Base Class: Artificer
The world of artificing is one that takes dedication, patience, intricacy and precision; you have none of these things. What you have is one million different inventions swimming through your head at all times. A tinkerer is always experimenting with new designs, abandoning yesterday’s work in pursuit of a new obsession. These designs are almost always never fully functional, so when put into practice there is a tendency for unexpected results.
Scrapped Potential
Starting at 3rd level you are able to break down your inventions and reprogram them on the fly, allowing you to change your prepared artificer spells on a short rest. At 9th level, this boost extends to your infusions, allowing you to change them on short rests - attuning as necessary.
Faulty Wiring
The inventions you create which house your arcane enchantments haven’t been fully stress tested, as such when applied in the field there is a chance for it to fail. When choosing this specialty at third level, Immediately when you cast an artificer spell of 1st level or higher, (choosing your target or point of focus but before any effects are made,) the DM can have you roll a d20, if you roll a 1, the intended spell is overwritten with an effect determined by the Faulty Wiring table.
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d8 |
Effect |
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1 |
You cast Cloudkill as a 5th level spell centered at where you aimed your original spell, as the arcane battery inside your invention bursts, boiling the chemicals into a noxious fume. The fumes only exist for one round, dispersing at the start of your next turn. |
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2 |
You cast Fog Cloud at the level of the spell slot used, centered at where you aimed your original spell, as the wires inside cross, sparking and creating a cloud of smoke. The fog dissipates at the end of your next turn. |
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3 |
You cast Thunderwave at the level of the spell slot used, centered at where you aimed your original spell, as the magic in your device short circuits the mechanics. |
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4 |
The arcane battery in your invention strikes ground and begins overcharging itself. The intended spell is cast and all creatures within 10 feet of where the spell was cast must make a dexterity saving throw or take 2d6 lightning damage. |
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5 |
You cast Fireball as a 3rd level spell centered at where you aimed your original spell, as the prototype short-circuits and explodes |
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6 |
The magic infused in your invention goes haywire. You cast Chaos Bolt at a creature of your choice in range from where the intended spell was centered, cast at a level equal to the spell slot used. |
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7 |
Your spell is cast as intended but afterwards the arcane battery cracks, releasing a line of Tasha's Caustic Brew in a direction of your choosing, cast at first level. |
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8 |
The magic infused into your device inadvertently crosses with a spirit on Mechanus, giving your invention sentience. Your spell is cast as intended but afterwards you treat the invention as a tiny construct created by Animate Objects. |
Innovative Mind
You are constantly generating new ideas for your wonderful inventions, so much so that you never have enough material to work on them all at once. Starting at 5th level, you know two extra infusions beyond your usual capabilities.
Work in Progress
Starting at 9th level, you can ready half-formed projects for easy completion when needed. As an action, you can replace any prepared artificer spell with any other spell from the artificer spell list, which then counts as a prepared spell for you.
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.
Intended Design
At 15th level you have become used to the mishaps of your rushed work, because of it you now understand how to create temporary workarounds in your designs. Whenever you roll on the Faulty Wiring table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Previous Versions
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3/31/2021 12:45:06 AM
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7
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8/11/2021 3:07:41 PM
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27
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6
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Coming Soon
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