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The Artificer: Ponderings and Adjustments
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<blockquote data-quote="Hawk Diesel" data-source="post: 7215503" data-attributes="member: 59848"><p>So I have taken the time to refine some of my ideas. Rather than the tool expertise, a second level artificer gets Imbue Item.</p><p></p><p><strong>Imbue Item</strong></p><p>When you reach 2nd level, you a pool of power that you can draw from to place temporary enchantments upon objects that you touch. This is represented by your enhancement pool. You can spend a point to place the following effects into the appropriate item. You can only put a maximum of half your enhancement points (rounded down) into any single object. In order to enchant an item, you must be in physical contact with the object for one minute. These enchantments fade after 8 hours. Any spent enhancement points return after a long rest.</p><p></p><p><em>Weapon Enhancement</em></p><p>For each enhancement point you put into weapon enhancement, the weapon gains a +1 to attack and damage.</p><p></p><p><em>Armor Enhancement</em></p><p>For each enhancement point you put into armor enhancement, the object grants a +1 to armor class.</p><p></p><p><em>Resilience Enhancement</em></p><p>For each enhancement point you put into resilience enhancement, the object grants a +1 to all saving throws.</p><p></p><p><em>Ability Enhancement</em></p><p>For each enhancement point you put into ability enhancement, the object grants a +1 to any ability and skill checks.</p><p></p><p>I have adjusted the Woundrous Invention list, as below:</p><p></p><p><strong>2nd Level:</strong> bag of holding, cap of water breathing, driftglobe, eversmoking bottle, goggles of night, ring of swimming, sending stones </p><p></p><p><strong>5th Level:</strong> alchemy jug, boots of striding and springing, cloak of the manta ray, gloves of swimming and climbing, helm of comprehending languages, Heward’s handy haversack, lantern of revealing, ring of feather falling, robe of useful items, rope of climbing, wand of magic detection, wand of secrets </p><p></p><p><strong>10th Level:</strong> bag of beans, boots of elvenkind, boots of levitation, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, gloves of thievery, medallion of thoughts, necklace of adaptation, periapt of health, periapt of proof against poison, periapt of wound closure, ring of jumping, ring of warmth, ring of water walking, slippers of spider climbing</p><p></p><p><strong>15th Level:</strong> amulet of proof against detection and location, bag of tricks, boots of the winterlands, bracers of archery, brooch of shielding, broom of flying, cloak of elvenkind, dimensional shackles, eyes of charming, eyes of the eagle, gloves of missile snaring, hat of disguise, immovable rod, ring of resistance, ring of x-ray vision, winged boots</p><p></p><p><strong>20th Level:</strong> cloak of arachnida, cloak of displacement, helm of telepathy, gem of brightness, gem of seeing, mantle of spell resistance, ring of free action, ring of mind shielding, ring of telekinesis, stone of good luck, wings of flying</p><p></p><p>With spell casting, I think that artificers should just know any spell on their spell list. It is a small list, so I don't consider this game breaking.</p><p></p><p>Infuse Magic has become Spell Storing Item, as below:</p><p></p><p>Spell Storing Item</p><p>Starting at 4th level, you gain the ability to channel spells into objects for later use. When you gain this ability, choose a spell list in addition to the artificer spell list. This represents your particular area of expertise with manipulating magical energy. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend an appropriate spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. </p><p></p><p>Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. </p><p></p><p>You can also attempt this with a spell that is not on the artificer spell list, but the process is trickier and success is not guaranteed. If the spell is from the spell list you chose when you gain this ability, you must make a caster check (d20 + Proficiency Bonus + Intelligence Modifier), with the DC equal to 12 + Spell Level of the desired spell. If the spell is not on your chosen spell list, the DC increases to 15 + Spell Level of the desired spell. The check is made in secret by the DM. The artificer is then told if the infusion was successful (Spellcaster check exceeds the DC by more than 3), probably successful (Spellcaster check is within 3 of the DC), or failed (Spellcaster check failed by more than 3). </p><p></p><p>If the artificer is told that the infusion attempt failed, there is an immediate Wild Surge effect and the spell slot is lost. If the artificer is told that the infusion was probably successful, it is assumed that the infusion worked. If the spellcaster check was missed the DC by 3 or less, activating the spell triggers a Wild Magic Surge instead of the desired spell.