Base Class: Artificer
Transmuters claim themselves to be the purest form of Artifice, choosing to master its basics and push them forward rather than move on to building armors or robotic companions. Artificers who choose to specialize into Transmuters constantly strive to push magic to its limit, stretching the known laws of arcane power. They regard most other Artificers as simpletons, wanting only to experiment with the hip new thing, rather than the scholars that chose to go down the Transmuter's path. Many Transmuters are considered closer to Wizards than Artificers, and some theorize that the Transmuters may soon unlock ways to use the Wizard's more powerful spells harnessing their technology.
Alchemists and Transmuters have a fierce rivalry. Legend has it that Alchemists and Transmuters were once one and the same, and they only branched off from one another upon the discovery of the Experimental Elixir. This is why the two houses now have a strong disdain for one another, each claiming that the other's practices are pseudosciences that aren't to be trusted.
Artificers of other specializations often have very strong opinions toward Transmuters one way or the other; some claim that they're the future of artificing and deserve as much regard as the most respected mages, while others call them narcissistic lunatics with no concept of "enough is enough". Either way, though, most every adventurer agrees that their ability to augment the world around them makes them an invaluable part of every adventuring party, even in spite of their ever-common attitude problems.
Changelog:
1.0 - 8-16-21, 10:52 - Every class feature is written and in the proper order. Currently resolving why the system say the class features are at the wrong levels. Also for some reason it thinks this class is trying to steal Circle of Spores. Probably because I used the word symb*otic. I'll see if I can fix that.
1.1 - 8-16-21, 11:01 - Solved the problem. if you spell symbiotiᴄ with a weird c it doesn't detect that I'm using the same word that they're scanning for, which is nice. That also fixed the level problem, somehow. Details are being added next update, but until then I'm going to type symbiotiᴄ over and over again because I can now. symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ symbiotiᴄ sym
1.2 - 8-16-21, 11:33 - Images added. Image credit goes to @ericmartinDOOD on Twitter. Taryon Darrington's mid-battle Infusion of The Owlbear's cloak was my inspiration for this subclass, so naturally I wanted to make him the face of this subclass. Next up is revising the text of the subclass features to make it more in line with official material, at which point this should be ready for release
1.3 - 8-17-21, 12:02 - Added flavor text. May edit it in a later revision because I'm not totally happy with it. Changed the name of Symbiotiᴄ Infusions to Symbiotiᴄ Infusion and changed the name of Fleeting Omniscience to Moment of Omniscience. Finally, changed the large avatar due to the image needing to be a square. Not fully happy with it but whatever. May or may not release the subclass this version idk yet
1.3.1 - 8-18-21, 10:29 - Fixed a minor typo. I've become a lot more satisfied with the wording as I've sat on it, so I'm publishing it now. Also changed the large avatar background from black to transparent, which hopefully works. Version number is weird because the only changes this time were so minor.
Precise Handiwork
When you adopt this specialization at 3rd level, you may choose either thieves' tools an artisan's tool that you're proficient with to become your signature tool. Whenever you make an ability check with your signature tool, you may roll a d6 and add it to the check's total.
Transmuter Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Transmuter Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
|
Artificer Level |
Spells |
|---|---|
|
3rd |
create or destroy water, magnify gravity |
|
5th |
barkskin, immovable object |
|
9th |
gaseous form, meld into stone |
|
13th |
polymorph, fabricate |
|
17th |
awaken, reincarnate, wish |
Infusion Savant
At 3rd level, your study in the arts of Artifice have allowed you heightened control over the items you infuse. You may infuse an item as an action, rather than only after a long rest. You still may only infuse a number of items equal to the number in the Infused Items column of the Artificer table, however.
Flow State
Many artificers have described the feeling of slipping into a trancelike state as they work. Starting at 5th level, you can harness this state at will. When you use your action to Infuse an item, you can Infuse one additional item as a bonus action. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
In addition, you can stay awake through a whole night if you're able to find something to keep your brain working. You can halve the time it takes you to finish a long rest a number of times equal to half your Intelligence modifier (rounded up) before you must take a long rest for your standard duration.
Symbiotiᴄ Infusion
At 9th level, your understanding of the mechanics of magic extends to the connection between living creatures and the weave. You can Infuse magical items that harness the souls of others as pathways to access the weave, using it as a battery to fuel their magical effects.
The maximum number of items you can Infuse at once increases by 3, but those extra Infusions must not be worn, wielded, or held by you. If you come into contact with these items after you infuse them, they lose their connection to their normal wielder's soul, and their magic disappears until the they are Infused again.
Moment of Omniscience
Upon reaching 15th level, your study of the weave has finally allowed you to channel all of your magical power into a single casting of a spell, giving you the ability to bend it to your will for a single fleeting moment. You gain access to a special version of the Wish spell. In order to use it, you must expend a spell slot of 5th level or higher and destroy 8 of your Infusions. When cast in this way, you will always suffer the stress of using Wish, even if it was only used to cast a spell of 8th level or lower. I addition, you lose access to the ability to infuse items until the 2d4 days required for your Strength to return to normal elapses, as specified in the Wish spell's description.
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