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Artificer Class, Revised: Rip Me A New One
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<blockquote data-quote="RealAlHazred" data-source="post: 6749766" data-attributes="member: 25818"><p><strong>Originally posted by Tempest_Stormwind:</strong></p><p></p><p>Artificers are a vital part of Eberron, as a character archetype, a thematic element, and a way of maintaining verisimilitude for simulationists. The <a href="http://dnd.wizards.com/articles/features/unearthed-arcana-eberron" target="_blank">test rules</a> presented for them in Unearthed Arcana are disappointing (x)- I say that while they are definitely <em>an</em> artificer, they aren't the <em>Eberron</em> artificer. As such, this is my take on the class. </p><p> </p><p>The introduction and design notes are in post #2, below(x); this post is the crunch. The only note I'm posting in advance is that basic item creation rules are present already (DMG p.128) - see Post #2 for more details on how this works with them.</p><p> </p><p>I'm asking for harsh criticism on this - survival of the fittest, let's see how this survives. Hence, "rip me a new one".</p><p> </p><p> </p><p><strong><a href="https://www.dropbox.com/s/782x84459q15wo5/Eberron%20Compilation%20-%20Tempest%20Stormwind.pdf?dl=0" target="_blank">See HERE for a nicely-formatted PDF</a></strong> of the entire class, with three Eberron-exclusive races (Warforged, Shifter, and Changeling) as a bonus.</p><p> </p><p>==========================================</p><p><span style="color: inherit">Artificer</span></p><p> <strong>Hit Dice: </strong>1d8 per artificer level (8+Con at 1st level, 1d8 (or 5) +Con per level after that.) <strong>Proficiencies:</strong><strong>Armor: </strong>Light armor, medium armor, shields.<strong>Weapons: </strong>Simple weapons.<strong>Tools: </strong>Thieves' Tools and one type of Artisan's Tools.<strong>Saving Throws: </strong>Intelligence, Wisdom.<strong>Skills: </strong>You are proficient in three skills from the following list: Arcana, History, Insight, Investigation, Medicine, Sleight of Hand.</p><p> </p><p><strong>Multiclass: </strong>Requires Intelligence 13+; entering artificer gives proficiency in light armor, one skill from the class' skill list, and either Thieves Tools or one type of Artisan's Tools. Count 2/3 your artificer level when determining your multiclass spell slots. If you have a spell slot of the appropriate level, you can record spells of that level into your book of schema. <strong>Quick Build: </strong>You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity and Constitution (in either order). Second, choose the Guild Artisan background. Third, choose the <em>Light, Mending,</em> and <em>Emergency Repairs</em> cantrips. Fourth, choose the <em>Alarm, Sleep</em>, and <em>Unseen Servant</em><em> </em>spells. <strong>Equipment: </strong>You start with the following equipment, in addition to any equipment granted by your background: <ul> <li data-xf-list-type="ul">(a) A light crossbow and 20 bolts or (b) a shield</li> <li data-xf-list-type="ul">Scale mail and any simple weapon</li> <li data-xf-list-type="ul">(a) One type of artisan's tools, or (b) thieves' tools</li> <li data-xf-list-type="ul">A component pouch and a book of schema (spellbook)</li> <li data-xf-list-type="ul">(a) a dungeoneer's pack or (b) a scholar's pack</li> </ul><p><span style="font-size: 12px"><strong>The Artificer</strong></span></p><table style='width: 100%'><tr><td><strong>Level</strong></td><td><strong>Proficiency</strong></td><td><strong>Features</strong></td><td><strong>Cantrips</strong></td><td><strong>1st</strong></td><td><strong>2nd</strong></td><td><strong>3rd</strong></td><td><strong>4th</strong></td><td><strong>5th</strong></td><td><strong>6th</strong></td><td><strong>7th</strong></td></tr><tr><td>1</td><td>+2</td><td>Spellcrafting, Infuse Arcane Device, Infuse Potions, Magecraft</td><td>3</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr><tr><td>2</td><td>+2</td><td>Spellcasting, Personal Weapon Augmentation</td><td>3</td><td>2</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr><tr><td>3</td><td>+2</td><td>Artificers' Guild ability, Salvage Essence (Common)</td><td>3</td><td>3</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr><tr><td>4</td><td>+2</td><td>Ability Score Improvement</td><td>3</td><td>3</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr><tr><td>5</td><td>+3</td><td>Artificers' Guild ability, Salvage Essence (Uncommon)</td><td>3</td><td>4</td><td>2</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr><tr><td>6</td><td>+3</td><td> </td><td>3</td><td>4</td><td>3</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr><tr><td>7</td><td>+3</td><td>Prolonged Augmentation</td><td>3</td><td>4</td><td>3</td><td>--</td><td>--</td><td>--</td><td>--</td><td>--</td></tr><tr><td>8</td><td>+3</td><td>Ability Score Improvement</td><td>3</td><td>4</td><td>3</td><td>2</td><td>--</td><td>--</td><td>--</td><td>--</td></tr><tr><td>9</td><td>+4</td><td> </td><td>3</td><td>4</td><td>3</td><td>3</td><td>--</td><td>--</td><td>--</td><td>--</td></tr><tr><td>10</td><td>+4</td><td>Sustained Augmentation</td><td>4</td><td>4</td><td>3</td><td>3</td><td>--</td><td>--</td><td>--</td><td>--</td></tr><tr><td>11</td><td>+4</td><td>Artificer's Guild ability, Salvage Essence (Rare)</td><td>4</td><td>4</td><td>3</td><td>3</td><td>1</td><td>--</td><td>--</td><td>--</td></tr><tr><td>12</td><td>+4</td><td>Ability Score Improvement</td><td>4</td><td>4</td><td>3</td><td>3</td><td>2</td><td>--</td><td>--</td><td>--</td></tr><tr><td>13</td><td>+5</td><td> </td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>--</td><td>--</td><td>--</td></tr><tr><td>14</td><td>+5</td><td> </td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>1</td><td>--</td><td>--</td></tr><tr><td>15</td><td>+5</td><td>Expanded Augmentation</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>--</td><td>--</td></tr><tr><td>16</td><td>+5</td><td>Ability Score Improvement</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>--</td><td>--</td></tr><tr><td>17</td><td>+6</td><td>Artificer's Guild ability, Salvage Essence (Very Rare)</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>--</td></tr><tr><td>18</td><td>+6</td><td> </td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>--</td></tr><tr><td>19</td><td>+6</td><td>Ability Score Improvement</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>--</td></tr><tr><td>20</td><td>+6</td><td>Infusion Mastery</td><td>4</td><td>4</td><td>3</td><td>3</td><td>3</td><td>2</td><td>1</td><td>1<br /> </td></tr></table><p> </p><p>Spellcrafting</p><p>You specialize in the practice of infusing objects with magic, temporarily making them magical. </p><p> </p><p><strong>Object Dependence</strong></p><p>When you cast an artificer spell, artificer cantrip, or ritual from a book of schema, that spell requires an extra object as a material component, in addition to the spell's normal material components (even if the spell has none or you use a component pouch instead). You can perform these spells' somatic components while holding these objects. If the spell has a duration longer than instantaneous, targets of the spell must hold or wear one of its material components to benefit from the spell. Spells that target constructs use their body for this component.</p><p> </p><p><strong>Cantrips</strong>At 1st level, you learn three cantrips from the artificer list. You learn another cantrip from the artificer list at 10th level. <strong>Book of Schema</strong>You have a book of spell schema, which are magical blueprints related to linking magic to objects. Treat this as a spellbook containing <em>detect magic, identify</em>, and 3 1st level spells from any class. You cannot prepare or cast these spells using your spell slots, but other class features will reference these spell schemas instead. You activate or create magic items as if you were a spellcaster whose spell list includes the schema in your book. <strong>Ritual Caster</strong>If a spell schema in your book has the Ritual tag, you can cast it as a ritual without using a spell slot. <strong>Spellcasting Ability</strong>Intelligence is your spellcasting ability for artificer spells and spellcrafting, as you have to reverse-engineer and hack together an improvised version of a spell instead of casting it. Whenever you create a magical effect from a schema or cast a spell, you use your Intelligence modifier when setting the saving throw DC and spell attack roll:<strong>Saving Throw DC</strong> = 8 + Your proficiency bonus + your Intelligence modifier, or by item</p><p><strong>Spell Attack Modifier</strong> = Your proficiency bonus + your Intelligence modifier, or by item</p><p> <strong>Acquiring schema of 1st level and higher</strong>Every time you gain an artificer level, you add one new spell of at least 1st level from any class's list to your book of schema. You can also add a spell you find to your book, similar to the Spellbook sidebar <em>(PHB page 114). </em>Schema employ a different formulation than spells in spellbooks or ritual books, so a spellbook cannot supply a schema and vice versa; however, other schema, <em>spell scrolls, </em>and certain other magical writings can supply the appropriate information. You cannot learn a spell schema of any level for which you don't have spell slots. <strong>Craft Reserve</strong>When another class feature of yours creates a temporary magical device, its magic is sustained by your craft reserve. In effect, this sets a limit on how many magic tools an artificer can create, enhance, and maintain at once. Your craft reserve is equal to your artificer level plus your Intelligence modifier (minimum 1). Spent craft reserve recovers after the item it was spent to create is no longer magical and you finish a long rest, unless otherwise mentioned. MagecraftArtificers can imbue their tools with magic, causing them to behave perfectly for any task at hand. As an action, you can spend 1 point of craft reserve to add double your proficiency bonus with all ability checks you make with a specific tool for 1 hour. If you use magecraft on thieves' tools, you can attempt to disarm a magical trap with an Intelligence (Thieves' Tools) check instead of an Intelligence (Arcana) check. Craft