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Maginovator


Hit Points

Hit Dice: d8 per Maginovator level
Hit Points at first Level: 8+ Constitution Modifier
Hit Points at Higher Levels: 1d8(or 5)+ your Constitution modifier per Maginovator level after the 1st.

Proficiences

Armor: Light Armor, Medium Armor, Shields.
Weapons: Simple weapons, Hand Crossbows, Heavy Crossbows.
Tools: None.
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand.

Overview & Creation

The Maginovator is one of the more recent classes that has found prominence with time. Not only this, but there seems to be some profit within this art as many Maginovators have gone on to build phenomenal change for the entire world. While Edicians are quick to claim credit for the development of the Maginovator profession, it was the appearance of humans that inspired this class. Some humans who explored magic, but longed for the science-built technology of earth, became part of this class as a way to create new technologies that infused magic. Maginovators are both skilled magicians and inventors, combining both of these feats to create items of wonder. While there is an ancient form of Maginovator, these were mostly those who built and infused magic into weapons. It’s the occurrence of the innovative humans that has led to the class as it is now.  

Creative and Studious

The Maginovator combines study and intellectual growth with the wonder of magic. They are much like the Potioneer in this way. However, while the Potioneer studies the world around them to learn more of their environment, surroundings, and magic it has to offer, the Maginovator studies possibilities. They observe and watch how magic works, how animals work, and even plants. They then try to recreate the effects in an alchemical combination of science and magic. Sometimes this can lead to blundeous failures, and other times, it can lead to the invention of a flying machine capable of soaring non-flyers to great heights. It’s from the many failed and successful attempts of the Maginovators that the current world has been built. Cities have been advanced into entire new realms thanks to these inventors. Travel devices, communication devices, robotic assistants, and many magical items come from the efforts of these individuals. Much like the Potioneer, Maginovators have a spark of entrepreneurism as well, They are always willing to sell their enchanted items, amazing inventions, and services to anyone willing to purchase them.  

Creating a Maginovator

Much like a Potioneer, the Maginovator is guided by curiosity and an ambition to learn. While the Potioneer attempts to learn how different aspects of the world can be used for benefit, the Maginovator uses their imagination to figure out things can work together to make something new. With this, there is more creativity and purposefulness to this class as opposed to reckless experimentation of the Potioneer. Maginovators can be quirky, but they are also calculated, precise, and logical. Every piece has it’s place and everything has its purpose. Many Maginovators find a knack for creating at a young age, tinkering around with different things to see if they can come up with new toys to entertain themselves. Either this, or they love inventions they’ve come across so much that they want to recreate this. There is also the potential for profit, while it is very rare for a Maginovator to take this class for this purpose alone. You’ll also need to determine how you started on your Maginovator journey. Did you have a mentor who you apprenticed with or did you just try different things and figure out this craft on your own?


Class Features

Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.   Infusions Known When you gain this feature, pick four Maginovator infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Maginovator table. Whenever you gain a level in this class, you can replace one of the Maginovator infusions you learned with a new one.   Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your Maginovator infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Maginovator table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.  

Maginovator Specialist

At 3rd level, you may choose your Maginovator Specialization. You may choose between Alchemist, Armorer, Artillerist, Battle Smith. Your choice grants your features at 3rd level, and again at 5th, 9th, and 15th.  

The Right Tool for the Right Job

At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.  

Ability Score Improvement

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Tool Expertise

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.  

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet 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 (minimum of once). You regain all expended uses when you finish a long rest.  

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items: • You can attune to up to four magic items at once. • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much as usual.  

Spell-Storing Item

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't to have it prepared). While holding the object, a creature can take an action to produce the spell's effect from it using your spellcasting ability modifier. If the spell requires concentration, that creature must concentrate. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.  

Magic Item Savant

At 14th level, your skill with magic items deepens more: • You can attune to up to five magic items at once. • You ignore all class, race, spell and level requirements on attuning to or using a magic item.  

Magic Item Master

Starting at 18th level, you can attune up to six magic items at once.  

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: • You gain a +1 bonus to all saving throws per magic item you are currently attuned to. • If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Artificer Infusions

Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.   The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.   Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level. Unless an infusion’s description says otherwise, you can’t learn the infusion more than once.  

