(Created page with "= Artificer =")
 
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= Artificer =
= Artificer =
A graying halfling hunched over his workbench, carefully adjusting the clockwork mechanism that would power his creation. Before him laid an automaton of intricate iron gears within a suit of plate armor, built to resemble a large halfling. As the tiny inventor affixed his signature mithril mustache to the face plate, a jolt of electric-blue magic flashed from the automaton. With a sharp motion, the Steel Defender sat upright and awaited the first command of its creator.<br>
The goblin delicately made his way down the tunnel that he had booby-trapped with vials
of noxious fumes and acids. This was the third time this year his clan had moved burrows to avoid being raided by adventuring parties, and the inventive goblin was determined to protect the newest home burrow. He was confident that this time he would stop the adventurers that always seemed to find their way to his home.<br>
A young human woman, wearing a leather apron over her fine clothes, flexed the steel gauntlet she had just enchanted. As she closed her fist the gauntlet let forth a blinding arc of lavender lightning, destroying the table on the opposite side of the room. As the dust settled, she affixed the gauntlet to her now complete suit of Arcane Armor. When she revealed this, her latest creation, to her father, he would have no choice but to finally show her his approval.<br>
Relentless in their pursuit of innovation, artificers are defined by their insatiable curiosity and willingness to push the limits of arcane invention, even at great risk to themselves. For most artificers, they stake their personal value on the fruits of their experimentation, and they see mastering the basics of their chosen craft as the first step toward true greatness.<br>
Deep down, the goal of every artificer is the discovery of a new groundbreaking invention, magical or otherwise. Some artificers are engineers, students of science and warfare, who bring their considerable intellect to bear to construct deadly weapons augmented with magic. Others view themselves as artists, combining the rigid formulas of arcane magic with the artisanal touch of their own specialized tools and spells.<br>
Almost every artificer has a rival, most often another artificer who they seek to outdo at every turn. These intense rivalries are the sole motivation of some artificers, and outdoing their rival is more valuable than any fame or riches they could gain from their discoveries. Many are willing to risk everything they have to achieve a new breakthrough before their rival.<br>
By the same token, artificers with similar philosophies and aims often band together in loose artisan's guilds. They share insights and discoveries, hoping to keep ahead of rival guilds by pooling resources and working as a team. However, even when working together, most artificers are protective of any insights they think could lead to a groundbreaking discovery.
{| class="wikitable"
|+| Class Table
|-
! Level !! Proficiency Bonus !! Features !! Infusions Known !! Experience Points
|-
| 1st || +2 || Otherworldly Pact, Pact Magic, Draw On Power || 2 || 0
|-
| 2nd || +2 || Eldritch Invocations || 2 || 300
|-
| 3rd || +2 || Pact Boon || 3 || 1,000
|-
| 4th || +2 || Ability Score Improvement || 3 || 3,000
|-
| 5th || +3 || - || 4 || 6,000
|-
| 6th || +3 || Otherworldly Pact Feature || 4 || 10,000
|-
| 7th || +3 || - || 5 || 20,000
|-
| 8th || +3 || Ability Score Improvement || 5 || 40,000
|-
| 9th || +4 || - || 6 || 60,000
|-
| 10th || +4 || Otherworldly Pact Feature || 6 || 80,000
|-
| 11th || +4 || Mystic Arcanum (6th Level) || 7 || 100,000
|-
| 12th || +4 || Ability Score Improvement || 7 || 120,000
|-
| 13th || +5 || Mystic Arcanum (7th Level) || 8 || 140,000
|-
| 14th || +5 || Otherworldly Pact Feature || 8 || 160,000
|-
| 15th || +5 || Mystic Arcanum (8th Level) || 9 || 180,000
|-
| 16th || +5 || Ability Score Improvement || 9 || 200,000
|-
| 17th || +6 || Mystic Arcanum (9th Level) || 10 || 225,000
|-
| 18th || +6 || Otherworldly Pact Feature || 10 || 250,000
|-
| 19th || +6 || Ability Score Improvement || 11 || 300,000
|-
| 20th || +6 || Eldritch Master || 11 || 350,000
|}
=== Class Information ===
'''Hit Dice.''' 1d8 per Artificer Level<br>
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution Modifier per Artificer Level after 1st<br>
'''Armor Proficiencies.''' Light Armor, Medium Armor, and Shields<br>
'''Weapon Proficiencies.''' Simple Weapons<br>
'''Tool Proficiencies.''' Tinker's Tools and two Sets of Tools of your choice<br>
'''Saving Throw Proficiencies.''' Wisdom and Charisma<br>
'''Skill Proficiencies.''' Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand.<br>
'''Equipment.''' Two Simple Weapons of your choice, a set of Artisan's Tools of your choice, a set of Tinker's Tools, an Equipment Pack, a set of Leather Armor or Scale Mail, and a Light Crossbow.
<br><br>
==== Infusions ====
''1st Level Artificer Feature''<br>
You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. You learn two Infusions of your choice from the list at the end of this class. The Infusions Known column of the Artificer table shows when you learn more Infusions of your choice.<br>
