Artificer
Base Class: Artificer

Character class designed around creating and using magic items to produce spells, instead of casting spells like other magic users.

Allows for the playing of a character created from the trope of being a magical genius, able to understand the workings of any type of magic, but incredibly weak in magical strength or power.

Or  the idea of a technological genius, replicating needed spell effects from any spell list with created items.

They make up for their weakness by strategical thinking and forethought, storing spells needed for a situation ahead of time in items that they are able to use without limit.

Since D&D Beyond does not allow for adding spells to items, or removing spell casting from a class entirely, the player and DM will need to keep track of available spells that a player has infused in an item, and not use the normal spell casting interface to track spells available for use.

 

Enchantment

You may no longer cast any spells that are not Cantrips, regardless of what other abilities you have allow.

Your spell Modifier for any spell or cantrip you know is Intelligence.

You may learn any spell from any spell list of a spell level that you have a slot for from your artificer levels, by scribing the scroll to either a spellbook or an artificer themed storage item.

Each level you gain hereafter, you may choose 3 spells from any spell list to add to your spells known at level up, and you know artificer spells as normal.

You can add any leveled spell you know that takes a single action to cast, to an infused item you create, and the item created gains the attunement property if it does not already have it. Any spells added to an item may only be used by you.

When adding the spell to an item, you must know the spell, have the components necessary to cast the spell, and the components are consumed as specified by the spell. Any new spell added to an item overwrites any previous spell on the item.

You can create a single special Enchanter Focus, using a spell focus, wand, or other handheld item and add a spell to it. This item does not require attunement, but occupies a hand.

You may cast any spell you add to an item as a use Item action, from an item that you have attuned, or from your enchanter focus, at will, at the spell's base level, using all the spell's normal parameters, range, and casting time, but without needing components. If the spell normally requires concentration, it uses your concentration.

You may change the spell on an infused item or on your Enchanter Focus to any other spell you know on a short rest

Cantrip Mastery

Learn two Cantrips from any spell list.

Extra Use Item Action

The Use Item Action can be used to cast a spell a second time in the same turn, if the Use Item Action was used to cast a spell as your turns main Action, provided that the second spell used is different than the first. You may do this a number of times equal to your proficiency bonus each Long Rest.

Reflexive Casting

You may take the Use Item Action to cast a spell as a reaction, but only to use a spell that would normally be available as a reaction.

You may do this a number of times equal to your proficiency bonus per Long Rest.

Energy Mastery

You may consume a spell slot to add 1d8 for each level of the spell slot to a single damage roll of the next spell you cast with the Use Item Action. 

Or you may consume a spell slot to add 1d8 per spell slot level as temporary hit points that last until the end of your next turn.

These actions both count as a Use Item Action.

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