reserve spent this way recovers after a short rest.Having this class feature allows you to complete twice as much work per downtime day spent crafting items. Infuse Arcane DeviceDuring a short or long rest, if you have artisan's tools and a component pouch available and aren't otherwise performing a task, you can create a device which acts like a <em>spell scroll</em> of any spell recorded in your book of schema, except that it cannot be copied into a spellbook. Doing so costs you 1 point of craft reserve per level of the spell, and you must supply any components the spell requires. These devices remain until used or until 24 hours have passed since they leave your possession. Infuse PotionsDuring a short or long rest, if you have a vial of water and a component pouch available and aren't otherwise performing a task, you can spend one or more points of craft reserve to transform the water into a magic potion. The type of potions you can create are limited by your artificer level. The potion lasts 1 week or until consumed. <table style='width: 100%'><tr><td><strong>Level</strong></td><td><strong>Reserve</strong></td><td><strong>Potion type (see the Dungeon Master's Guide)</strong></td></tr><tr><td>1st</td><td>1</td><td>Climbing, Growth, or Healing</td></tr><tr><td>3rd</td><td>2</td><td>Mind Reading or Greater Healing</td></tr><tr><td>5th</td><td>3</td><td>Invisibility, Superior Healing, or Water Breathing</td></tr><tr><td>7th</td><td>4</td><td>Resistance (one type from<em> Weapon Augmentation </em>or roll randomly)</td></tr></table><p> SpellcastingBeginning at 2nd level, you gain the ability to cast spells from the artificer spell list, using your Intelligence score. The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.</p><p>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 + two-thirds your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.</p><p>You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with spell components and jury-rigging together the spell's basic form: at least 1 minute per spell level for each spell on your list.</p><p> </p><p>Personal Weapon Augmentation</p><p>Also at 2nd level, as a bonus action, you can spend 1 point of craft reserve to infuse one weapon you hold with magic. For 1 hour or until the weapon is stowed, that weapon is magical, and you may use your Intelligence modifier on attack and damage rolls with the weapon. Craft reserve spent this way recovers after a short rest. You also choose one damage type from <em>weapon augmentation</em>. At 2nd level this choice is purely cosmetic, but the weapon deals bonus damage of the chosen type at 5th (+1d4), 11th (+2d4), and 17th (+3d4) level.</p><p>If you cast <em>weapon augmentation</em> on your weapon, you automatically gain the benefits of this ability, using the damage type chosen for that spell, for the spell's duration.</p><p> <span style="color: inherit">Salvage Essence</span>At 3rd level, you can spend a long rest disassembling the magic infused in a single identified magic item in your possession. When you finish the long rest, the item is completely mundane, but you also learn the formula to create that item. The complexity of a magic item is linked to its rarity, and you must be a minimum level before you can disassemble an item successfully as shown in the Artificer table. Artifacts, cursed items, and sentient items cannot be disassembled. Artificer's GuildAt 3rd level, you become affiliated with one of the loosely-organized artificer guilds: the Magitechnicians' Guild, the Spellforgers' Guild, the Alchemists' Guild, and the Golemists' Guild.<em> </em>Your choice grants you features when you choose it at 3rd level, and again at 5th, 11th, and 17th levels. Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you can't increase any score above 20 with this feature. <span style="color: inherit">Prolonged Augmentation</span>At 7th level, <em>Weapon Augmentation</em> and <em>Armor Augmentation </em>spells you cast now last up to 1 hour while you maintain concentration.</p><p> Sustained AugmentationAt 10th level, <em>Weapon Augmentation </em>and <em>Armor Augmentation</em> spells you cast no longer require concentration. <span style="color: inherit">Expanded Augmentation</span>At 15th level, when you cast <em>Weapon Augmentation</em> or <em>Armor Augmentation</em> (using a shield), you can choose necrotic or radiant damage. <em>Armor Augmentation</em> using a suit of armor is now effective against magic weapons. <span style="color: inherit">Infusion Master</span>At 20th level, casting artificer spells no longer breaks your concentration. If you are concentrating on an artificer spell, you can maintain all other artificer spells you cast until you stop concentrating.==========================================<span style="font-size: 12px"><strong>Artificer Guild features</strong></span></p><p></p><p><strong>Artificer guilds</strong></p><p>[sblock] <strong>Magitechnicians' Guild</strong>Innovators and inventors who specialize in solving problems or discovering the secrets to building new items. Members of this guild are often nicknamed "tinkerers" due to the prevalence of rock gnomes among their numbers. <ul> <li data-xf-list-type="ul">3rd: <strong>Inventor </strong>(<em>Prototype</em> is always prepared and doesn't count against your number of prepared spells. You can also cast <em>Prototype </em>by spending craft reserve equal to the spell's level instead of a spell slot. You can't spend more craft reserve than your highest level spell slot.) </li> <li data-xf-list-type="ul">5th: <strong>Breakthrough </strong>(You can spend a Hit Die while casting <em>Prototype </em>to cast it as an action instead of in 1 minute) and <strong>Salvage Savant</strong> (you can use Salvage Essence on items one step rarer than you otherwise could, including Legendary items at level 17.)</li> <li data-xf-list-type="ul">11th: <strong>Prototype Mastery </strong>(Intelligence (Arcana) checks made when activating <em>prototypes </em>have advantage.)</li> <li data-xf-list-type="ul">17th: <strong>Flash of Genius </strong>(If you roll a natural 20 on the Intelligence (Arcana) check and succeed on activating a <em>prototype</em>, the item remains magical and can be used again.)</li> </ul><p><strong>Spellforgers' Guild</strong>Military engineers who focus on on personal equipment upgrades and direct combat skill. Due to the exploits of several dwarf spellforgers, this guild's members are commonly called "battlesmiths". <ul> <li data-xf-list-type="ul">3rd: <strong>Proficent </strong>with martial weapons, and <strong>Augmentation Savant</strong> (You can spend 1 point of craft reserve instead of a 1st level spell slot to cast <em>Weapon Augmentation</em> or <em>Armor Augmentation</em> on items you wield. Craft reserve spend this way recovers after a short rest.).</li> <li data-xf-list-type="ul">5th: <strong>Extra Attack</strong>. (Standard form of this ability, one extra attack during the Attack action.)</li> <li data-xf-list-type="ul">11th: <strong>Tools of War</strong> (<em>Magic Weapon</em>, <em>Magic Armor</em>, and <em>Elemental Weapon</em> spells you cast behave as if they were 1 spell level higher.)</li> <li data-xf-list-type="ul">17th: <strong><strong>Advanced Augmentation</strong> </strong>(Armor and shields you wear can support two separate <em>armor augmentations</em> each. Personal Weapon Augmentation uses d6s instead of d4s for its bonus damage.)</li> </ul><p><strong><a href="http://www.d20pfsrd.com/classes/base-classes/alchemist" target="_blank">Alchemists</a>' Guild</strong>Makers of powerful and diverse potions, poisons, and explosives. This guild's members are primarily human, whose short lives and natural ambition lead them to adapt well to the risks of alchemy. <ul> <li data-xf-list-type="ul">3rd: <strong>Proficient </strong>with artisan's tools (alchemist's supplies), poisoner's kit, and bombs, and <strong>Infuse Bomb</strong> (Add "bomb" to your Infuse Potion list for 1 craft reserve. Bombs deal poison (gas) or thunder (explosive) damage; acid, fire, radiant, or piercing (shrapnel) bombs can be made by consuming a flask of acid, alchemist's fire, holy water, or a bag of ball bearings, respectively. Throwing a bomb is a ranged weapon attack (if you made the bomb, you can use your Intelligence modifier on the attack roll instead) which can hit targets up to 20 feet away; they are considered magic weapons which deal 2d6+Int damage to their target on a hit and half damage on a miss, and half damage within 5 feet of your target (Dexterity save using your spell DC for no damage). You can spend more reserve during creation to increase the damage (+2d6 per extra point) so long as the total you spend doesn't exceed your highest-level spell slot. Unlike potions, bombs last until used, and craft reserve spent to create them returns after they explode and you finish a short or long rest. Bombs that aren't held explode if they take any damage.)</li> <li data-xf-list-type="ul">5th: <strong>Measured Response </strong>(you can take a bonus action to take the Use an Object action to interact with non-weapon objects that you can hold in one hand – such as potions, flasks, or bombs. You can also use this bonus action to attack with a bomb or flask. You cannot use an object this way if it would cast a spell.)</li> <li data-xf-list-type="ul">11th: <strong>Master Distiller</strong> (You can create any number of potions in the same short rest, craft reserve and materials permitting.)</li> <li data-xf-list-type="ul">17th: <strong>Spell Flask</strong> (Using Infuse Arcane Device with a flask of water and a component pouch can create a <em>spell flask</em>, which holds a Self-range or Area spell recorded in your book of schema. <em>Spell flasks </em>function as <em>arcane devices</em> that can be used by anyone, even nonspellcasters, if swallowed (self-range) or broken/thrown (area) as an action - do <em>not </em>get these two mixed up. You cannot concentrate on spells from <em>spell flasks</em>. Area spells that emit from their caster must be thrown at your feet to function. <em>Spell flasks </em>dissipate harmlessly if they take damage.)