Armor of Magical Strength

Prerequisite: 10th-level maginovator   Item: A suit of armor (requires attunement)   While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.   The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.  

Armor of Tools

Item: A suit of armor   As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.  

Boots of Winding Path

Prerequisite: 6th-level maginovator   Item: A pair of boots (requires attunement)   While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.  

Enhanced Arcane Focus

Item: A rod, staff or wand (requires attunement)   While holding this item, a creature gains +1 bonus to spell attack rolls. in addition, the creature ignores half cover when making a spell attack.   The bonus increases to +2 when you reach 10th level in this class.  

Enhanced Defense

Item: A suit of armor or a shield     A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.  

Enhanced Weapon

Item: A simple or martial weapon   This magic weapon grants a +1 bonus to attack and damage rolls made with it.   The bonus increases to +2 when you reach 10th level in this class.  

Helm of Awareness

Prerequisite: 10th-level artificer   Item: A helmet (requires attunement)   While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.  

Homunculus Servant

Prerequisite: 6th-level maginovator   Item: A gem worth at least 1000ns   You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.   You determine the homunculus' appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.   The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block.   In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.   The homunculus regains 2d6 hit points if the Mending spell is cast on it. If it dies, it vanishes leaving its heart in its space.  

Homunculus Servant

  Tiny construct, neutral   Armor Class 13 (natural armor)   Hit Points equal to homunculus's Constitution modifier + your Intelligence modifier + your level in this class   Speed 20 ft., fly 30 ft.   STR 4 (−3) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 7 (−2)   Saving Throws Dex +1   Skills Perception +4, Stealth +4   Damage Immunities poison   Condition Immunities exhaustion, poisoned   Senses darkvision 60 ft., passive Perception 14   Languages understands the languages you speak   Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. it can't use this trait if it's incapacitated Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its attack (below).   Actions (Require Your Bonus Action)   Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.   Reactions   Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.  

Mind Sharpener

Item: A suit of armor or robes (requires attunement)   The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.  

Radiant Weapon

Prerequisite: 6th-level maginovator   Item: A simple or martial weapon (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   The weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.  

Replicate Magic Weapon

Using this infusion, you replicate a magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table.   In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

Replicable Item (2nd Level Maginovator)

Magical Item Attunement Needed
Alchemy Jug No
Armblade Yes
Bag of Holding No
Cap of Water Breathing No
Goggles of Night No
Prosthetic Limb Yes
Rope of Climbing No
Sending Stone No
Wand of Magic Detection No
Wand of Secrets No

Replicable Item (6th Level Maginovator)

Magical Item Attunement Needed
Edician Book No
Edician Cloak No
Cloak of the Manta Ray No
Eyes of Charming Yes
Gloves of Thievery No
Lantern of Revealing No
Pipes of Haunting No
Ring of Water Walking No
Wand Sheath Yes

Replicable Item (10th Level Maginovator)

Magical Item Attunement Needed
Boots of Striding and Springing Yes
Boots of Winterland Yes
Bracers of Archery Yes
Brooch of Shielding Yes
Cloak of Protection Yes
Eyes of the Eagle Yes
Gauntlets of Starkin Power Yes
Gloves of Missile Snaring Yes
Gloves of Swimming and Climbing Yes
Hat of Disguise Yes
Headband of Intellect Yes
Helm of Telepathy Yes
Medallion of Thoughts Yes
Periapt of Wound Closure Yes
Pipes of the Sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of Mind Shielding Yes
Slippers of Spider Climbing Yes
Ventilating Lung Yes
Winged Lung Yes
Replicable Item (14th Level Maginovator)
Magical Item Attunement Needed
Amulet of Health Yes
Belt of Great Strength Yes
Boots of Levitation Yes
Boots of Speed Yes
Boots of Defense Yes
Cloak of the Bat Yes
Dimensional Shackles No
Gem of Seeing Yes
Horn of Blasting No
Ring of Free Action Yes
Ring of Protection Yes
Ring of the Ram Yes

Repulsion Shield

Prerequisite: 6th-level artificer   Item: A shield (requires attunement)   A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 5 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.  

Resistant Armor

Prerequisite: 6th-level artificer   Item: A suit of armor (requires attunement)   While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.  

Returning Weapon

Item: A simple or martial weapon with the thrown property   This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack  

Spell Refueling Ring

Prerequisite: 6th-level artificer   Item: A ring (requires attunement)   While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn.


