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Artificer (Wizard Subclass)
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<blockquote data-quote="fuindordm" data-source="post: 6388607" data-attributes="member: 5435"><p>Here's my attempt to put an artificer-like power suite into 5e, without breaking the game. Please feel free to tear it apart.</p><p></p><p><strong>Introduction:</strong> The artificer is a wizard who specializes in the history and creation of magic items. While creating permanent magic items is very difficult, in the process of their research artificers learn several useful tricks. Artificers tend to play a support role in their groups, using their abilities to analyze magical obstacles, and protect and enhance their allies. Many artificers have the ambition to reproduce the greate works of ancient civilizations, eventually creating a permanent magical item that will live in legend long after they are dead. Others pursue a specific lost secret, such as opening the portal to a forgotten demiplane or reassembling a broken artifact.</p><p></p><p><strong>Clarification:</strong> The <em>Mending</em> cantrip says that it can be used to repair objects or constructs. When used in this fashion, it restores 1d12 HP to a construct, and the number of dice increases with character level as with other cantrips. For example, this spell can be used to resore HP to an animated object or golem.</p><p></p><p><strong>Level 2 ability: Battle Warder</strong> You learn the <em>Blade Ward</em> cantrip, if you don't know it already. If you have not cast another spell this turn, you can cast it as a bonus action. You can also cast it on another creature, with a range of touch. (Note: most of the level 2 abilities for other wizard subclasses are useful defensive powers.)</p><p></p><p><strong>Level 6 ability: Infuse Spell</strong> You learn the <em>Magic Weapon</em> and <em>Elemental Weapon</em> spells; the latter is considered a Wizard spell for you.</p><p>You can imbue a carried or worn item with temporary magic using one of your prepared spells from the transmutation or abjuration schools. This requires a full round action, and you must touch the item while maintaining concentration during the entire round. You expend the spell slot immediately, and it is lost if your concentration is broken. When complete, the imbued item confers the magic of the spell to its user or wearer, and the spell continues to its maximum duration without requiring your concentration. After you have used this ability, you cannot use it again until you have taken a long rest.</p><p><strong>Examples:</strong> </p><ul> <li data-xf-list-type="ul">Magic Weapon or Elemental Weapon: any weapon, lasts 1 hour.</li> <li data-xf-list-type="ul">Protection from Energy: any armor or clothing, lasts 1 hour.</li> <li data-xf-list-type="ul">Enhance Ability: clothing, lasts 1 hour.</li> <li data-xf-list-type="ul">Expeditious Retreat: footwear, lasts 1 hour.</li> <li data-xf-list-type="ul">Levitate: boots or cloak, lasts 1 minute.</li> </ul><p>Note: This power creates an exception to the Concentration limitation. But if any class could provide this exception, surely the artificer could. I hope that requiring a long rest between uses is limitation enough. I also considered making the cost 2 spell slots, and allowing the ability to be used again after a short rest.</p><p></p><p><strong>Level 10 ability: Wand Master.</strong> You can use a magic wand or staff as your arcane focus. </p><p>When using your Arcane Recovery ability, you can imbue a single spell into a wand or staff arcane focus, giving it a number of charges equal to the number of spells placed. For example, if you can normally recover 5 spell levels, you can add five magic missile spells or two invisibility spells (4 spell levels) to the focus, but not three magic missile spells and an invisibility spell. In this case the focus cannot hold more spell levels than your Arcane Recovery limit.</p><p>You can also recharge a magical wand with the spell slots recovered, if you know the spell held by it normally.</p><p>You can expend extra charges from a wand or staff, or an imbued arcane focus, to enhance the spell cast. By spending two charges, you can enhance the spell in one of the following ways:</p><ul> <li data-xf-list-type="ul">Reroll a number of damage dice, up to your Int modifier</li> <li data-xf-list-type="ul">Double the spell duration</li> <li data-xf-list-type="ul">Double the spell range</li> <li data-xf-list-type="ul">Add two to the spell DC. (Note: I wanted this to be weaker than imposing disadvantage on the save)</li> </ul><p></p><p><strong>Level 14 ability: Perfect Aura.