</li> </ul><p><strong>Golemists' Guild</strong>Specialists in combating and supporting constructs, especially their assistant homunculi. This guild has seen increasing popularity since the rise of the <a href="http://archive.wizards.com/dnd/images/roe_gallery/88267.jpg" target="_blank">warforged</a>, both as subjects of research and as members themselves. <ul> <li data-xf-list-type="ul">3rd: <strong>Homunculus</strong> (Over one week of downtime, you can create a homunculus (<em>Monster Manual</em> p.188) to aid you in adventuring. The homunculus is Small, deals 1d4 damage with its bite attack, has hit points equal to 4 * your artificer level, and uses your proficiency bonus instead of its own (+2). Commanding the homunculus telepathically is a bonus action. If uncommanded during combat, the DM controls it that round; it's loyal but not necessarily brave. Once commanded, it can deliver artificer touch spells for you as if it were a familiar (see the <em>Find Familiar </em>spell). If it is within 100 feet and is holding an arcane device or prototype you created, you can activate the item on the homunculus' behalf as an action (in addition to the bonus action needed to command the homunculus); the homunculus must use its reaction to make any attacks the spell requires. When you spend Hit Dice to recover HP, you can redirect any HP you would recover to the homunculus instead; at the end of any short rest where this happens, it also regains HP equal to your Intelligence modifier. If your homunculus is destroyed, you can construct a replacement with a week of downtime.)</li> <li data-xf-list-type="ul">5th: <strong>Combat Construction</strong> (You can cast <em>Repair Damage</em> or <em>Inflict Damage</em> as a bonus action. Add an extra die to your <em>Repair Damage</em>, <em>Inflict Damage</em>, <em>Mending Wave</em>, and <em>Disable Construct</em> spells.)</li> <li data-xf-list-type="ul">11th: <strong>Advanced Homunculus</strong> (Choose one of the following models for your homunculus. Given a week of downtime, you can change the homunculus from one model to another. Also, add your Intelligence bonus to the homunculus' poison DC).</li> <li data-xf-list-type="ul">17th: <strong>Construct Dominance</strong> (As an action, you can make a melee spell attack against a construct and spend 1 point of craft reserve to force the construct to regard you as its master for 1 minute. Independent constructs behave as if charmed instead. Craft reserve spent this way returns after a short rest. As an action, a dominated construct's original master can attempt a Charisma saving throw against your spell save DC to re-assert control. An independent construct who attempts this saving throw does so as a bonus action.)</li> </ul><p><strong>Advanced Homunculus models</strong></p><p>[sblock]<em>Iron Defender: </em>Your homunculus is Medium, deals 1d8+2 damage on a bite, and gains a Strength score of 14, an AC of 16 (natural armor), and +1 hit point per artificer level. Its walking and flying speeds are both 30 feet.</p><p> </p><p><em>Dedicated Wright: </em>Your homunculus can contribute to item creation and magic item creation downtime activities as if it were another worker. You do not need to participate in the same activity, though if you both work on the same project, the homunculus contributes as much as two workers.</p><p> </p><p><em>Furtive Filcher: </em>Your homunculus gains the Halfling Nimbleness and Naturally Stealthy abilities (<em>Player's Handbook</em> p.28), and is proficient with Sleight of Hand and Stealth.</p><p> </p><p><em>Expeditious Messenger:<strong> </strong></em>Your homunculus' fly speed increases to 60 feet, and you gain the ability to see through its senses with an action <em>(as if it were a familiar)</em>. The homunculus can also relay your voice to its current location, provided it is within one mile of you.</p><p> </p><p><em>Arbalester: </em>Your homunculus has an integrated light crossbow, which is as poisonous as the homunculus' normal bite, and a quiver for 20 bolts. <em>(You must supply any ammunition.)</em> If adjacent to you when you cast a spell that uses your weapon or quiver as a component, the homunculus also benefits from that spell.</p><p> </p><p><em>Packmate:</em> Can hold up to 30 small items, such as potions or alchemical devices, within its body and can use or throw one such item as an attack. It can give a stored item to an adjacent creature (or retrieve and store a small item from a willing adjacent creature) as a bonus action. </p><p>[/sblock]</p><p> [/sblock]==================<span style="font-size: 12px"><strong>Artificer Spells</strong></span></p><table style='width: 100%'><tr><td><strong>Cantrips:</strong></td><td><strong>1st Level:</strong></td><td><strong>2nd level:</strong></td><td><strong>3rd level:</strong></td><td><strong>4th level:</strong></td><td><strong>5th level:</strong></td><td><strong>6th level:</strong></td><td><strong>7th level:</strong></td></tr><tr><td>Blade Ward</td><td><em><span style="color: blue">Armor Augmentation</span> </em>©<br /> </td><td>Arcane Lock</td><td>Dispel Magic</td><td>Fabricate</td><td>Animate Objects ©</td><td>Blade Barrier ©</td><td>Mordenkainen's Sword ©</td></tr><tr><td><em>Emergency Repairs</em></td><td>Catapult ᴱ</td><td>Cordon of Arrows</td><td>Elemental Weapon ©</td><td><em>Harden Construction </em>© </td><td>Creation</td><td><em>Disable Construct</em></td><td>Symbol</td></tr><tr><td>Guidance ©</td><td><em>Inflict Damage</em></td><td>Enhance Ability ©</td><td><em>Energy Ward</em> ©</td><td><em><span style="color: blue">Power Surge</span></em></td><td><em>Object Reading</em></td><td>Move Earth ©</td><td> </td></tr><tr><td>Light</td><td><em><span style="color: blue">Prototype </span></em><br /> </td><td>Find Traps</td><td>Glyph of Warding</td><td>Stone Shape</td><td><em>Reconstruction</em></td><td><em>Total Repair</em></td><td> </td></tr><tr><td>Magic Stone ᴱ</td><td><em>Repair Damage</em></td><td>Heat Metal ©</td><td><em>Jumpstart</em></td><td> </td><td>Wall of Stone ©</td><td> </td><td> </td></tr><tr><td>Mending</td><td>Shield<br /> </td><td>Knock</td><td><em>Lift Curse</em></td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>Prestidigitation</td><td>Shield of Faith ©<br /> </td><td><em>Magic Armor </em>©</td><td><em>Mending Wave</em></td><td> </td><td> </td><td> </td><td> </td></tr><tr><td>Resistance ©<br /> </td><td><em><span style="color: blue">Weapon Augmentation</span> ©</em><br /> </td><td>Magic Weapon ©</td><td> </td><td> </td><td> </td><td> </td><td> </td></tr><tr><td> </td><td> <br /> </td><td>Shatter<br /> </td><td> </td><td> </td><td> </td><td> </td><td> </td></tr><tr><td> </td><td> </td><td><em><span style="color: blue">Synchronize</span> </em>©</td><td> </td><td> </td><td> </td><td> </td><td> </td></tr></table><p><em>Italics </em>are a new spells, described below; <span style="color: blue">blue</span>-named spells are totally new (others have parallels in existing spells, as noted below; totally new ones are updates of old, unique, infusions). © requires concentration. ® has the Ritual tag (not used). ᴱ is from the Elemental Evil Player's Companion. </p><p></p><p><strong>Spell Descriptions</strong></p><p>[sblock]<span style="color: blue"><strong>Armor Augmentation</strong></span></p><p><em>1st-level transmutation [Update of: the Armor Augmentation line of infusions]</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> M (a bit of powdered metal, artisan’s tools, and the armor or shield itself)</p><p><strong>Duration:</strong> Concentration, up to 1 minute or until the armor or shield is no longer worn</p><p>The touched suit of armor or shield is magically transmuted to protect its bearer. The touched item becomes magical and grants its wearer resistance to one damage type. If you touch a suit of armor, choose bludgeoning, piercing, or slashing damage; magical weapons ignore this resistance. If you touch a shield, choose acid, cold, fire, lightning, or thunder damage.</p><p> <strong><em>At Higher Levels.</em></strong> For every spell level higher than 1st, this spell can affect an additional suit of armor or shield in range (which becomes another component). All targets must be the same type (armor or shield), and use the same choice of damage type.</p><p> <strong>Disable Construct </strong><em>6th-level transmutation (reference: Harm)</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> 60 feet</p><p><strong>Components:</strong> V, S, M (artisan's tools)</p><p><strong>Duration:</strong> Instantaneous</p><p>You cause a cascading failure in a construct that you can see. The target must make a Constitution saving throw. On a failed save, it takes 14d6 force damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced by an amount equal to the force damage it took. Any effect that removes a curse allows a construct's hit point maximum to return to normal.</p><p> <strong>Emergency Repairs</strong><em>Evocation cantrip (reference: Spare the Dying)</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range: </strong>Touch</p><p><strong>Components:</strong> V, S, M (artisan's tools)</p><p><strong>Duration: </strong>Instantaneous</p><p>You touch a dying construct that has 0 hit points. The construct becomes stable and regains one hit point. This spell has no effect on undead or living creatures.</p><p> <strong>Energy Ward</strong><em>3rd-level abjuration (reference: Protection from Energy)</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> V, S</p><p><strong>Duration:</strong> Concentration, up to 1 hour</p><p>For the duration, the object or willing construct you touch of Medium size or smaller has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. If the target already resists that damage type, it has immunity to that damage type instead.</p><p> <strong><em>At Higher Levels.</em></strong> When you cast this spell using a spell slot of 4th level or highter, you can affect a construct or object up to one size larger per slot level above 3rd.</p><p> <strong>Harden Construction</strong><em>4th-level abjuration (reference: Stoneskin)</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> V, S, M (a diamond worth 100 gp, which is consumed when the spell ends)</p><p><strong>Duration:</strong> Concentration, up to 1 hour</p><p>This spell hardens the substance of a willing construct or object you touch of Large size or smaller. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage if it is a construct, or a damage threshold of 20 if it is an object.