</p><p></p><p>When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. </p><p></p><p>You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.</p><p></p><p>At 10th level, you gain Greater Imbue Item, as below:</p><p></p><p><strong>Greater Imbue Item</strong></p><p>When you reach 10th level, you gain additional effects that you can enchant into the appropriate objects. Each of the following effects cost 1 enhancement point. You still are limited to using no more than half your total enhancement points (rounded down) in any single object.</p><p></p><p><em>Energy Weapon</em></p><p>For each enhancement point you put into energy weapon, the weapon deals extra 1d6 extra damage of an energy type of your choosing. You must specify the energy type when the enhancement is first given.</p><p></p><p><em>Energy Resistance</em></p><p>For each enhancement point you put into energy resistance, the object grants resistance to a single chosen energy type. You must specify the energy type when the enhancement is first given.</p><p></p><p><em>Returning Weapon</em></p><p>An enhancement point you put into returning weapon allows a melee weapon to be thrown with a range of 30 ft. and immediately return to the thrower.</p><p></p><p><em>Longshot Weapon</em></p><p>An enhancement point you put into longshot weapon allows a ranged weapon to double its range.</p><p></p><p><em>Skilled Enhancement</em></p><p>An enhancement point you put into skilled enhancement into an object grants advantage whenever a specific skill is used. The skill must be specified at the time of the enhancement.</p><p></p><p><em>Greater Resilience Enhancement</em></p><p>An enhancement point you put into greater resilience enhancement into an object grants advantage whenever a specific saving throw is used. The kind of saving throw must be specified at the time of the enhancement.</p><p></p><p><em>Speed Enhancement</em></p><p>For each enhancement point you put into speed enhancement, the object grants +10 ft to movement for any mode of movement possessed by the wearer.</p><p></p><p>I also did some minor adjustments to the Alchemist and Gunsmith (which I have reflavored as the Wand Expert, as I think guns don't really belong in Eberron). But those are largely minor changes. I have also created a new archetype called the Clockwork Engineer. You may notice that the levels for the new archetype abilities are slightly off. I have made adjustments to the general artificer as to when they gain their various abilities. Anyways, here is what I have for the new archetype.</p><p></p><p><strong>Clockwork Engineer</strong></p><p>You have melded science and magic to create thinking constructs that are absolutely loyal to you, follow your every command, and will defend you until they no longer function. </p><p></p><p><strong>Clockwork Familiar</strong></p><p>At 1st level, you gain the ability to cast Find Familiar as a ritual. This functions as the spell, providing you with a familiar. The familiar you choose functions exactly as per the spell with the following exceptions:</p><p></p><p>• It is a construct instead of a beast.</p><p>• It can’t be charmed.</p><p>• It is immune to poison damage and the</p><p>poisoned condition.</p><p>• It gains darkvision with a range of 60 feet if it doesn’t have it already.</p><p>• It understands the languages you can speak when you create it, but it can’t speak.</p><p>• You cannot dismiss your clockwork familiar into a pocket dimension. Instead as an action you can command it to transform into an innocuous object that you carry, such as a watch, belt, or other object. While in this form it cannot be targeted by any attacks and does not risk taking damage. You can use another action to return to its normal form within 5 ft. of you.</p><p></p><p><strong>Clockwork Guardian</strong></p><p>At 1st level you have constructed a Clockwork Guardian to aid you on your adventures. The form of the Clockwork Guardian is up to you, so long as the form is appropriate for the statistics below. The Clockwork Guardian obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your Clockwork Guardian acts on its own to protect you as best it can. Your companion begins with the following statistics:</p><p></p><p>Clockwork Guardian</p><p><em>Medium or Large Construct</em></p><p>Speed 30 ft.