</strong> You can attune up to four magic items. Once in between short rests, you can attune an item in a single full-round action requiring concentration. You still need a short rest to deattune an item. </p><p>Note: exciting capstone feature, but probably less powerful than the transmuter's stone.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6388607, member: 5435"] Here's my attempt to put an artificer-like power suite into 5e, without breaking the game. Please feel free to tear it apart. [B]Introduction:[/B] The artificer is a wizard who specializes in the history and creation of magic items. While creating permanent magic items is very difficult, in the process of their research artificers learn several useful tricks. Artificers tend to play a support role in their groups, using their abilities to analyze magical obstacles, and protect and enhance their allies. Many artificers have the ambition to reproduce the greate works of ancient civilizations, eventually creating a permanent magical item that will live in legend long after they are dead. Others pursue a specific lost secret, such as opening the portal to a forgotten demiplane or reassembling a broken artifact. [B]Clarification:[/B] The [I]Mending[/I] cantrip says that it can be used to repair objects or constructs. When used in this fashion, it restores 1d12 HP to a construct, and the number of dice increases with character level as with other cantrips. For example, this spell can be used to resore HP to an animated object or golem. [B]Level 2 ability: Battle Warder[/B] You learn the [I]Blade Ward[/I] cantrip, if you don't know it already. If you have not cast another spell this turn, you can cast it as a bonus action. You can also cast it on another creature, with a range of touch. (Note: most of the level 2 abilities for other wizard subclasses are useful defensive powers.) [B]Level 6 ability: Infuse Spell[/B] You learn the [I]Magic Weapon[/I] and [I]Elemental Weapon[/I] spells; the latter is considered a Wizard spell for you. You can imbue a carried or worn item with temporary magic using one of your prepared spells from the transmutation or abjuration schools. This requires a full round action, and you must touch the item while maintaining concentration during the entire round. You expend the spell slot immediately, and it is lost if your concentration is broken. When complete, the imbued item confers the magic of the spell to its user or wearer, and the spell continues to its maximum duration without requiring your concentration. After you have used this ability, you cannot use it again until you have taken a long rest. [B]Examples:[/B] [LIST] [*]Magic Weapon or Elemental Weapon: any weapon, lasts 1 hour. [*]Protection from Energy: any armor or clothing, lasts 1 hour. [*]Enhance Ability: clothing, lasts 1 hour. [*]Expeditious Retreat: footwear, lasts 1 hour. [*]Levitate: boots or cloak, lasts 1 minute. [/LIST] Note: This power creates an exception to the Concentration limitation. But if any class could provide this exception, surely the artificer could. I hope that requiring a long rest between uses is limitation enough. I also considered making the cost 2 spell slots, and allowing the ability to be used again after a short rest. [B]Level 10 ability: Wand Master.[/B] You can use a magic wand or staff as your arcane focus. When using your Arcane Recovery ability, you can imbue a single spell into a wand or staff arcane focus, giving it a number of charges equal to the number of spells placed. For example, if you can normally recover 5 spell levels, you can add five magic missile spells or two invisibility spells (4 spell levels) to the focus, but not three magic missile spells and an invisibility spell. In this case the focus cannot hold more spell levels than your Arcane Recovery limit. You can also recharge a magical wand with the spell slots recovered, if you know the spell held by it normally. You can expend extra charges from a wand or staff, or an imbued arcane focus, to enhance the spell cast. By spending two charges, you can enhance the spell in one of the following ways: [LIST] [*]Reroll a number of damage dice, up to your Int modifier [*]Double the spell duration [*]Double the spell range [*]Add two to the spell DC. (Note: I wanted this to be weaker than imposing disadvantage on the save) [/LIST] [B]Level 14 ability: Perfect Aura.[/B] You can attune up to four magic items. Once in between short rests, you can attune an item in a single full-round action requiring concentration. You still need a short rest to deattune an item. Note: exciting capstone feature, but probably less powerful than the transmuter's stone. [/QUOTE]
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