ARTIFICERS
The Great Hall was
filled with guests. The good and great of the land had assembled at the Master Artificer’s
invitation, to witness the unveiling of his latest and greatest creation.
Lodevic Arno waited behind a velvet curtain, tapping his fingertips together
and smiling in anticipation of the crowd’s reaction to his latest work. Behind him, the nine-foot tall metallic
figure seemed pensive. Lodevic lay a calloused palm against blood-warm metal
and smiled.
“Soon,” he murmured to
his creation. “Soon.”
Artificers do not exist in many worlds, but in the worlds
they do inhabit, people quickly learn to give them a wide berth. Not because
they are inherently dangerous, but because no one knows exactly what will
happen when an artificer empowers her creation. Most of the time, the artifact
works perfectly fine. The rest of the
time? Well, there are rumors that Atlantis sank because of an artificer. Artificers don’t do anything by halves.
In most worlds, artificers live difficult lives. Bridging
the divide between the arcane arts and the physical sciences as they do, they
are often rejected by practioners of both. That’s why they so often wind up
working alone, becoming eccentric at best or mad at worst.
What they lack in physical power, artificers often make up
for with intelligence and wisdom. Many of them are also walking arsenals, and a
high-level artificer with a handful of coins can be more dangerous and
unpredictable than an arcanist or a scientist.
Just ask Atlantis
Class Features
As an artificer, you gain the following class features.
Hit Points
Hit Dice: 1d8 per
artificer level
Hit Points at 1st
Level: 8 + your Constitution modifier
Hit Points at Higher
Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
Proficiencies
Armor: Light armor, Medium armor, Shields
Weapons: All simple weapons
Tools: Tinkers’ tools
Saving Throws: Intelligence, Wisdom
Skills: Choose any two from Arcana, History, Insight, Investigation,
Nature and Medicine
Spellcrafting
As an artificer, you have the ability to imbue things that
you create with magical properties via rituals.
Each ritual takes five minutes per Spell level to complete. Therefore, a
1st-level spellcrafting ritual will take five minutes to complete,
while a 5th-level spellcrafting ritual would take twenty-five
minutes to finish.
Spell Slots
The Sorcerer table shows how many spell slots you have to
cast your spells of 1st level or higher. To imbue an object
with a spell, you must expend a slot of
the spell’s level or higher. You regain all expanded spell slots when you
finish a long rest.
Spell Slots Known at 1st Level
You know two 1st-level spells of your choice from
the sorcerer spell list.
The Spells Known column of the Sorcerer’s table shows when
you learn more sorcerer spells of your choice.
Each of these spells must be of a level for which you have spell
slots. For instance, when you reach 3rd
level in this class, you can learn one new spell of 1st or 2nd
level.
Additionally, when you gain a level in this class, you can
choose one of the sorcerer spells you know and replace it with another spell
from the sorcerer spell list, which also must be of a level for which you have
spell slots.
Spellcrafting Ability
You cast all of
your spells as rituals. Intelligence is
your spellcasting ability for your spells. You use your Intelligence whenever a
spell refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for a wizard spell you
cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your
Intelligence modifier
Additional
Proficiencies
At 1st level, you gain proficiency with one type
of artisan’s tools of your choice.
Expanded Attunement
When you reach 2nd level, you can attune to more
than three magical items at once. You
can attune to a number of magical items equal to your artificer level plus your
Intelligence modifier.
Empowered Creations
By the time you reach 3rd level, you can use imbue
an item you have created (such as a rag doll or a clay pot) with a spell. You
can use this feature a number of times equal to your Intelligence modifier.
When you have exhausted all uses, you cannot use this feature again until you
finish a long rest.
Ability Score
Improvement
At 4th level, and again at 8th, 12th,
16th and 19th-level, you can increase one Ability Score
by two, or two Ability Scores of your choice by one. As normal, you cannot increase an Ability
Score above 20 using this feature.
Expertise
Beginning at 6th level, choose two of your skill
proficiencies. Your proficiency bonus is
doubled for any ability check you make that uses either of the chosen
proficiencies.
Focused Mind
Starting at 10th level, you have advantage on
saving throws against being charmed or frightened.
Artificer’s Luck
At 14th level, you have three luck points.
Whenever you make an attack roll, an ability check, or a saving throw, you can
spend one luck point to roll an additional d20. You can choose to spend one of
your luck points after you roll the die, but before the outcome is
determined. You choose which of the d20s
is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is
made against you. Roll a d20, and then choose whether the attack uses the attacker’s
roll or yours.
If more than one creature spends a luck point to influence
the outcome of a roll, the points cancel each other out; no additional dice are
rolled.
You regain your luck points when you finish a long rest.
Empowered Object
When you reach the 18th-level, you no longer need
to create an object to empower it. You can now empower any object you touch
with a spellcrafting ritual. You can use this feature a number of times equal
to your Intelligence modifier. When you have exhausted your uses, you will not
regain this feature until you finish a long rest.
Wondrous Creation
At 20th level, you can actually endow your
creations with sentience and free will as detailed in the awaken spell’s descriptor. You can do this a number of times equal
to your Intelligence modifier. Once you have exhausted all your uses of this
feature, you cannot regain this feature until you finish a long rest.