</p><p>Hit Points 6 (1d8 + 1)</p><p></p><p>Ability Scores</p><p></p><p>STR 12 (+1)</p><p>DEX 12 (+1)</p><p>CON 12 (+1)</p><p>INT 6 (-2)</p><p>WIS 12 (+1)</p><p>CHA 3 (-4)</p><p></p><p>Senses Darkvision 60'</p><p>Languages Cannot speak, but understands any languages of its master</p><p></p><p>In addition, your Clockwork Guardian is proficient in all savings throws, and resistant to bludgeoning, piercing, and slashing damage from non-magical weapons. It is also immune to being charmed, poisoned, and poison damage. Your clockwork guardian has a natural melee attack that deals 1d8 damage. You can choose at the time of its creation if it deals bludgeoning, piercing, or slashing damage, and you can choose if this attack is modified by its strength or dexterity bonus. Your Clockwork Guardian may also use any items or gear you provide it. The Clockwork Guardian is considered proficient with any weapons or armor you provide it.</p><p></p><p>If your Clockwork Guardian is within 5 ft of you, it can use its reaction to force one attack that would hit you reroll and use the lower result. </p><p></p><p>Your Clockwork Guardian has abilities and game statistics determined in part by your level. Your Clockwork Guardian uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your Clockwork Guardian also adds this proficiency bonus to its AC (if it is wearing no armor/barding. Otherwise, use whichever AC is higher) and to its damage rolls.</p><p></p><p>For each artificer level you gain your Clockwork Guardian gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement from the artificer class, your Clockwork Guardian’s abilities also improve. Your Clockwork Guardian can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your Clockwork Guardian can’t increase an ability score above 20 using this feature. </p><p></p><p>If the Clockwork Guardian is destroyed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with 8 hours of work and 100 gp of raw materials.</p><p></p><p><strong>Battlefield Repair</strong></p><p>Your you have a well of energy that can repair constructs with a touch. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your artificer level x 10.</p><p></p><p>As an action, you can touch a construct and draw power from the pool to restore a number of hit points to that construct, up to the maximum amount remaining in your pool. This ability only affects constructs.</p><p></p><p><strong>Clockwork Upgrade I</strong></p><p>By 5th level you have learned more about how your Clockwork Guardian functions and ways to improve it based on your needs. You can choose from the below options to improve your Clockwork Companion.</p><p></p><p><em>Clockwork Fortitude</em></p><p>Your Clockwork Guardian 's maximum hit points increases +2 for each hit dice it possess. Anytime it gains new hit dice, it adds an additional +2 to its maximum hit points.</p><p></p><p><em>Fleet</em></p><p>Your Clockwork Guardian can use Dash as a bonus action.</p><p></p><p><em>Furtive Filcher</em></p><p>Your Clockwork Guardian becomes proficient with Dexterity (Stealth) and Dexterity (Sleight of Hand) checks and adds double proficiency bonus on these checks.</p><p></p><p><em>Ranged Attack</em></p><p>Your Clockwork Guardian is able to use its natural attack as a ranged attacked. This attack has a normal range of 30 ft and a maximum range of 60 ft.</p><p></p><p><strong>Clockwork Upgrade II</strong></p><p>By 9th level you adjusted and improved your Clockwork Guardian even further. You can choose any options from Clockwork Upgrade I, or additional options from the list below.</p><p></p><p><em>Counter Attack</em></p><p>Whenever an enemy within range of your Clockwork Guardian strikes you, your Clockwork Guardian can use its reaction to make an immediate attack against that enemy.</p><p></p><p><em>Extra Attack</em></p><p>Your Clockwork Guardian can make two attacks when it takes the attack action.</p><p></p><p><em>Improved Armor</em></p><p>Your Clockwork Guardian gains heavier armor plating, giving it a +2 to Armor Class. </p><p></p><p><strong>Clockwork Upgrade III</strong></p><p>By 13th level you adjusted and improved your Clockwork Guardian even further. You can choose any options from Clockwork Upgrade I or II, or additional options from the list below.</p><p></p><p><em>Fly</em></p><p>Your Clockwork Guardian gains a fly speed equal to its walking speed. The Clockwork Guardian can carry you when flying as long as you are wearing armor no heavier than medium.