</p><p> <strong><em>At Higher Levels.</em></strong> When you cast this spell using a spell slot of 5th level or highter, you can affect a construct or object up to one size larger per slot level above 4th.</p><p> <strong>Inflict Damage</strong><em>1st-level transmutation (reference: Inflict Wounds)</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Components: </strong>V, S, M (artisan's tools)</p><p><strong>Duration:</strong> Instantaneous</p><p>Make a melee spell attack against a construct or object you can reach. On a hit, the target takes 3d10 force damage. This spell has no effect on living creatures or undead.</p><p> <strong><em>At Higher Levels.</em></strong> When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.</p><p> <strong>Jumpstart</strong><em>3rd-level conjuration (reference: Revivify)</em></p><p><strong>Casting Time: </strong>1 bonus action</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> V, S, M (diamonds worth 300 gp, which the spell consumes, and artisan's tools)</p><p><strong>Duration:</strong> Instantaneous</p><p>This prevents animative energy from fading from a dying construct or magic item. When you cast this spell, choose <em>emergency repairs</em> or an <em>emergency recharge</em>.</p><p> <strong><em>Emergency Repairs. </em></strong>If you touch a construct that has died within the last minute, that construct returns to life with 1 hit point per Hit Die it possesses. This spell can't restore any missing body parts.</p><p> <strong><em>Emergency Recharge.</em></strong> If you spend the last charge from a magic item, you can cast this spell on it. Doing so restores one charge to the item. If the item has an effect that happens when its last charge is spent, that effect doesn’t happen (for instance, <em>jumpstarted</em> wands have no chance of becoming nonmagical).</p><p> <strong>Lift Curse</strong><em>3rd-level abjuration (reference: Remove Curse)</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Components: </strong>V, S</p><p><strong>Duration:</strong> Instantaneous</p><p>At your touch, all curses affecting one construct or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.</p><p> <strong>Magic Armor</strong><em>2nd-level transmutation (reference: Magic Weapon)</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Components: </strong>V, S</p><p><strong>Duration:</strong> Concentration, up to 1 hour</p><p>You touch a nonmagical suit of armor. Until the spell ends, that armor becomes a suit of magic armor with a +1 bonus to Armor Class. You cannot target a shield with this spell.</p><p> <strong><em>At Higher Levels.</em></strong> When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.</p><p> <strong>Mending Wave</strong><em>3rd-level evocation (reference: Mass Healing Word)</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> 60 feet</p><p><strong>Components: </strong>V, S, M (artisan's tools)</p><p><strong>Duration:</strong> Instantaneous</p><p>A pulse of arcane energy echoes out from your position, causing up to six constructs of your choice that you can see within range to regain hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or living creatures. <strong><em>At Higher Levels.</em></strong> When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd.</p><p> <strong>Object Reading</strong><em>5th-level divination (reference: Legend Lore)</em></p><p><strong>Casting Time:</strong> 10 minutes</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> V, S, M (incense worth at least 250 gp, which the spell consumes, and a jeweler's loupe worth 200gp)</p><p><strong>Duration:</strong> Instantaneous</p><p>This spell targets an object or construct you touch. The spell brings to your mind a brief summary of the significant history of the target. This might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you already have about the target, the more precise and detailed the information you receive is, while the less renowned the target is, the hazier and less-detailed the information you receive is.</p><p> <span style="color: blue"><strong>Power Surge</strong></span><em>4th-level evocation [update of: the Power Surge infusion]</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> S, M (a copper piece, a disc of zinc, and the charged magic item itself).</p><p><strong>Duration:</strong> Concentration, up to 1 minute (or 1 round after you no longer touch the item)</p><p>Arcs of lightning and a bright glow emanate from a charged magic item you hold or wear, providing dim light out to 20 feet and making noise clearly audible up to 100 feet away. While the duration lasts, you can spend your craft reserve in place of charges when you use the item. Each point of craft reserve counts as one charge. You regain craft reserve spent this way after a short rest.</p><p> When the duration ends, reduce the item’s maximum number of charges by one for every point of craft reserve spent. If the item has more charges remaining than its new maximum, it deals 2d10 points of force damage per excess charge to its bearer and falls to its new maximum. If the item has zero or fewer maximum charges, it explodes, dealing 8d10 force damage to everyone within 10 feet of it (a Dexterity save halves the damage, but anyone holding or wearing the item has disadvantage on the save) and crumbles into ash. Otherwise, if the item endures, it recovers one maximum charge each dawn until it reaches its original maximum.</p><p> This spell fails if cast on an item that requires attunement if you aren’t attuned to the item, or if the item is cursed.</p><p> <span style="color: blue"><strong>Prototype</strong></span><em>1st-level transmutation [update of: the Spell Storing Item infusion]</em><strong>Casting Time:</strong> 1 minute</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> S, M (artisan’s tools, any material components of the chosen spell, a schema you've written for that spell, and the touched object itself)</p><p><strong>Duration:</strong> 1 hour or until used</p><p>You infuse a small object with magic, following the 1st-level spell schema you used as a component. At any point during the duration, you can use the item to cast the schema’s spell; the item takes the place of any components (including verbal and somatic components), but loses its magic after afterwards. Using the item takes your action, or the chosen spell’s casting time, whichever is longer.</p><p> Using the item carries a risk of failure. When you use the item, you must succeed on an Intelligence (Arcana) check (DC 10 + twice the slot level) to cast the spell. If you fail the check, a mishap occurs instead; by default, this deals 2d6 force damage to you, but alternative mishaps are possible (see <strong><em>Dungeon Master's Guide</em></strong> p.140 for a partial list of ideas).</p><p> Attempting to cast a spell that interacts with a magic item's charges (such as <em>jumpstart</em> or <em>power surge</em>) on a <em>prototype</em> instantly causes a mishap, after which the <em>prototype </em>becomes nonmagical. </p><p> <strong><em>At Higher Levels.</em></strong> If you cast this spell from a higher-level spell slot, the schema can be of any spell up to that level. Treat the spell as if it were cast in a slot of that level.</p><p> <strong>Reconstruction</strong><em>5th-level conjuration (reference: Raise Dead)</em></p><p><strong>Casting Time:</strong> 1 hour</p><p><strong>Range:</strong> Touch</p><p><strong>Components: </strong>V, S, M (a diamond worth at least 500gp, which the spell consumes, and artisan's tools)</p><p><strong>Duration:</strong> Instantaneous</p><p>You return a dead construct to life, no matter how long it has been dead. The construct returns to life with 1 hit point, and can spend one or more Hit Dice to regain additional hit points during the process as if it had just finished a short rest. This spell can't return a living creature or undead to life, and can't remove any lingering conditions or curses on constructs it repairs. It repairs superficial damage, but doesn't restore missing body parts. If the construct would be unable to survive without its missing body parts, the spell automatically fails. Similarly, although this spell can restore constructs whether or not they have souls, if a construct with a soul is not both willing and at liberty to return to life, the spell fails.</p><p> Reactivating a construct from death is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the construct finishes a long rest, the penalty is reduced by 1 until it disappears.</p><p> <strong>Repair Damage</strong><em>1st-level evocation (reference: Cure Wounds)</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Components: </strong>V, S, M (artisan's tools)</p><p><strong>Duration:</strong> Instantaneous</p><p>A construct or object you touch regains a number of hit points equal to 1d10 + your spellcasting ability modifier. This spell has no effect on living creatures or undead. <strong><em>At Higher Levels.</em></strong> When you cast this spell using a spell slot of 2nd level or higher, the hit points restored increase by 1d10 for each slot level above 1st.</p><p> <span style="color: blue"><strong>Synchronize</strong></span><em>2nd-level transmutation [update of: the Suppress Requirement infusion]</em></p><p><strong>Casting Time:</strong> 1 minute</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> V, S, M (powdered gemstones worth 50gp, which the spell consumes, and a sprinkle of iron filings, a tuning fork, and the touched magic item itself)</p><p><strong>Duration:</strong> Concentration, up to 1 hour or until the item is no longer held or worn</p><p>You attune to an unattuned magic item you hold or wear. You are considered to meet the item’s special requirements for attunement and use (including optional requirements), if any. This item does not count against the normal limit of three simultaneously-attuned magic items, and when the spell ends, the item is no longer attuned to you.</p><p> Using this spell on a cursed item causes it to attune to you normally, including counting towards the attunement limit and imparting the curse to you. If you already had three items attuned when you used this spell on a cursed item, one of them, chosen at random, is no longer attuned.</p><p> <strong><em>At Higher Levels.</em></strong> If you cast this spell from a 3rd-level slot, it can attune another creature to a magic item they hold or wear.