Base Class: Artificer
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Bonus Infusion: Metamagic Flare
You have learned how to empower your Anima Vessel to apply infusions directly to spells.
Infusing a Spell or Magic Item
Whenever you finish a long rest, you can touch a wand, scroll, potion, or other magical item that duplicates the effects of one or more spells and imbue one of those spells with one of your metamagic flare infusions.
Your infusion remains on the selected spell indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one spell or spell replicating item at the end of a long rest; the maximum number of spells is one at 3rd, two at 5th, three at 9th, and four at 15th. You must touch each the magic items or your Anima Vessel, and each of your metamagic flare infusions can be in only one spell at a time. Moreover, no spell can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
Metamagic Flare
At 3rd Level, you gain access to the Metamagic Flare infusion list. You may select one of the following options of your choice. You may select another one at 5th, 9th, and 15th level. These count against your infusions known and count as infused items when applied to spells.
You can use only one Metamagic Flare infusion on a spell when you cast it, unless otherwise noted.
Careful Spell
When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 charge and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 charge to double the range of the spell.
When you Cast a Spell that has a range of touch, you can spend 1 charge to make the range of the spell 30 feet or ignore range limitations for any ally in possession of one of your infusions.
Empowered Spell
When you roll damage for a spell, you can spend 1 charge to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic Flare option during the casting of the spell.
Extended Spell
When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 charge to double its Duration, to a maximum Duration of 24 hours.
Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 charges to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 charges to change the Casting Time to 1 Bonus Action for this casting.
Subtle Spell
When you Cast a Spell, you can spend 1 charge to cast it without any somatic or verbal Components.
Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of charges equal to the spell’s level to target a second creature in range with the same spell (1 charge if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
Tools of the Trade
3rd-level Reliquarian feature
You gain proficiency with jeweler's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Animist Spells
3rd-level Animist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Animist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Animist Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Anima Vessel
3rd-level Animist feature
Your study of magical infusions has led to you making special foci for enhancing your manipulation of ambient magic. As part of a short rest, you can create an Anima Vessel provided you have jeweler's tools in hand.
You may use the Anima Vessel in the following ways:
- The Anima Vessel is a magic item that requires attunement but does not count against your number of attunement items. The Anima Vessel can be worn on the head, neck, wrists, belt, back, fingers, or hands.
- Starting at 3rd-level one active Artificer Infusion may be duplicated by the Anima Vessel. This does not count against your number of active infusions.
- You can use the Anima Vessel as a spellcasting focus for your artificer spells.
- The Anima Vessel can also contain a number of charges equal to your Artificer level at a time. The Anima Vessel begins with a number of charges equal to your Artificer level and regains all charges upon a long rest.
- Charges may be spent from the Anima Vessel in lieu of charges from magic items and consumables. Charges may only be spent in this way provided you are able to use the magic item or consumable and provided the Anima Vessel contains sufficient charges for one full use of the desired effect. Single use consumables such as scrolls and potions must be held for the Anima Vessel to provide the power for their effect. Single use consumables require an equivalent number of charges as the spell level of the spell the consumable duplicates.
- Charges may be spent from the Anima Vessel to recharge the Artificer's Spell Storing Item at one charge per use despite the spell's level.
Enkindle
5th-level Animist feature
Your mastery of enhancing the ambient magics within mundane materials provides additional benefits. On a short rest, select one of the following benefits:
Enkindle Weapon: You can attack twice, rather than once, whenever you take the Attack action on your turn.
Enkindle Vessel: You can add your Intelligence modifier as bonus damage to Artificer spells or damage from magic items.
Redirect Anima
9th-level Animist feature
You learn how to use your Anima Vessel to capture dissipating magic.
In addition, the maximum number of items you can infuse at once increases by 2.
Magic Item Prodigy
15th-level Animist feature
Magic Item Prodigy: Magic Item Adept feature now additionally applies to Rare, Very Rare, and Legendary items. All crafted items count as one tier lower for the purposes of time and materials costs. Common items are instead crafted in a tenth of the normal time and for a quarter of the normal gold.







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Posted Oct 5, 2021Didn’t quite mean to publish without a ribbon of description so I’ll just explain here. This was my attempt to make a traditional “enchantment” style artificer character that would excel at magic despite artificers not being full casters. The premise here is the Animist is drawing magic from their surroundings and further enhancing magic that’s already there. I considered object reading and something for calling out a genius loci or other sentience in the world but the features list felt cluttered already and I accomplished some of that through the spell selection. If I get to another version I might get it more into that area rather than the heavy focus on magic item charges and the anima vessel it has now.