn when it uses the Sword of the Divine action.
Sword of the Divine. Melee Weapon Attack: +5 + your Intelligence modifier to hit, reach 5 ft., one target. Hit: 1d10 + 5 + your Intelligence modifier slashing damage.
Irradiated. Spell Attack: Your Champion of the Inspired can cast the fireball as a 6th level spell, but must centre the spell upon itself when it does this. The spell save DC for the spell is your DC. The Champion of the Inspired can only do this once per Long Rest. Instead of fire damage, when the Champion of the Inspired uses this action, it deals radiant damage.
Reactions
Champion's Protection when your Champion of the Inspired is within 5 feet of you, it can use its reaction to redirect a melee attack aimed at you towards itself instead.
Previous Versions
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7/18/2020 4:24:57 PM
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9/14/2020 5:49:52 PM
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7/15/2021 3:22:24 AM
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