</p><p> <strong>Total Repair</strong><em>6th-level evocation (reference: Heal)</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> 60 feet</p><p><strong>Components: </strong>V, S, M (artisan's tools)</p><p><strong>Duration:</strong> Instantaneous</p><p>A surge of arcane energy washes through a construct you can see, causing it to regain 70 hit points. This spell also reduces the target's exhaustion by one level and ends blindness, deafness, paralysis, petrification, stunning, and any curses affecting the target. This spell has no effect on living creatures or undead. <strong><em>At Higher Levels.</em></strong> When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 and the exhaustion reduction increases by one level for each slot level above 6th.</p><p> <span style="color: blue"><strong>Weapon Augmentation</strong></span><em>1st-level transmutation [update of: the Weapon Augmentation line of infusions]</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> M (a bit of powdered metal, artisan’s tools, and the weapon itself)</p><p><strong>Duration:</strong> Concentration, up to 1 minute or until the weapon is no longer wielded</p><p>You infuse a melee weapon with elemental energy. Alternatively, you can infuse a quiver, and any ammunition present when you do gains the benefit instead. Choose acid, cold, fire, lightning, or thunder damage. The weapon is now a magic weapon which deals damage of that type in place of one of its normal damage types.</p><p> <strong><em>At Higher Levels. </em></strong>For every spell level higher than 1st, this spell can affect an additional weapon in range (which becomes another component). All weapons use the same choice of damage type.</p><p></p><p>[/sblock]</p><p>==========================================</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6749766, member: 25818"] [b]Originally posted by Tempest_Stormwind:[/b] Artificers are a vital part of Eberron, as a character archetype, a thematic element, and a way of maintaining verisimilitude for simulationists. The [URL=http://dnd.wizards.com/articles/features/unearthed-arcana-eberron]test rules[/URL] presented for them in Unearthed Arcana are disappointing (x)- I say that while they are definitely [i]an[/i] artificer, they aren't the [i]Eberron[/i] artificer. As such, this is my take on the class. The introduction and design notes are in post #2, below(x); this post is the crunch. The only note I'm posting in advance is that basic item creation rules are present already (DMG p.128) - see Post #2 for more details on how this works with them. I'm asking for harsh criticism on this - survival of the fittest, let's see how this survives. Hence, "rip me a new one". [b][URL=https://www.dropbox.com/s/782x84459q15wo5/Eberron%20Compilation%20-%20Tempest%20Stormwind.pdf?dl=0]See HERE for a nicely-formatted PDF[/URL][/b] of the entire class, with three Eberron-exclusive races (Warforged, Shifter, and Changeling) as a bonus. ========================================== [COLOR=inherit]Artificer[/COLOR] [b]Hit Dice: [/b]1d8 per artificer level (8+Con at 1st level, 1d8 (or 5) +Con per level after that.) [b]Proficiencies:[/b][b]Armor: [/b]Light armor, medium armor, shields.[b]Weapons: [/b]Simple weapons.[b]Tools: [/b]Thieves' Tools and one type of Artisan's Tools.[b]Saving Throws: [/b]Intelligence, Wisdom.[b]Skills: [/b]You are proficient in three skills from the following list: Arcana, History, Insight, Investigation, Medicine, Sleight of Hand. [b]Multiclass: [/b]Requires Intelligence 13+; entering artificer gives proficiency in light armor, one skill from the class' skill list, and either Thieves Tools or one type of Artisan's Tools. Count 2/3 your artificer level when determining your multiclass spell slots. If you have a spell slot of the appropriate level, you can record spells of that level into your book of schema. [b]Quick Build: [/b]You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity and Constitution (in either order). Second, choose the Guild Artisan background. Third, choose the [i]Light, Mending,[/i] and [i]Emergency Repairs[/i] cantrips. Fourth, choose the [i]Alarm, Sleep[/i], and [i]Unseen Servant[/i][i] [/i]spells. [b]Equipment: [/b]You start with the following equipment, in addition to any equipment granted by your background:[LIST][*](a) A light crossbow and 20 bolts or (b) a shield [*]Scale mail and any simple weapon [*](a) One type of artisan's tools, or (b) thieves' tools [*]A component pouch and a book of schema (spellbook) [*](a) a dungeoneer's pack or (b) a scholar's pack [/LIST] [Size=3][b]The Artificer[/b][/size] [TABLE][TR][TD][b]Level[/b][/TD][TD][b]Proficiency[/b][/TD][TD][b]Features[/b][/TD][TD][b]Cantrips[/b][/TD][TD][b]1st[/b][/TD][TD][b]2nd[/b][/TD][TD][b]3rd[/b][/TD][TD][b]4th[/b][/TD][TD][b]5th[/b][/TD][TD][b]6th[/b][/TD][TD][b]7th[/b][/TD][/TR][TR][TD]1[/TD][TD]+2[/TD][TD]Spellcrafting, Infuse Arcane Device, Infuse Potions, Magecraft[/TD][TD]3[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]2[/TD][TD]+2[/TD][TD]Spellcasting, Personal Weapon Augmentation[/TD][TD]3[/TD][TD]2[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]3[/TD][TD]+2[/TD][TD]Artificers' Guild ability, Salvage Essence (Common)[/TD][TD]3[/TD][TD]3[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]4[/TD][TD]+2[/TD][TD]Ability Score Improvement[/TD][TD]3[/TD][TD]3[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]5[/TD][TD]+3[/TD][TD]Artificers' Guild ability, Salvage Essence (Uncommon)[/TD][TD]3[/TD][TD]4[/TD][TD]2[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]6[/TD][TD]+3[/TD][TD] [/TD][TD]3[/TD][TD]4[/TD][TD]3[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]7[/TD][TD]+3[/TD][TD]Prolonged Augmentation[/TD][TD]3[/TD][TD]4[/TD][TD]3[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]8[/TD][TD]+3[/TD][TD]Ability Score Improvement[/TD][TD]3[/TD][TD]4[/TD][TD]3[/TD][TD]2[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]9[/TD][TD]+4[/TD][TD] [/TD][TD]3[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]10[/TD][TD]+4[/TD][TD]Sustained Augmentation[/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]11[/TD][TD]+4[/TD][TD]Artificer's Guild ability, Salvage Essence (Rare)[/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]1[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]12[/TD][TD]+4[/TD][TD]Ability Score Improvement[/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]2[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]13[/TD][TD]+5[/TD][TD] [/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]3[/TD][TD]--[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]14[/TD][TD]+5[/TD][TD] [/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]3[/TD][TD]1[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]15[/TD][TD]+5[/TD][TD]Expanded Augmentation[/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]3[/TD][TD]2[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]16[/TD][TD]+5[/TD][TD]Ability Score Improvement[/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]3[/TD][TD]2[/TD][TD]--[/TD][TD]--[/TD][/TR][TR][TD]17[/TD][TD]+6[/TD][TD]Artificer's Guild ability, Salvage Essence (Very Rare)[/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]--[/TD][/TR][TR][TD]18[/TD][TD]+6[/TD][TD] [/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]--[/TD][/TR][TR][TD]19[/TD][TD]+6[/TD][TD]Ability Score Improvement[/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]--[/TD][/TR][TR][TD]20[/TD][TD]+6[/TD][TD]Infusion Mastery[/TD][TD]4[/TD][TD]4[/TD][TD]3[/TD][TD]3[/TD][TD]3[/TD][TD]2[/TD][TD]1[/TD][TD]1 [/TD][/TR][/TABLE] Spellcrafting You specialize in the practice of infusing objects with magic, temporarily making them magical. [b]Object Dependence[/b] When you cast an artificer spell, artificer cantrip, or ritual from a book of schema, that spell requires an extra object as a material component, in addition to the spell's normal material components (even if the spell has none or you use a component pouch instead). You can perform these spells' somatic components while holding these objects. If the spell has a duration longer than instantaneous, targets of the spell must hold or wear one of its material components to benefit from the spell. Spells that target constructs use their body for this component. [b]Cantrips[/b]At 1st level, you learn three cantrips from the artificer list. You learn another cantrip from the artificer list at 10th level. [b]Book of Schema[/b]You have a book of spell schema, which are magical blueprints related to linking magic to objects. Treat this as a spellbook containing [i]detect magic, identify[/i], and 3 1st level spells from any class. You cannot prepare or cast these spells using your spell slots, but other class features will reference these spell schemas instead. You activate or create magic items as if you were a spellcaster whose spell list includes the schema in your book. [b]Ritual Caster[/b]If a spell schema in your book has the Ritual tag, you can cast it as a ritual without using a spell slot. [b]Spellcasting Ability[/b]Intelligence is your spellcasting ability for artificer spells and spellcrafting, as you have to reverse-engineer and hack together an improvised version of a spell instead of casting it. Whenever you create a magical effect from a schema or cast a spell, you use your Intelligence modifier when setting the saving throw DC and spell attack roll:[b]Saving Throw DC[/b] = 8 + Your proficiency bonus + your Intelligence modifier, or by item [b]Spell Attack Modifier[/b] = Your proficiency bonus + your Intelligence modifier, or by item [b]Acquiring schema of 1st level and higher[/b]Every time you gain an artificer level, you add one new spell of at least 1st level from any class's list to your book of schema. You can also add a spell you find to your book, similar to the Spellbook sidebar [i](PHB page 114). [/i]Schema employ a different formulation than spells in spellbooks or ritual books, so a spellbook cannot supply a schema and vice versa; however, other schema, [i]spell scrolls, [/i]and certain other magical writings can supply the appropriate information. You cannot learn a spell schema of any level for which you don't have spell slots. [b]Craft Reserve[/b]When another class feature of yours creates a