Starting Equipment

Equipment You start with the following equipment, in addition to the equipment granted by your background.   • Any two simple weapons   • A light crossbow and 20 bolts   • (a) Enchanted Cloth Armor or (b) scale mail   • Thieves tools and a dungeoneers pack.


Spellcasting

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.  

Tools Required

You produce your Maginovator spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.  

Cantrips

At 1st level, you know two cantrips of your choice from the Maginovator spell list. At higher levels, you learn additional Maginovator cantrips of your choice, as shown in the Cantrips Known column of the Maginovator table. When you gain a level in this class, you can replace one of the Maginovator cantrips you know with another cantrip from the Maginovator spell list.  

Spells Known

The Maginovator table shows how many spells you know of 1st level and higher. To cast one of these spells, you must expend EP equal to the spell level. You regain all expended EP after completing a long rest. Additionally, when you gain a level in this class, you can choose one of the Maginovator spells you know and replace it with another spell from the Maginovator spell list of that same level.  
Spell Save DC=8+ your proficiency bonus
Spell Attack Modifier= Your Proficiency Bonus + Your Intelligence Modifier
Spell Level Spells
Cantrips Acid Splash, Create Bonfire, Dancing Lights, Fire Bolt ,Frostbite, Guidance, Label, Light, Mage Hand, Magic Stone, Mending, Message, Poison Spray, Prestidigitation, Ray of Frost, Resistance, Shocking Grasp, Spare the Dying, Thorn Whip, Thunderclap, Token,
1st Absorb Elements, Alarm, Catapult, Cure Wounds, Detect Magic, Disguise Self, Expeditious Retreat, Faerie Fire, False Life, Feather, Fall, Grease, Identify (ritual), Jump, Longstrider, Purify Food and, Drink, Sanctuary, Snare
2nd Aid, Alter Self, Arcane Lock, Blur, Continual Flame, Darkvision, Dragon’s Breath, Enhance Ability, Enlarge/Reduce, Heat Metal, Invisibility, Lesser Restoration, Levitate, Magic Mouth, Magic, Weapon, Protection from Poison, Prytechnics, Rope Trick, See Invisibility, Skywrite, Spider Climb, Web
3rd Blink, Catnap, Create Food and Water, Dispel Magic, Elemental, Weapon, Fly, Glyph of Warding, Haste, Protection from Energy, Revivify, Water Breathing, Water Walk
4th Arcane Eye, Elemental Bane, Fabricate, Freedom of Movement Leomund’s Secret Chest, Mordenkainen’s Faithful Houd, Mordenkainen’s Private Sanctum, Otiluke’s Resilient Sphere, Stone Shape, Stoneskin
5th Animate Objects, Bigby’s Hand, Creation, Greater Restoration, Skill Empowerment, Transmute Rock, Wall of Stone


Subclass Options

Maginovator Specialties

As you tinker and learn, you will take on certain specialties and interests that will set you apart from other Maginovators. Your specialty will grant you additional proficiencies, spells, and features.  

Alchemist

Those who take this specialty could have easily been Potioneer, but the allure of creativity and invention outweighed that of simple mixing and experimentation. As an alchemist, you share a level of chaotic exploration with them, but still have a refined and studious nature as well.
Maginovator Level Alchemist Spells
3rd Healing Word, Ray of Sickness
5th Flaming Sphere, Melf’s Acid Arrow
9th Gaseous Form, Mass Healing Word
13th Blight, Death Ward
17th Cloud kill, Raise Dead

Tool Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

Alchemist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you know.  

Experimental Elixir

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.   Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.   When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
D6 Effect of Experimental Elixir
1 Healing. The user gains a number of hit points equal to 2d4+your intelligence modifier
2 Swiftness. The drinker’s walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
Alchemical Savant At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).  

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works: • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). • You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments: • You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition. • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell ,and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.  

Armorer

An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.  

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.  

Armorer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you know.
Maginovator Level Armorer Spells
3rd Magic Missile, Shield
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Pass Wall, Wall of Force

Power Armor

Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith’s tools in hand. You gain the following benefits while wearing the power armor:   • If the armor normally has a Strength requirement, the power armor lacks this requirement for you.   • You can use the power armor as a spellcasting focus for your artificer spells.   • The power armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.   The armor continues to be power armor until you doff it, you don another suit of armor, or you die.  

