Artificer: Difference between revisions
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==== | ==== Magic Item Mastery ==== | ||
''10th Level Artificer Feature''<br> | ''10th Level Artificer Feature''<br> | ||
You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. You can attune to up to four magic items at once.<br> | |||
The number of magic items you can attune to at one time increases as you gain Levels in this class: you can attune to 6 magic items at 14th Level, and 8 magic items at 18th Level.<br> | |||
Additionally, crafting a magic item with a rarity of Common or Uncommon takes a quarter of the normal time and costs half the normal amount GP for you. When you reach 20th Level in this class, this bonus also applies to Rare and Very Rare magic items. | |||
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==== | ==== Soul of Artifice ==== | ||
''20th Level Artificer Feature''<br> | ''20th Level Artificer Feature''<br> | ||
You imbue a spark of your own essence in the magic items you bear. You gain a +1 bonus to all Saving Throws you make for each of magic item you are attuned to.<br> | |||
Additionally, if you are reduced to 0 Hit Points, you can end your attunement on one magic item or end an Infusion to drop to 1 Hit Point instead.<br> | |||
Also, if you are killed, any object that bears one of your Infusions counts as part of your body for the purposes of any Spell that would bring you back to life. | |||
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Revision as of 21:55, 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.
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 | 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.
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.
Magic Item Mastery
10th Level Artificer Feature
You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. You can attune to up to four magic items at once.
The number of magic items you can attune to at one time increases as you gain Levels in this class: you can attune to 6 magic items at 14th Level, and 8 magic items at 18th Level.
Additionally, crafting a magic item with a rarity of Common or Uncommon takes a quarter of the normal time and costs half the normal amount GP for you. When you reach 20th Level in this class, this bonus also applies to Rare and Very Rare magic items.
Soul of Artifice
20th Level Artificer Feature
You imbue a spark of your own essence in the magic items you bear. You gain a +1 bonus to all Saving Throws you make for each of magic item you are attuned to.
Additionally, if you are reduced to 0 Hit Points, you can end your attunement on one magic item or end an Infusion to drop to 1 Hit Point instead.
Also, if you are killed, any object that bears one of your Infusions counts as part of your body for the purposes of any Spell that would bring you back to life.