At the end of a Long rest, as long as you have Tinker's Tools, you can replace one Infusion you know with another Infusion of your choice, as long as you meet all of its Prerequisites.<br>
At the end of a Long Rest, you can use your Tinker's Tools to imbue an Infusion you know into an object. To do so, you must be able to touch the object with your Tools.<br>
If the Infusion requires attunement, you can attune to the object the instant you Infuse it, or you can forgo attunement so another creature can attune to it. To attune to the Infused item later, you must follow the normal attunement process.<br>
The Infusion remains in an item indefinitely. If you die, the Infusion vanishes after a number of days have passed equal to your Intelligence Modifier. Infusions vanish immediately if you give up your knowledge of one to learn another, or imbue the Infusion into another object.<br>
You can Infuse multiple objects at the end of each Long Rest, up to one for each Infusion you know. Each Infusion can be in only one object at a time, and no object can bear more than one Infusion. If you transfer an Infusion to a new object, any previous instance of that Infusion immediately ends.
<br><br>
==== Artificer Specialization ====
''1st, 3rd, 5th, 9th, and 15th Level Artificer Feature''<br>
You choose one of the Artificer Specializations in the table below that represents the arcane research and inventions you make.
<br><br>
==== Spellcasting ====
''2nd Level Artificer Feature''<br>
'''Spellcasting Ability.''' Intelligence<br>
'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' An Set of Tools or an Infused object<br>
'''Spell Learning Method.''' You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.
{| class="wikitable"
|+ Level and Spells Slots per Level
|-
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th
|-
| 2nd || 2 || 2 || 2 || - || - || - || -
|-
| 3rd || 2  || 3 || 3 || - || - || - || -
|-
| 4th || 3 || 3 || 3 || - || - || - || -
|-
| 5th || 3 || 4 || 4 || 2 || - || - || -
|-
| 6th || 3 || 4 || 4 || 2 || - || - || -
|-
| 7th || 3 || 5 || 4 || 3 || - || - || -
|-
| 8th || 3 || 5 || 4 || 3 || - || - || -
|-
| 9th || 3 || 6 || 4 || 3 || 2 || - || -
|-
| 10th || 4 || 6 || 4 || 3 || 2 || - || -
|-
| 11th || 4 || 7 || 4 || 3 || 3 || - || -
|-
| 12th || 4 || 7 || 4 || 3 || 3 || - || -
|-
| 13th || 4 || 8 || 4 || 3 || 3 || 1 || -
|-
| 14th || 4 || 8 || 4 || 3 || 3 || 1 || -
|-
| 15th || 4 || 9 || 4 || 3 || 3 || 2 || -
|-
| 16th || 4 || 9 || 4 || 3 || 3 || 2 || -
|-
| 17th || 4 || 10 || 4 || 3 || 3 || 3 || 1
|-
| 18th || 4 || 10 || 4 || 3 || 3 || 3 || 1
|-
| 19th || 4 || 11 || 4 || 3 || 3 || 3 || 2
|-
| 20th || 4 || 11 || 4 || 3 || 3 || 3 || 2
|}
<br>
==== Tool Magic ====
''2nd Level Artificer Feature''<br>
You Learn a Cantrip while you are holding a Set of Tools. These Spells count as Artificer Spells for you and do not count against your Spells Known. The specific Spells learnt are described in the table below.
{| class="wikitable"
|+ Tool Spells
|-
! Set of Tools !! Cantrip
|-
| Alchemy Kit || Example
|-
| Brewer's Supplies || Example
|-
| Calligrapher's Supplies || Example
|-
| Carpenter's Tools || Example
|-
| Cartographer's Tools || Example
|-
| Cobbler's Tools || Example
|-
| Cook's Utensils || Example
|-
| Disguise Kit || Example
|-
| Forgery Kit || Example
|-
| Gaming Set || Example
|-
| Glassblower's Tools || Example
|-
| Herbalism Kit || Example
|-
| Jeweler's Tools || Example
|-
| Leatherworker's Tools || Example
|-
| Mason's Tools || Example
|-
| Musical Instrument || Example
|-
| Painter's Supplies || Example
|-
| Poisoner's Kit || Example
|-
| Potter's Tools || Example
|-
| Smith's Tools || Example
|-
| Thieve's Tools || Example
|-
| Tinker's Tools || Mending
|-
| Weaver's Tools || Example
|-
| Woodcarver's Tools || Example
|}
<br>
==== Ability Score Improvements ====
''4th, 8th, 12th, 16th, and 19th Level Artificer Feature''<br>
Your skill and strength expands, choose one of the following:
*Increase one Ability Score of your choice by 3.
*Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
*Increases three Ability Scores of your choice by 1.
*Gain one [[Feats|Feat]] of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
<br><br>
==== Tool Expert ====
''6th Level Artificer Feature''<br>
You can quickly and effectively use Tools. You are considered to have Expertise with all Tools you are Proficient in. Additionally, you add half your Proficiency Bonus (rounded up) to any rolls you make using Tools that you are not Proficient with.
<br><br>
==== feature ====
''6th Level Artificer Feature''<br>
feature
<br><br>
==== Flash of Genius ====
''7th Level Artificer Feature''<br>
You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30ft of you makes an Ability Check or a Saving Throw, you can use your Reaction to add your Intelligence Modifier to the roll.<br>
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.
<br><br>
==== feature ====
''10th Level Artificer Feature''<br>
feature
<br><br>
==== feature ====
''11th Level Artificer Feature''<br>
feature
<br><br>
==== feature ====
''14th Level Artificer Feature''<br>
feature
<br><br>
==== feature ====
''18th Level Artificer Feature''<br>
feature
<br><br>
==== feature ====
''20th Level Artificer Feature''<br>
feature
<br><br>
= Infusions =
= Artificer Specialization =