Armor Model

Beginning at 3rd level, you can customize your power armor. When you do so, choose one of the following armor models: guardian or infiltrator. The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can change your power armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.   Guardian You design your armor to be in the front line of conflict. It has the following features:   Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.   Defensive Field. You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.   Infiltrator You customize your armor for subtle undertakings. It has the following features:   Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. Powered Steps. Your walking speed increases by 5 feet.   Second Skin. The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn’t.  

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.  

Armor Modifications

At 9th level, you learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.  

Perfected Armor

At 15th level, Your power armor gains additional benefits based on its model, as shown below.   Guardian. Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.   You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.   Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.  

Artillerist

Artillerists have a knock for creating those things which explode and wreak havoc. This both for combat, but also sometimes just for fun. They love to see things explode and nothing is funnier than an invention that has gone down in flames.  

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

Artillerist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you know.
Maginovator Level Artillerist Spells
3rd Shield, Thunder wave
5th Scorching Ray, Shatter
9th Fireball, Wind Wall
13th Ice Storm, Wall of Fire
17th Cone of Cold, Wall of Force

Eosian Cannon

At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.   Once you create a cannon, you can't do so again until you finish a long rest. or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eosion Cannon table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Canon Activation Effect
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane Firearm

At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarvers' tools to carve special sigils into a wand, staff or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.   You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.  

Explosive Cannon

Starting at 9th level, every eosian cannon you create is more destructive:   • The cannon's damage rolls all increase by 1d8.   • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.  

Fortified Position

By 15th level, you’re a master at forming well-defended emplacements using Eosian Cannon:   • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.   • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.  

Battle Smith

Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation.  

Tool Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency with smith's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

Battle Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of Maginovator spells you know.
Maginovator Level Battle Smith Spells
3rd Shield, Heroism
5th Branding Smite, Warding Bond
9th Aura of Vitality, Conjure Barrage
13th Aura of Purity, Fire Shield
17th Banishing Smite, Mass Cure Wounds

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:   • You gain proficiency with martial weapons.   • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.  

Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.   In combat, the Steel Defender shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.   If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action torevive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.   At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.   Steel Defender   Medium construct, neutral   Armor Class 15 (natural armor)   Hit Points Equal to steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class.   Speed 40 ft.   STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (−4) WIS 10 (+0) CHA 6 (−2)   Saving Throws Dex +3, Con +4   Skills. Athletics +4, Perception +4   Damage Immunities. Poison   Condition Immunities. Charmed, exhaustion, poisoned   Senses. Darkvision 60 ft., passive Perception 14   Languages. Understands the languages you speak   Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).   Vigilant. The defender can't be surprised.   Actions (Require Your Bonus Action)   Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 1d8 + 2 force damage.   Repair (3/Day). The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it.   Reactions   Deflect Attack. The defender iposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.  

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.  

Arcane Jolt

At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:   • The target takes an extra 2d6 force damage.   • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.   You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.  

Improved Defender

At 15th level, your Arcane jolt and steel defender become more powerful:   • The extra damage and the healing of your Arcane Jolt both increase to 4d6.   • Your steel defender gains a +2 bonus to Armor Class.   • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.


LevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantripsEnergy Points (EP)1st2nd3rd4th5th
1+2Magical Tinkering,Spellcasting--222----
2+2Infused Item42222----
3+2Maginovator Specialist, The Right Tool for the Job42233----
4+2Ability Score Improvement42233----
5+2Maginovator Specialist Feature422842---
6+3Tool Expertise632842---
7+3Flash of Genius6321043---
8+3Ability Score Improvement6321043---
9+4Maginovator Specialist Feature63216432--
10+4Magic Item Adept84316432--
11+4Spell Storing Item84319432--
12+4Ability Score Improvement84319432--
13+5-843234331-
14+5Magic Item Savant1054234331-
15+5Maginovator Specialist Feature1054274332-
16+5Ability Score Improvement1054274332-
17+6-10543243331
18+6Magic Item Master12643243331
19+6Ability Score Improvement12643743332
20+6Soul of Artifice12643743332

Created by

Solose.

Statblock Type

Class Features

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