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Artificer


Hit Points

Hit Dice: d8 per Artificer level
Hit Points at first Level: 8+con
Hit Points at Higher Levels: D8+con

Proficiences

Armor: lightarmors,mediumarmors,sheilds
Weapons: simple weapons,guns
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Class Features

Magical Tinkering At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:   The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.   You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Infusions Known When you gain this feature, pick four artificer 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 Artificer table.   Whenever you gain a level in this class, you can replace one of the artificer 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 artificer 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 Artificer 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.   Artificer Specialist At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.   The Right Tool for the 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 of the usual gold. 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.


Starting 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) studded leather armor or (b) scale mail • thieves’ tools and a dungeoneer’s pack


Spellcasting

Tools Required You produce your artificer 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 (0-Level Spells) At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.   When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.   Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Subclass Options

Flavor text(Magic of script) Among the researchers of magic there are only two which can be said to have reached the pinnacle of magical scripture expertise: the wizard and the scroll smith. With the scroll smiths extensive knowledge they have mastered the ability of channeling and changing magic via texts and symbols.   Extra spells                      

3d lvl Comprehend language Command
5 lvl Detect thoughts Silence
9 lvl Counterspell Sending
13 lvl Deathward Compulsion
17lvl Teleportation circle Legend lore
  Tool proficiency When you adopt this specialization at 3rd level, you gain proficiency with calligraphy supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Simple enchantments   When rolling attack and damage rolls with an enchanted weapon you can use intliegence instead of strength or dexterity   At 3d level you gain the ability to enchant weapons, spell focuses, and armors with temporary enchantments up to your proficiency modifier. By spending 1 minute scribbling magical runes and symbols you can enchant an item. you can have an amount of enchantments up to your proficiency modifier. The enchantments will disappear in 8 hours if you dont use an action extend the time for its use.These enchantments strengthen at higher lvls and cannot be stacked on the same item and you regain uses of this ability after a long rest   Enchanted weapon you give a weapon a +1 to attack and damage at lvl 10 instead of a +1 its +2 at lvl 15 instead of +1 its +3.   Armor of resistance You can enchant one armor at a time with one of these resistances (acid,cold,fire,lightning,or thunder)) At lvl 10 you can have two armors enchanted At 15 you can have 3 enchanted armors   Strengthened spell focus You can enchant a spell focus with either a +1 to spell attacks or your at lvl 10 instead of a +1 its +2 at lvl 15 instead of a +1 its +3.   Arcane expertise At 5 lvl you gain the ability to once per longest you can use one of the spells in the scroll smiths extended spell list even those of a spell lvl you haven't reached yet. If the spell doesn't consume a spell slot such as in the case of a ritual spell or teleportation circle the spell you can still use your arcane expertise ability.   Scroll smithing At 9 lvl you can make a number of spell scrolls up to your int mod you do this by taking a minute to infuse parchment with magic symbols/sigils you can write down a spell that you know or another willing creature knows where both have to make the scroll for 1 minute. The scroll consumes a spell slot of equal lvl as the necessary spell or higher if the scroll is infused with a higher spell lvl than the allotted spell. This spell scroll lasts for 8 hrs and uses the artificers spell bonus and dc and the spell uses int as spell casting modifier. The spell lvl which you can make a spell scroll of your artificer spell lvl.   Enchanted attacks You can make 2 attacks per turn. When making an attack you can substitute 1 of those attack to cast 1 artficerspell or cantrip.   Spell absorption At 15 lvl if you still have uses left of your scroll smithing ability you can as a reaction whenever you see a spell used/the effect of a spell you can absorb the spell in to an empty parchment and create a spellscroll of the absorbed spell of that lvl and spell to do this you have to make a spell attack roll contested by the opposers spell attack roll if you get a higher score than the opposer the ability works as written before but if the opposer wins the spell is wekeand and you have advantage on the spell save and all spell dmg is halved the opposer gains a +2 for this roll with each spell lvl over your higest lvl spell slot by your artificer lvl. The rules of spell smithing still apply. If you've gained a spell scroll with spell absorbtion you can break that spell scroll down and gain spell slots i the amount of half the scrolls spell lvl for example if you have a lvl 8 spell you can break it down to either four lvl 1 spells or one lvl 4 spells.
 


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Godvalta.

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