Revision as of 21:45, 23 December 2022

Artificer

A graying halfling hunched over his workbench, carefully adjusting the clockwork mechanism that would power his creation. Before him laid an automaton of intricate iron gears within a suit of plate armor, built to resemble a large halfling. As the tiny inventor affixed his signature mithril mustache to the face plate, a jolt of electric-blue magic flashed from the automaton. With a sharp motion, the Steel Defender sat upright and awaited the first command of its creator.
The goblin delicately made his way down the tunnel that he had booby-trapped with vials of noxious fumes and acids. This was the third time this year his clan had moved burrows to avoid being raided by adventuring parties, and the inventive goblin was determined to protect the newest home burrow. He was confident that this time he would stop the adventurers that always seemed to find their way to his home.
A young human woman, wearing a leather apron over her fine clothes, flexed the steel gauntlet she had just enchanted. As she closed her fist the gauntlet let forth a blinding arc of lavender lightning, destroying the table on the opposite side of the room. As the dust settled, she affixed the gauntlet to her now complete suit of Arcane Armor. When she revealed this, her latest creation, to her father, he would have no choice but to finally show her his approval.
Relentless in their pursuit of innovation, artificers are defined by their insatiable curiosity and willingness to push the limits of arcane invention, even at great risk to themselves. For most artificers, they stake their personal value on the fruits of their experimentation, and they see mastering the basics of their chosen craft as the first step toward true greatness.
Deep down, the goal of every artificer is the discovery of a new groundbreaking invention, magical or otherwise. Some artificers are engineers, students of science and warfare, who bring their considerable intellect to bear to construct deadly weapons augmented with magic. Others view themselves as artists, combining the rigid formulas of arcane magic with the artisanal touch of their own specialized tools and spells.
Almost every artificer has a rival, most often another artificer who they seek to outdo at every turn. These intense rivalries are the sole motivation of some artificers, and outdoing their rival is more valuable than any fame or riches they could gain from their discoveries. Many are willing to risk everything they have to achieve a new breakthrough before their rival.
By the same token, artificers with similar philosophies and aims often band together in loose artisan's guilds. They share insights and discoveries, hoping to keep ahead of rival guilds by pooling resources and working as a team. However, even when working together, most artificers are protective of any insights they think could lead to a groundbreaking discovery.

Class Table
Level Proficiency Bonus Features Infusions Known Experience Points
1st +2 Otherworldly Pact, Pact Magic, Draw On Power 2 0
2nd +2 Eldritch Invocations 2 300
3rd +2 Pact Boon 3 1,000
4th +2 Ability Score Improvement 3 3,000
5th +3 - 4 6,000
6th +3 Otherworldly Pact Feature 4 10,000
7th +3 - 5 20,000
8th +3 Ability Score Improvement 5 40,000
9th +4 - 6 60,000
10th +4 Otherworldly Pact Feature 6 80,000
11th +4 Mystic Arcanum (6th Level) 7 100,000
12th +4 Ability Score Improvement 7 120,000
13th +5 Mystic Arcanum (7th Level) 8 140,000
14th +5 Otherworldly Pact Feature 8 160,000
15th +5 Mystic Arcanum (8th Level) 9 180,000
16th +5 Ability Score Improvement 9 200,000
17th +6 Mystic Arcanum (9th Level) 10 225,000
18th +6 Otherworldly Pact Feature 10 250,000
19th +6 Ability Score Improvement 11 300,000
20th +6 Eldritch Master 11 350,000

Class Information

Hit Dice. 1d8 per Artificer Level
1st Level Hitpoints. 8 + your Constitution Modifier
Higher Level Hitpoints. 1d8 (or 5) + your Constitution Modifier per Artificer Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Simple Weapons
Tool Proficiencies. Tinker's Tools and two Sets of Tools of your choice
Saving Throw Proficiencies. Wisdom and Charisma
Skill Proficiencies. Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand.
Equipment. Two Simple Weapons of your choice, a set of Artisan's Tools of your choice, a set of Tinker's Tools, an Equipment Pack, a set of Leather Armor or Scale Mail, and a Light Crossbow.

