Base Class: Artificer
The Dwarf has finished his infusion with the Elf's Staff and hands it to him. The Elf is quick to realise that the staff is flickering with embers and emanates a strong heat from it. The Dwarf whispers to the wizard "Enjoy my little kick of firebolt with your magic missile.."
The replicator is an enhancer and combines their infusions with spellcasting. Below is the subclass features that you gain at 3rd, 5th, 9th, and 15th Level:
Replicator Spell List
You always have certain spells prepared after you reach particular levels in this class, as shown in the Replicator Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Replicator Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
Bless, Mage Armour |
|
5th |
Branding Smite, Flame Blade |
|
9th |
Elemental Weapon, Sending |
|
13th |
Fabricate, Summon Construct |
|
17th |
Skill Empowerment, Scrying |
Tinkering Foresight
Once per long rest, you can use the Magical Tinkering feature to cast Identify without expending a spell slot.
Arcanic Imbuements
You start your career in Replicating by understanding the study of Spell Concentration and begin to learn manipulating its properties to be implemented onto non-organic matter. At the end of a long rest, you can store a 1st Level Spell or a cantrip that you have prepared without expending a spell slot into an item that you have infused. This spell is activated by the bearer of the imbued item. If the spell has the action casting time, it must be cast within the action however it does not use your action to cast it, the same applies to that of bonus action casting and reactions.
The spell you wish to imbue into an infused item is dependant on the type of equipment you are imbuing. You can imbue an item once per long rest but can imbue as many items you have infused. The spells you can implement increase in spell level to second level spells at 9th Level, then again to third level spells at 15th Level.
|
Infused Equipment |
Effect |
|
Simple or Martial Weapons |
You can store up to a 1st Level spell that has the 5ft range or touch property and deals damage. |
|
Ranged Weapons |
You can store up to a 1st Level spell that has at least a 5ft range and has an attack roll. |
|
Spellcasting Weapons |
You can store up to a 1st Level spell that has a spell save property. |
|
Armour or Shield |
You can store up to a 1st Level spell that has the reaction property. |
Enhancer Savant
The limitations of your imbuements begin to alleviate, and your control over the spell transference is improving. As an action, you can expend a spell slot to recharge two imbued items.
Both Simple & Martial Weapons and Armour & Shields now share the spell imbuements that they can apply. (For example, an infused chain mail can now have “Green Flame Blade” imbued)
Both Ranged Weapons and Spellcasting Weapons now share the spell imbuements that they can apply. (For example, an infused Quarterstaff can now have “Firebolt” imbued)
Improved Imbuements
You are refining your imbuements to properly store magic into items, all imbued items now have 2 charges of their imbuement before the spell disappears. You may only use one charge per round of combat. You are also able to imbue 2nd Level spells that you have prepared.
Magic Item Overcharge
You have mastered spell conservation and transference; you have overwritten the imbuement limitations and as a result you are able to imbue an item with any spell that you have prepared and can now store a 3rd Level Spell into an infused item. As an action, you can remove an infusion on an item. In doing so you recharge all other imbued weapons so that they regain all uses of their imbuement. You and up to two other creatures of your choice gain 2 temporary hit points for each charge regained this way.
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