</p><p></p><p><em>Heavy Hitter</em></p><p>Your Clockwork Guardian adds double proficiency bonus to its damage.</p><p></p><p><em>Quick Reflexes</em></p><p>Your Clockwork Guardian can react to danger. As a reaction whenever it takes damage, it can reduce the damage by half.</p><p></p><p><em>Whirlwind Attack</em> </p><p>Your Clockwork Guardian can use its action to make melee attacks against any number of creatures within 5 feet of it, with a separate attack roll for each target.</p><p></p><p><strong>Clockwork Upgrade IV</strong></p><p>By 17th level you adjusted and improved your Clockwork Guardian even further. You can choose any options from Clockwork Upgrade I, II, or III.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7215503, member: 59848"] So I have taken the time to refine some of my ideas. Rather than the tool expertise, a second level artificer gets Imbue Item. [B]Imbue Item[/B] When you reach 2nd level, you a pool of power that you can draw from to place temporary enchantments upon objects that you touch. This is represented by your enhancement pool. You can spend a point to place the following effects into the appropriate item. You can only put a maximum of half your enhancement points (rounded down) into any single object. In order to enchant an item, you must be in physical contact with the object for one minute. These enchantments fade after 8 hours. Any spent enhancement points return after a long rest. [I]Weapon Enhancement[/I] For each enhancement point you put into weapon enhancement, the weapon gains a +1 to attack and damage. [I]Armor Enhancement[/I] For each enhancement point you put into armor enhancement, the object grants a +1 to armor class. [I]Resilience Enhancement[/I] For each enhancement point you put into resilience enhancement, the object grants a +1 to all saving throws. [I]Ability Enhancement[/I] For each enhancement point you put into ability enhancement, the object grants a +1 to any ability and skill checks. I have adjusted the Woundrous Invention list, as below: [B]2nd Level:[/B] bag of holding, cap of water breathing, driftglobe, eversmoking bottle, goggles of night, ring of swimming, sending stones [B]5th Level:[/B] alchemy jug, boots of striding and springing, cloak of the manta ray, gloves of swimming and climbing, helm of comprehending languages, Heward’s handy haversack, lantern of revealing, ring of feather falling, robe of useful items, rope of climbing, wand of magic detection, wand of secrets [B]10th Level:[/B] bag of beans, boots of elvenkind, boots of levitation, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, gloves of thievery, medallion of thoughts, necklace of adaptation, periapt of health, periapt of proof against poison, periapt of wound closure, ring of jumping, ring of warmth, ring of water walking, slippers of spider climbing [B]15th Level:[/B] amulet of proof against detection and location, bag of tricks, boots of the winterlands, bracers of archery, brooch of shielding, broom of flying, cloak of elvenkind, dimensional shackles, eyes of charming, eyes of the eagle, gloves of missile snaring, hat of disguise, immovable rod, ring of resistance, ring of x-ray vision, winged boots [B]20th Level:[/B] cloak of arachnida, cloak of displacement, helm of telepathy, gem of brightness, gem of seeing, mantle of spell resistance, ring of free action, ring of mind shielding, ring of telekinesis, stone of good luck, wings of flying With spell casting, I think that artificers should just know any spell on their spell list. It is a small list, so I don't consider this game breaking. Infuse Magic has become Spell Storing Item, as below: Spell Storing Item Starting at 4th level, you gain the ability to channel spells into objects for later use. When you gain this ability, choose a spell list in addition to the artificer spell list. This represents your particular area of expertise with manipulating magical energy. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend an appropriate spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell’s range is self, it targets the creature that activates the item. You can also attempt this with a spell that is not on the artificer spell list, but the process is trickier and success is not guaranteed. If the spell is from the spell list you chose when you gain this ability, you must make a caster check (d20 + Proficiency Bonus + Intelligence Modifier), with the DC equal to 12 + Spell Level of the desired spell. If the spell is not on your chosen spell list, the DC increases to 15 + Spell Level of the desired spell. The check is made in secret by the DM. The artificer is then told if the infusion was successful (Spellcaster check exceeds the DC by more than 3), probably successful (Spellcaster check is within 3 of the DC), or failed (Spellcaster check failed by more than 3). If the artificer is told that the infusion attempt failed, there is an immediate Wild Surge effect and the spell slot is lost. If the artificer is told that the infusion was probably successful, it is assumed that the infusion worked. If the spellcaster check was missed the DC by 3 or less, activating the spell triggers a Wild Magic Surge instead of the desired spell. When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier. At 10th level, you gain Greater Imbue Item, as below: [B]Greater Imbue Item[/B] When you reach 10th level, you gain additional effects that you can enchant into the appropriate objects. Each of the following effects cost 1 enhancement point. You still are limited to using no more than half your total enhancement points (rounded down) in any single object. [I]Energy Weapon[/I] For each enhancement point you put into energy weapon, the weapon deals extra 1d6 extra damage of an energy type of your choosing. You must specify the energy type when the enhancement is first given. [I]Energy Resistance[/I] For each enhancement point you put into energy resistance, the object grants resistance to a single chosen energy type. You must specify the energy type when the enhancement is first given. [I]Returning Weapon[/I] An enhancement point you put into returning weapon allows a melee weapon to be thrown with a range of 30 ft. and immediately return to the thrower. [I]Longshot Weapon[/I] An enhancement point you put into longshot weapon allows a ranged weapon to double its range. [I]Skilled Enhancement[/I] An enhancement point you put into skilled enhancement into an object grants advantage whenever a specific skill is used. The skill must be specified at the time of the enhancement. [I]Greater Resilience Enhancement[/I] An enhancement point you put into greater resilience enhancement into an object grants advantage whenever a specific saving throw is used. The kind of saving throw must be specified at the time of the enhancement. [I]Speed Enhancement[/I] For each enhancement point you put into speed enhancement, the object grants +10 ft to movement for any mode of movement possessed by the wearer. I also did some minor adjustments to the Alchemist and Gunsmith (which I have reflavored as the Wand Expert, as I think guns don't really belong in Eberron). But those are largely minor changes. I have also created a new archetype called the Clockwork Engineer. You may notice that the levels for the new archetype abilities are slightly off. I have made adjustments to the general artificer as to when they gain their various abilities. Anyways, here is what I have for the new archetype. [B]Clockwork Engineer[/B] You have melded science and magic to create thinking constructs that are absolutely loyal to you, follow your every command, and will defend you until they no longer function. [B]Clockwork Familiar[/B] At 1st level, you gain the ability to cast Find Familiar as a ritual. This functions as the spell, providing you with a familiar. The familiar you choose functions exactly as per the spell with the following exceptions: • It is a construct instead of a beast. • It can’t be charmed. • It is immune to poison damage and the poisoned condition. • It gains darkvision with a range of 60 feet if it doesn’t have it already. • It understands the languages you can speak when you create it, but it can’t speak. • You cannot dismiss your clockwork familiar into a pocket dimension. Instead as an action you can command it to transform into an innocuous object that you carry, such as a watch, belt, or other object. While in this form it cannot be targeted by any attacks and does not risk taking damage. You can use another action to return to its normal form within 5 ft. of you. [B]Clockwork Guardian[/B] At 1st level you have constructed a Clockwork Guardian to aid you on your adventures. The form of the Clockwork Guardian is up to you, so long as the form is appropriate for the statistics below. The Clockwork Guardian obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your Clockwork Guardian acts on its own to protect you as best it can. Your companion begins with the following statistics: Clockwork Guardian [I]Medium or Large Construct[/I] Speed 30 ft. Hit Points 6 (1d8 + 1) Ability Scores STR 12 (+1) DEX 12 (+1) CON 12 (+1) INT 6 (-2) WIS 12 (+1) CHA 3 (-4) Senses Darkvision 60' Languages Cannot speak, but understands any languages of its master In addition, your Clockwork Guardian is proficient in all savings throws, and resistant to bludgeoning, piercing, and slashing damage from non-magical weapons. It is also immune to being charmed, poisoned, and poison damage. Your clockwork guardian has a natural melee attack that deals 1d8 damage. You can choose at the time of its creation if it deals bludgeoning, piercing, or slashing damage, and you can choose if this attack is modified by its strength or dexterity bonus. Your Clockwork Guardian may also use any items or gear you provide it. The Clockwork Guardian is considered proficient with any weapons or armor you provide it. If your Clockwork Guardian is within 5 ft of you, it can use its reaction to force one attack that would hit you reroll and use the lower result. Your Clockwork Guardian has abilities and game statistics determined in part by your level. Your Clockwork Guardian uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your Clockwork Guardian also adds this proficiency bonus to its AC (if it is wearing no armor/barding. Otherwise, use whichever AC is higher) and to its damage rolls. For each artificer level you gain your Clockwork Guardian gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement from the artificer class, your Clockwork Guardian’s abilities also improve. Your Clockwork Guardian can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your Clockwork Guardian can’t increase an ability score above 20 using this feature. If the Clockwork Guardian is destroyed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with 8 hours of work and 100 gp of raw materials. [B]Battlefield Repair[/B] Your you have a well of energy that can repair constructs with a touch. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your artificer level x 10. As an action, you can touch a construct and draw power from the pool to restore a number of hit points to that construct, up to the maximum amount remaining in your pool. This ability only affects constructs. [B]Clockwork Upgrade I[/B] By 5th level you have learned more about how your Clockwork Guardian functions and ways to improve it based on your needs. You can choose from the below options to improve your Clockwork Companion. [I]Clockwork Fortitude[/I] Your Clockwork Guardian 's maximum hit points increases +2 for each hit dice it possess. Anytime it gains new hit dice, it adds an additional +2 to its maximum hit points. [I]Fleet[/I] Your Clockwork Guardian can use Dash as a bonus action. [I]Furtive Filcher[/I] Your Clockwork Guardian becomes proficient with Dexterity (Stealth) and Dexterity (Sleight of Hand) checks and adds double proficiency bonus on these checks. [I]Ranged Attack[/I] Your Clockwork Guardian is able to use its natural attack as a ranged attacked. This attack has a normal range of 30 ft and a maximum range of 60 ft. [B]Clockwork Upgrade II[/B] By 9th level you adjusted and improved your Clockwork Guardian even further. You can choose any options from Clockwork Upgrade I, or additional options from the list below. [I]Counter Attack[/I] Whenever an enemy within range of your Clockwork Guardian strikes you, your Clockwork Guardian can use its reaction to make an immediate attack against that enemy. [I]Extra Attack[/I] Your Clockwork Guardian can make two attacks when it takes the attack action. [I]Improved Armor[/I] Your Clockwork Guardian gains heavier armor plating, giving it a +2 to Armor Class. [B]Clockwork Upgrade III[/B] By 13th level you adjusted and improved your Clockwork Guardian even further. You can choose any options from Clockwork Upgrade I or II, or additional options from the list below. [I]Fly[/I] Your Clockwork Guardian gains a fly speed equal to its walking speed. The Clockwork Guardian can carry you when flying as long as you are wearing armor no heavier than medium. [I]Heavy Hitter[/I] Your Clockwork Guardian adds double proficiency bonus to its damage. [I]Quick Reflexes[/I] Your Clockwork Guardian can react to danger. As a reaction whenever it takes damage, it can reduce the damage by half. [I]Whirlwind Attack[/I] Your Clockwork Guardian can use its action to make melee attacks against any number of creatures within 5 feet of it, with a separate attack roll for each target. [B]Clockwork Upgrade IV[/B] By 17th level you adjusted and improved your Clockwork Guardian even further. You can choose any options from Clockwork Upgrade I, II, or III. Thoughts? 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