temporary magical device, its magic is sustained by your craft reserve. In effect, this sets a limit on how many magic tools an artificer can create, enhance, and maintain at once. Your craft reserve is equal to your artificer level plus your Intelligence modifier (minimum 1). Spent craft reserve recovers after the item it was spent to create is no longer magical and you finish a long rest, unless otherwise mentioned. MagecraftArtificers can imbue their tools with magic, causing them to behave perfectly for any task at hand. As an action, you can spend 1 point of craft reserve to add double your proficiency bonus with all ability checks you make with a specific tool for 1 hour. If you use magecraft on thieves' tools, you can attempt to disarm a magical trap with an Intelligence (Thieves' Tools) check instead of an Intelligence (Arcana) check. Craft reserve spent this way recovers after a short rest.Having this class feature allows you to complete twice as much work per downtime day spent crafting items. Infuse Arcane DeviceDuring a short or long rest, if you have artisan's tools and a component pouch available and aren't otherwise performing a task, you can create a device which acts like a [i]spell scroll[/i] of any spell recorded in your book of schema, except that it cannot be copied into a spellbook. Doing so costs you 1 point of craft reserve per level of the spell, and you must supply any components the spell requires. These devices remain until used or until 24 hours have passed since they leave your possession. Infuse PotionsDuring a short or long rest, if you have a vial of water and a component pouch available and aren't otherwise performing a task, you can spend one or more points of craft reserve to transform the water into a magic potion. The type of potions you can create are limited by your artificer level. The potion lasts 1 week or until consumed. [TABLE][TR][TD][b]Level[/b][/TD][TD][b]Reserve[/b][/TD][TD][b]Potion type (see the Dungeon Master's Guide)[/b][/TD][/TR][TR][TD]1st[/TD][TD]1[/TD][TD]Climbing, Growth, or Healing[/TD][/TR][TR][TD]3rd[/TD][TD]2[/TD][TD]Mind Reading or Greater Healing[/TD][/TR][TR][TD]5th[/TD][TD]3[/TD][TD]Invisibility, Superior Healing, or Water Breathing[/TD][/TR][TR][TD]7th[/TD][TD]4[/TD][TD]Resistance (one type from[i] Weapon Augmentation [/i]or roll randomly)[/TD][/TR][/TABLE] SpellcastingBeginning at 2nd level, you gain the ability to cast spells from the artificer spell list, using your Intelligence score. The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, 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 + two-thirds your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with spell components and jury-rigging together the spell's basic form: at least 1 minute per spell level for each spell on your list. Personal Weapon Augmentation Also at 2nd level, as a bonus action, you can spend 1 point of craft reserve to infuse one weapon you hold with magic. For 1 hour or until the weapon is stowed, that weapon is magical, and you may use your Intelligence modifier on attack and damage rolls with the weapon. Craft reserve spent this way recovers after a short rest. You also choose one damage type from [i]weapon augmentation[/i]. At 2nd level this choice is purely cosmetic, but the weapon deals bonus damage of the chosen type at 5th (+1d4), 11th (+2d4), and 17th (+3d4) level. If you cast [i]weapon augmentation[/i] on your weapon, you automatically gain the benefits of this ability, using the damage type chosen for that spell, for the spell's duration. [COLOR=inherit]Salvage Essence[/COLOR]At 3rd level, you can spend a long rest disassembling the magic infused in a single identified magic item in your possession. When you finish the long rest, the item is completely mundane, but you also learn the formula to create that item. The complexity of a magic item is linked to its rarity, and you must be a minimum level before you can disassemble an item successfully as shown in the Artificer table. Artifacts, cursed items, and sentient items cannot be disassembled. Artificer's GuildAt 3rd level, you become affiliated with one of the loosely-organized artificer guilds: the Magitechnicians' Guild, the Spellforgers' Guild, the Alchemists' Guild, and the Golemists' Guild.[i] [/i]Your choice grants you features when you choose it at 3rd level, and again at 5th, 11th, and 17th levels. Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1. As normal, you can't increase any score above 20 with this feature. [COLOR=inherit]Prolonged Augmentation[/COLOR]At 7th level, [i]Weapon Augmentation[/i] and [i]Armor Augmentation [/i]spells you cast now last up to 1 hour while you maintain concentration. Sustained AugmentationAt 10th level, [i]Weapon Augmentation [/i]and [i]Armor Augmentation[/i] spells you cast no longer require concentration. [COLOR=inherit]Expanded Augmentation[/COLOR]At 15th level, when you cast [i]Weapon Augmentation[/i] or [i]Armor Augmentation[/i] (using a shield), you can choose necrotic or radiant damage. [i]Armor Augmentation[/i] using a suit of armor is now effective against magic weapons. [COLOR=inherit]Infusion Master[/COLOR]At 20th level, casting artificer spells no longer breaks your concentration. If you are concentrating on an artificer spell, you can maintain all other artificer spells you cast until you stop concentrating.==========================================[Size=3][b]Artificer Guild features[/b][/size] [b]Artificer guilds[/b] [sblock] [b]Magitechnicians' Guild[/b]Innovators and inventors who specialize in solving problems or discovering the secrets to building new items. Members of this guild are often nicknamed "tinkerers" due to the prevalence of rock gnomes among their numbers. [LIST][*]3rd: [b]Inventor [/b]([i]Prototype[/i] is always prepared and doesn't count against your number of prepared spells. You can also cast [i]Prototype [/i]by spending craft reserve equal to the spell's level instead of a spell slot. You can't spend more craft reserve than your highest level spell slot.) [*]5th: [b]Breakthrough [/b](You can spend a Hit Die while casting [i]Prototype [/i]to cast it as an action instead of in 1 minute) and [b]Salvage Savant[/b] (you can use Salvage Essence on items one step rarer than you otherwise could, including Legendary items at level 17.) [*]11th: [b]Prototype Mastery [/b](Intelligence (Arcana) checks made when activating [i]prototypes [/i]have advantage.) [*]17th: [b]Flash of Genius [/b](If you roll a natural 20 on the Intelligence (Arcana) check and succeed on activating a [i]prototype[/i], the item remains magical and can be used again.) [/LIST] [b]Spellforgers' Guild[/b]Military engineers who focus on on personal equipment upgrades and direct combat skill. Due to the exploits of several dwarf spellforgers, this guild's members are commonly called "battlesmiths". [LIST][*]3rd: [b]Proficent [/b]with martial weapons, and [b]Augmentation Savant[/b] (You can spend 1 point of craft reserve instead of a 1st level spell slot to cast [i]Weapon Augmentation[/i] or [i]Armor Augmentation[/i] on items you wield. Craft reserve spend this way recovers after a short rest.). [*]5th: [b]Extra Attack[/b]. (Standard form of this ability, one extra attack during the Attack action.) [*]11th: [b]Tools of War[/b] ([i]Magic Weapon[/i], [i]Magic Armor[/i], and [i]Elemental Weapon[/i] spells you cast behave as if they were 1 spell level higher.) [*]17th: [b][b]Advanced Augmentation[/b] [/b](Armor and shields you wear can support two separate [i]armor augmentations[/i] each. Personal Weapon Augmentation uses d6s instead of d4s for its bonus damage.) [/LIST] [b][URL=http://www.d20pfsrd.com/classes/base-classes/alchemist]Alchemists[/URL]' Guild[/b]Makers of powerful and diverse potions, poisons, and explosives. This guild's members are primarily human, whose short lives and natural ambition lead them to adapt well to the risks of alchemy. [LIST][*]3rd: [b]Proficient [/b]with artisan's tools (alchemist's supplies), poisoner's kit, and bombs, and [b]Infuse Bomb[/b] (Add "bomb" to your Infuse Potion list for 1 craft reserve. Bombs deal poison (gas) or thunder (explosive) damage; acid, fire, radiant, or piercing (shrapnel) bombs can be made by consuming a flask of acid, alchemist's fire, holy water, or a bag of ball bearings, respectively. Throwing a bomb is a ranged weapon attack (if you made the bomb, you can use your Intelligence modifier on the attack roll instead) which can hit targets up to 20 feet away; they are considered magic weapons which deal 2d6+Int damage to their target on a hit and half damage on a miss, and half damage within 5 feet of your target (Dexterity save using your spell DC for no damage). You can spend more reserve during creation to increase the damage (+2d6 per extra point) so long as the total you spend doesn't exceed your highest-level spell slot. Unlike potions, bombs last until used, and craft reserve spent to create them returns after they explode and you finish a short or long rest. Bombs that aren't held explode if they take any damage.) [*]5th: [b]Measured Response [/b](you can take a bonus action to take the Use an Object action to interact with non-weapon objects that you can hold in one hand – such as potions, flasks, or bombs. You can also use this bonus action to attack with a bomb or flask. You cannot use an object this way if it would cast a spell.) [*]11th: [b]Master Distiller[/b] (You can create any number of potions in the same short rest, craft reserve and materials permitting.) [*]17th: [b]Spell Flask[/b] (Using Infuse Arcane Device with a flask of water and a component pouch can create a [i]spell flask[/i], which holds a Self-range or Area spell recorded in your book of schema. [i]Spell flasks [/i]function as [i]arcane devices[/i] that can be used by anyone, even nonspellcasters, if swallowed (self-range) or broken/thrown (area) as an action - do [i]not [/i]get these two mixed up. You cannot concentrate on spells from [i]spell flasks[/i]. Area spells that emit from their caster must be thrown at your feet to function. [i]Spell flasks [/i]dissipate harmlessly if they take damage.) [/LIST] [b]Golemists' Guild[/b]Specialists in combating and supporting constructs, especially their assistant homunculi. This guild has seen increasing popularity since the rise of the [URL=http://archive.wizards.com/dnd/images/roe_gallery/88267.jpg]warforged[/URL], both as subjects of research and as members themselves. [LIST][*]3rd: [b]Homunculus[/b] (Over one week of downtime, you can create a homunculus ([i]Monster Manual[/i] p.188) to aid you in adventuring. The homunculus is Small, deals 1d4 damage with its bite attack, has hit points equal to 4 * your artificer level, and uses your proficiency bonus instead of its own (+2). Commanding the homunculus telepathically is a bonus action. If uncommanded during combat, the DM controls it that round; it's loyal but not necessarily brave. Once commanded, it can deliver artificer touch spells for you as if it were a familiar (see the [i]Find Familiar [/i]spell). If it is within 100 feet and is holding an arcane device or prototype you created, you can activate the item on the homunculus' behalf as an action (in addition to the bonus action needed to command the homunculus); the homunculus must use its reaction to make any attacks the spell requires. When you spend Hit Dice to recover HP, you can redirect any HP you would recover to the homunculus instead; at the end of any short rest where this happens, it also regains HP equal to your Intelligence modifier. If your homunculus is destroyed, you can construct a replacement with a week of downtime.) [*]5th: [b]Combat Construction[/b] (You can cast [i]Repair Damage[/i] or [i]Inflict Damage[/i] as a bonus action. Add an extra die to your [i]Repair Damage[/i], [i]Inflict Damage[/i], [i]Mending Wave[/i], and [i]Disable Construct[/i] spells.) [*]11th: [b]Advanced Homunculus[/b] (Choose one of the following models for your homunculus. Given a week of downtime, you can change the homunculus from one model to another. Also, add your Intelligence bonus to the homunculus' poison DC). [*]17th: [b]Construct Dominance[/b] (As an action, you can make a melee spell attack against a construct and spend 1 point of craft reserve to force the construct to regard you as its master for 1 minute. Independent constructs behave as if charmed instead. Craft reserve spent this way returns after a short rest. As an action, a dominated construct's original master can attempt a Charisma saving throw against your spell save DC to re-assert control. An independent construct who attempts this saving throw does so as a bonus action.) [/LIST] [b]Advanced Homunculus models[/b] [sblock][i]Iron Defender: [/i]Your homunculus is Medium, deals 1d8+2 damage on a bite, and gains a Strength score of 14, an AC of 16 (natural armor), and +1 hit point per artificer level. Its walking and flying speeds are both 30 feet. [i]Dedicated Wright: [/i]Your homunculus can contribute to item creation and magic item creation downtime activities as if it were another worker. You do not need to participate in the same activity, though if you both work on the same project, the homunculus contributes as much as two workers. [i]Furtive Filcher: [/i]Your homunculus gains the Halfling Nimbleness and Naturally Stealthy abilities ([i]Player's Handbook[/i] p.28), and is proficient with Sleight of Hand and Stealth. [i]Expeditious Messenger:[b] [/b][/i]Your homunculus' fly speed increases to 60 feet, and you gain the ability to see through its senses with an action [i](as if it were a familiar)[/i]. The homunculus can also relay your voice to its current location, provided it is within one mile of you. [i]Arbalester: [/i]Your homunculus has an integrated light crossbow, which is as poisonous as the homunculus' normal bite, and a quiver for 20 bolts. [i](You must supply any ammunition.)[/i] If adjacent to you when you cast a spell that uses your weapon or quiver as a component, the homunculus also benefits from that spell. [i]Packmate:[/i] Can hold up to 30 small items, such as potions or alchemical devices, within its body and can use or throw one such item as an attack. It can give a stored item to an adjacent creature (or retrieve and store a small item from a willing adjacent creature) as a bonus action. [/sblock] [/sblock]==================[Size=3][b]Artificer Spells[/b][/size] [TABLE][TR][TD][b]Cantrips:[/b][/TD][TD][b]1st Level:[/b][/TD][TD][b]2nd level:[/b][/TD][TD][b]3rd level:[/b][/TD][TD][b]4th level:[/b][/TD][TD][b]5th level:[/b][/TD][TD][b]6th level:[/b][/TD][TD][b]7th level:[/b][/TD][/TR][TR][TD]Blade Ward[/TD][TD][i][COLOR=blue]Armor Augmentation[/COLOR] [/i]© [/TD][TD]Arcane Lock[/TD][TD]Dispel Magic[/TD][TD]Fabricate[/TD][TD]Animate Objects ©[/TD][TD]Blade Barrier ©[/TD][TD]Mordenkainen's Sword ©[/TD][/TR][TR][TD][i]Emergency Repairs[/i][/TD][TD]Catapult ᴱ[/TD][TD]Cordon of Arrows[/TD][TD]Elemental Weapon ©[/TD][TD][i]Harden Construction [/i]© [/TD][TD]Creation[/TD][TD][i]Disable Construct[/i][/TD][TD]Symbol[/TD][/TR][TR][TD]Guidance ©[/TD][TD][i]Inflict Damage[/i][/TD][TD]Enhance Ability ©[/TD][TD][i]Energy Ward[/i] ©[/TD][TD][i][COLOR=blue]Power Surge[/COLOR][/i][/TD][TD][i]Object Reading[/i][/TD][TD]Move Earth ©[/TD][TD] [/TD][/TR][TR][TD]Light[/TD][TD][i][COLOR=blue]Prototype [/COLOR][/i] [/TD][TD]Find Traps[/TD][TD]Glyph of Warding[/TD][TD]Stone Shape[/TD][TD][i]Reconstruction[/i][/TD][TD][i]Total Repair[/i][/TD][TD] [/TD][/TR][TR][TD]Magic Stone ᴱ[/TD][TD][i]Repair Damage[/i][/TD][TD]Heat Metal ©[/TD][TD][i]Jumpstart[/i][/TD][TD] [/TD][TD]Wall of Stone ©[/TD][TD] [/TD][TD] [/TD][/TR][TR][TD]Mending[/TD][TD]Shield [/TD][TD]Knock[/TD][TD][i]Lift Curse[/i][/TD][TD] [/TD][TD] [/TD][TD] [/TD][TD] [/TD][/TR][TR][TD]Prestidigitation[/TD][TD]Shield of Faith © [/TD][TD][i]Magic Armor [/i]©[/TD][TD][i]Mending Wave[/i][/TD][TD] [/TD][TD] [/TD][TD] [/TD][TD] [/TD][/TR][TR][TD]Resistance © [/TD][TD][i][COLOR=blue]Weapon Augmentation[/COLOR] ©[/i] [/TD][TD]Magic Weapon ©[/TD][TD] [/TD][TD] [/TD][TD] [/TD][TD] [/TD][TD] [/TD][/TR][TR][TD] [/TD][TD] [/TD][TD]Shatter [/TD][TD] [/TD][TD] [/TD][TD] [/TD][TD] [/TD][TD] [/TD][/TR][TR][TD] [/TD][TD] [/TD][TD][i][COLOR=blue]Synchronize[/COLOR] [/i]©[/TD][TD] [/TD][TD] [/TD][TD] [/TD][TD] [/TD][TD] [/TD][/TR][/TABLE][i]Italics [/i]are a new spells, described below; [COLOR=blue]blue[/COLOR]-named spells are totally new (others have parallels in existing spells, as noted below; totally new ones are updates of old, unique, infusions). © requires concentration. ® has the Ritual tag (not used). ᴱ is from the Elemental Evil Player's Companion. [b]Spell Descriptions[/b] [sblock][COLOR=blue][b]Armor Augmentation[/b][/COLOR] [i]1st-level transmutation [Update of: the Armor Augmentation line of infusions][/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Components:[/b] M (a bit of powdered metal, artisan’s tools, and the armor or shield itself) [b]Duration:[/b] Concentration, up to 1 minute or until the armor or shield is no longer worn The touched suit of armor or shield is magically transmuted to protect its bearer. The touched item becomes magical and grants its wearer resistance to one damage type. If you touch a suit of armor, choose bludgeoning, piercing, or slashing damage; magical weapons ignore this resistance. If you touch a shield, choose acid, cold, fire, lightning, or thunder damage. [b][i]At Higher Levels.[/i][/b] For every spell level higher than 1st, this spell can affect an additional suit of armor or shield in range (which becomes another component). All targets must be the same type (armor or shield), and use the same choice of damage type. [b]Disable Construct [/b][i]6th-level transmutation (reference: Harm)[/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] 60 feet [b]Components:[/b] V, S, M (artisan's tools) [b]Duration:[/b] Instantaneous You cause a cascading failure in a construct that you can see. The target must make a Constitution saving throw. On a failed save, it takes 14d6 force damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced by an amount equal to the force damage it took. Any effect that removes a curse allows a construct's hit point maximum to return to normal. [b]Emergency Repairs[/b][i]Evocation cantrip (reference: Spare the Dying)[/i] [b]Casting Time:[/b] 1 action [b]Range: [/b]Touch [b]Components:[/b] V, S, M (artisan's tools) [b]Duration: [/b]Instantaneous You touch a dying construct that has 0 hit points. The construct becomes stable and regains one hit point. This spell has no effect on undead or living creatures. [b]Energy Ward[/b][i]3rd-level abjuration (reference: Protection from Energy)[/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Components:[/b] V, S [b]Duration:[/b] Concentration, up to 1 hour For the duration, the object or willing construct you touch of Medium size or smaller has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. If the target already resists that damage type, it has immunity to that damage type instead. [b][i]At Higher Levels.[/i][/b] When you cast this spell using a spell slot of 4th level or highter, you can affect a construct or object up to one size larger per slot level above 3rd. [b]Harden Construction[/b][i]4th-level abjuration (reference: Stoneskin)[/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Components:[/b] V, S, M (a diamond worth 100 gp, which is consumed when the spell ends) [b]Duration:[/b] Concentration, up to 1 hour This spell hardens the substance of a willing construct or object you touch of Large size or smaller. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage if it is a construct, or a damage threshold of 20 if it is an object. [b][i]At Higher Levels.[/i][/b] When you cast this spell using a spell slot of 5th level or highter, you can affect a construct or object up to one size larger per slot level above 4th. [b]Inflict Damage[/b][i]1st-level transmutation (reference: Inflict Wounds)[/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Components: [/b]V, S, M (artisan's tools) [b]Duration:[/b] Instantaneous Make a melee spell attack against a construct or object you can reach. On a hit, the target takes 3d10 force damage. This spell has no effect on living creatures or undead. [b][i]At Higher Levels.