Infusions

1st Level Artificer Feature
You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. You learn two Infusions of your choice from the list at the end of this class. The Infusions Known column of the Artificer table shows when you learn more Infusions of your choice.
At the end of a Long rest, as long as you have Tinker's Tools, you can replace one Infusion you know with another Infusion of your choice, as long as you meet all of its Prerequisites.
At the end of a Long Rest, you can use your Tinker's Tools to imbue an Infusion you know into an object. To do so, you must be able to touch the object with your Tools.
If the Infusion requires attunement, you can attune to the object the instant you Infuse it, or you can forgo attunement so another creature can attune to it. To attune to the Infused item later, you must follow the normal attunement process.
The Infusion remains in an item indefinitely. If you die, the Infusion vanishes after a number of days have passed equal to your Intelligence Modifier. Infusions vanish immediately if you give up your knowledge of one to learn another, or imbue the Infusion into another object.
You can Infuse multiple objects at the end of each Long Rest, up to one for each Infusion you know. Each Infusion can be in only one object at a time, and no object can bear more than one Infusion. If you transfer an Infusion to a new object, any previous instance of that Infusion immediately ends.

Artificer Specialization

1st, 3rd, 5th, 9th, and 15th Level Artificer Feature
You choose one of the Artificer Specializations in the table below that represents the arcane research and inventions you make.

Spellcasting

2nd Level Artificer Feature
Spellcasting Ability. Intelligence
Spell Save DC. 8 + your Intelligence Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Intelligence Modifier + your Proficiency Bonus
Spellcasting Focus. An Set of Tools or an Infused object
Spell Learning Method. You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.

Level and Spells Slots per Level
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
2nd 2 2 2 - - - -
3rd 2 3 3 - - - -
4th 3 3 3 - - - -
5th 3 4 4 2 - - -
6th 3 4 4 2 - - -
7th 3 5 4 3 - - -
8th 3 5 4 3 - - -
9th 3 6 4 3 2 - -
10th 4 6 4 3 2 - -
11th 4 7 4 3 3 - -
12th 4 7 4 3 3 - -
13th 4 8 4 3 3 1 -
14th 4 8 4 3 3 1 -
15th 4 9 4 3 3 2 -
16th 4 9 4 3 3 2 -
17th 4 10 4 3 3 3 1
18th 4 10 4 3 3 3 1
19th 4 11 4 3 3 3 2
20th 4 11 4 3 3 3 2


Tool Magic

2nd Level Artificer Feature
You Learn a Cantrip while you are holding a Set of Tools. These Spells count as Artificer Spells for you and do not count against your Spells Known. The specific Spells learnt are described in the table below.

Tool Spells
Set of Tools Cantrip
Alchemy Kit Example
Brewer's Supplies Example
Calligrapher's Supplies Example
Carpenter's Tools Example
Cartographer's Tools Example
Cobbler's Tools Example
Cook's Utensils Example
Disguise Kit Example
Forgery Kit Example
Gaming Set Example
Glassblower's Tools Example
Herbalism Kit Example
Jeweler's Tools Example
Leatherworker's Tools Example
Mason's Tools Example
Musical Instrument Example
Painter's Supplies Example
Poisoner's Kit Example
Potter's Tools Example
Smith's Tools Example
Thieve's Tools Example
Tinker's Tools Mending
Weaver's Tools Example
Woodcarver's Tools Example


Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Artificer Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Tool Expert

6th Level Artificer Feature
You can quickly and effectively use Tools. You are considered to have Expertise with all Tools you are Proficient in. Additionally, you add half your Proficiency Bonus (rounded up) to any rolls you make using Tools that you are not Proficient with.

feature

6th Level Artificer Feature
feature

Flash of Genius

7th Level Artificer Feature
You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30ft of you makes an Ability Check or a Saving Throw, you can use your Reaction to add your Intelligence Modifier to the roll.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.

feature

10th Level Artificer Feature
feature

feature

11th Level Artificer Feature
feature

feature

14th Level Artificer Feature
feature

feature

18th Level Artificer Feature
feature

feature

20th Level Artificer Feature
feature

Infusions

Artificer Specialization