[/i][/b] When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. [b]Jumpstart[/b][i]3rd-level conjuration (reference: Revivify)[/i] [b]Casting Time: [/b]1 bonus action [b]Range:[/b] Touch [b]Components:[/b] V, S, M (diamonds worth 300 gp, which the spell consumes, and artisan's tools) [b]Duration:[/b] Instantaneous This prevents animative energy from fading from a dying construct or magic item. When you cast this spell, choose [i]emergency repairs[/i] or an [i]emergency recharge[/i]. [b][i]Emergency Repairs. [/i][/b]If you touch a construct that has died within the last minute, that construct returns to life with 1 hit point per Hit Die it possesses. This spell can't restore any missing body parts. [b][i]Emergency Recharge.[/i][/b] If you spend the last charge from a magic item, you can cast this spell on it. Doing so restores one charge to the item. If the item has an effect that happens when its last charge is spent, that effect doesn’t happen (for instance, [i]jumpstarted[/i] wands have no chance of becoming nonmagical). [b]Lift Curse[/b][i]3rd-level abjuration (reference: Remove Curse)[/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Components: [/b]V, S [b]Duration:[/b] Instantaneous At your touch, all curses affecting one construct or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded. [b]Magic Armor[/b][i]2nd-level transmutation (reference: Magic Weapon)[/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Components: [/b]V, S [b]Duration:[/b] Concentration, up to 1 hour You touch a nonmagical suit of armor. Until the spell ends, that armor becomes a suit of magic armor with a +1 bonus to Armor Class. You cannot target a shield with this spell. [b][i]At Higher Levels.[/i][/b] When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. [b]Mending Wave[/b][i]3rd-level evocation (reference: Mass Healing Word)[/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] 60 feet [b]Components: [/b]V, S, M (artisan's tools) [b]Duration:[/b] Instantaneous A pulse of arcane energy echoes out from your position, causing up to six constructs of your choice that you can see within range to regain hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or living creatures. [b][i]At Higher Levels.[/i][/b] When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd. [b]Object Reading[/b][i]5th-level divination (reference: Legend Lore)[/i] [b]Casting Time:[/b] 10 minutes [b]Range:[/b] Touch [b]Components:[/b] V, S, M (incense worth at least 250 gp, which the spell consumes, and a jeweler's loupe worth 200gp) [b]Duration:[/b] Instantaneous This spell targets an object or construct you touch. The spell brings to your mind a brief summary of the significant history of the target. This might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you already have about the target, the more precise and detailed the information you receive is, while the less renowned the target is, the hazier and less-detailed the information you receive is. [COLOR=blue][b]Power Surge[/b][/COLOR][i]4th-level evocation [update of: the Power Surge infusion][/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Components:[/b] S, M (a copper piece, a disc of zinc, and the charged magic item itself). [b]Duration:[/b] Concentration, up to 1 minute (or 1 round after you no longer touch the item) Arcs of lightning and a bright glow emanate from a charged magic item you hold or wear, providing dim light out to 20 feet and making noise clearly audible up to 100 feet away. While the duration lasts, you can spend your craft reserve in place of charges when you use the item. Each point of craft reserve counts as one charge. You regain craft reserve spent this way after a short rest. When the duration ends, reduce the item’s maximum number of charges by one for every point of craft reserve spent. If the item has more charges remaining than its new maximum, it deals 2d10 points of force damage per excess charge to its bearer and falls to its new maximum. If the item has zero or fewer maximum charges, it explodes, dealing 8d10 force damage to everyone within 10 feet of it (a Dexterity save halves the damage, but anyone holding or wearing the item has disadvantage on the save) and crumbles into ash. Otherwise, if the item endures, it recovers one maximum charge each dawn until it reaches its original maximum. This spell fails if cast on an item that requires attunement if you aren’t attuned to the item, or if the item is cursed. [COLOR=blue][b]Prototype[/b][/COLOR][i]1st-level transmutation [update of: the Spell Storing Item infusion][/i][b]Casting Time:[/b] 1 minute [b]Range:[/b] Touch [b]Components:[/b] S, M (artisan’s tools, any material components of the chosen spell, a schema you've written for that spell, and the touched object itself) [b]Duration:[/b] 1 hour or until used You infuse a small object with magic, following the 1st-level spell schema you used as a component. At any point during the duration, you can use the item to cast the schema’s spell; the item takes the place of any components (including verbal and somatic components), but loses its magic after afterwards. Using the item takes your action, or the chosen spell’s casting time, whichever is longer. Using the item carries a risk of failure. When you use the item, you must succeed on an Intelligence (Arcana) check (DC 10 + twice the slot level) to cast the spell. If you fail the check, a mishap occurs instead; by default, this deals 2d6 force damage to you, but alternative mishaps are possible (see [b][i]Dungeon Master's Guide[/i][/b] p.140 for a partial list of ideas). Attempting to cast a spell that interacts with a magic item's charges (such as [i]jumpstart[/i] or [i]power surge[/i]) on a [i]prototype[/i] instantly causes a mishap, after which the [i]prototype [/i]becomes nonmagical. [b][i]At Higher Levels.[/i][/b] If you cast this spell from a higher-level spell slot, the schema can be of any spell up to that level. Treat the spell as if it were cast in a slot of that level. [b]Reconstruction[/b][i]5th-level conjuration (reference: Raise Dead)[/i] [b]Casting Time:[/b] 1 hour [b]Range:[/b] Touch [b]Components: [/b]V, S, M (a diamond worth at least 500gp, which the spell consumes, and artisan's tools) [b]Duration:[/b] Instantaneous You return a dead construct to life, no matter how long it has been dead. The construct returns to life with 1 hit point, and can spend one or more Hit Dice to regain additional hit points during the process as if it had just finished a short rest. This spell can't return a living creature or undead to life, and can't remove any lingering conditions or curses on constructs it repairs. It repairs superficial damage, but doesn't restore missing body parts. If the construct would be unable to survive without its missing body parts, the spell automatically fails. Similarly, although this spell can restore constructs whether or not they have souls, if a construct with a soul is not both willing and at liberty to return to life, the spell fails. Reactivating a construct from death is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the construct finishes a long rest, the penalty is reduced by 1 until it disappears. [b]Repair Damage[/b][i]1st-level evocation (reference: Cure Wounds)[/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Components: [/b]V, S, M (artisan's tools) [b]Duration:[/b] Instantaneous A construct or object you touch regains a number of hit points equal to 1d10 + your spellcasting ability modifier. This spell has no effect on living creatures or undead. [b][i]At Higher Levels.[/i][/b] When you cast this spell using a spell slot of 2nd level or higher, the hit points restored increase by 1d10 for each slot level above 1st. [COLOR=blue][b]Synchronize[/b][/COLOR][i]2nd-level transmutation [update of: the Suppress Requirement infusion][/i] [b]Casting Time:[/b] 1 minute [b]Range:[/b] Touch [b]Components:[/b] V, S, M (powdered gemstones worth 50gp, which the spell consumes, and a sprinkle of iron filings, a tuning fork, and the touched magic item itself) [b]Duration:[/b] Concentration, up to 1 hour or until the item is no longer held or worn You attune to an unattuned magic item you hold or wear. You are considered to meet the item’s special requirements for attunement and use (including optional requirements), if any. This item does not count against the normal limit of three simultaneously-attuned magic items, and when the spell ends, the item is no longer attuned to you. Using this spell on a cursed item causes it to attune to you normally, including counting towards the attunement limit and imparting the curse to you. If you already had three items attuned when you used this spell on a cursed item, one of them, chosen at random, is no longer attuned. [b][i]At Higher Levels.[/i][/b] If you cast this spell from a 3rd-level slot, it can attune another creature to a magic item they hold or wear. [b]Total Repair[/b][i]6th-level evocation (reference: Heal)[/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] 60 feet [b]Components: [/b]V, S, M (artisan's tools) [b]Duration:[/b] Instantaneous A surge of arcane energy washes through a construct you can see, causing it to regain 70 hit points. This spell also reduces the target's exhaustion by one level and ends blindness, deafness, paralysis, petrification, stunning, and any curses affecting the target. This spell has no effect on living creatures or undead. [b][i]At Higher Levels.[/i][/b] When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 and the exhaustion reduction increases by one level for each slot level above 6th. [COLOR=blue][b]Weapon Augmentation[/b][/COLOR][i]1st-level transmutation [update of: the Weapon Augmentation line of infusions][/i] [b]Casting Time:[/b] 1 action [b]Range:[/b] Touch [b]Components:[/b] M (a bit of powdered metal, artisan’s tools, and the weapon itself) [b]Duration:[/b] Concentration, up to 1 minute or until the weapon is no longer wielded You infuse a melee weapon with elemental energy. Alternatively, you can infuse a quiver, and any ammunition present when you do gains the benefit instead. Choose acid, cold, fire, lightning, or thunder damage. The weapon is now a magic weapon which deals damage of that type in place of one of its normal damage types. [b][i]At Higher Levels. [/i][/b]For every spell level higher than 1st, this spell can affect an additional weapon in range (which becomes another component). All weapons use the same choice of damage type. [/sblock] ========================================== [/QUOTE]
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Artificer Class, Revised: Rip Me A New One
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