Vous êtes sur la page 1sur 11

The Artificer

 

Spell slots per Spell

 
Level

Level

Leve

Proficiency

Features

Cantrips

1s

2n

3r

4t

5t

l

Bonus

Known

t

d

d

h

h

1

+2

Artificer Crafting, Spellcasting, Artificer

3

2

Knowledge

2

+2

Homunculi, Repair Damage

3

3

3

+2

Artificer Tradition

3

3

1

4

+2

Ability Score Improvement

4

4

2

5

+3

Arcane Imbuer (d6)

4

4

2

1

6

+3

Unique Invention

4

4

3

2

7

+3

Artificer Tradition Trait

4

4

3

3

1

8

+3

Ability Score Improvement

4

4

3

3

2

9

+4

Spell Storing Item

4

4

3

3

3

1

10

+4

Arcane Imbuer (d8)

5

4

3

3

3

2

11

+4

Artificer Tradition Trait

5

4

4

3

3

2

12

+4

Ability Score Improvement

5

5

4

3

3

2

13

+5

-

5

5

4

4

3

2

14

+5

Additional Spell Storing Item

5

5

4

4

4

2

15

+5

Artificer Tradition Trait

5

5

5

4

4

2

16

+5

Ability Score Improvement

5

5

5

4

4

2

17

+6

Arcane Imbuer (d10)

5

5

5

4

4

2

18

+6

Additional Spell Storing Item

5

5

5

4

4

3

19

+6

Ability Score Improvement

5

6

5

4

4

3

20

+6

Master Artificer

5

6

5

5

4

3

Class Features

As an Artificer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Artificer level Hit Points at 1 st Level: 8 + your constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per Artificer level after the first

Proficiencies

Armour: Light Armour Weapons: Simple Weapons Tools: Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. Saving Throws: Intelligence, Constitution Skills: Chose 2 between Arcana, History, Insight, Investigation, Medicine and Nature

Equipment:

You start with the following equipment, in addition to the equipment granted by your background:

(a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a scholar’s pack or (b) an explorers’ pack

Leather armour, any simple weapon and one set of artisan’s tools

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the artificer spell list.

Afterwards you know another spell each time you level up. Each of these spells must be of a level for which you have spell slots, as shown in the table. 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 artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + you Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Artificer Crafting

The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG) as well as all non-magical items creatable with the artisans tools they are proficient with. They do not automatically have knowledge of the creation of drift globes or of a bag of holding. They can learn how to craft items either by instruction or by following detailed written instructions.

They are able to craft items at a rate of 50gp worth of value per day and each additional labourer adds 25gp worth of value. They require any raw materials required to make the object, worth half the objects value. Magic items which specifically reproduce the effects of a specific spell will also require the spell in question to be cast at least once during the creation process, consuming material components as normal, but having the effect of the spell negated as its energies are channelled into the item. The spell may be cast either by the artificer himself, or by one of those characters acting as an assistant to him.

Typical cost of magic Items for crafting time Common 100 gp

Uncommon 500 gp Rare 5,000 gp Very rare 50,000 gp Legendary 500,000 gp

Artificer Knowledge

You are adept at improvising with tools to complete your task. You can use any set of tools or utensils and have them count as any other set of tools or utensils. You also gain half your proficiency bonus on any set of tools you are not already proficient in.

Artificers also have a deep understanding of items and the power that lies hidden within them. When you touch an object, you can focus as an action to discover if it is magical. In addition, you know the identify spell; it does not count against the number of spells you know, and it requires no components. It still requires the same amount of time to cast and will spend a spell slot if not cast as a ritual.

Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.

Repair Damage

By second level you can use your magic to meld an object together and repair damage. As an action expend a spell slot, a construct or object you touch regains a number of hit points equal to 1d8 per spell slot level + your intelligence modifier. This has no effect on living creatures or undead.

Homunculi

At second level in addition to the other spells you know, you know the find familiar spell. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: dedicated wright, expeditious messenger, furtive filcher, or iron defender. The familiar you summon is always a construct instead of a celestial, beast, fey, or fiend. Also these constructs are able to attack.

Artificer Tradition

At third level you must choose which tradition your artificer will follow, they are Master Craftsman, Battlesmith and Puppet Master, these traits each give additional benefits at levels, 7, 11 and 15. Details can be found at the bottom of the abilities list.

Arcane Imbuer

At fifth level an artificer gains the ability to expend a spell slot as an action in order to pour some magical power into a nearby weapon. Choose a weapon within 10ft, it gets a number of charges equal to the spell slot expended, the wielder of that weapon can expend a charge as part of any action with that weapon to gain an additional d6 to hit, they may do this after rolling to hit but before they are told whether they have hit. In addition, the weapon counts as magical for the purposes of damage resistance until the chargers are expended, this dice becomes a d8 at level 10 and a d10 at level 17.

Unique Invention

When an Artificer of 6th level or higher crafts a magical item, they may freely alter any non- magical qualities that item may have. For instance, the Artificer could craft a spoon with the qualities of a Frostbrand; the spoon would be treated as a weapon, but would deal damage as a spoon (0 bludgeoning) rather than a longsword. Cold damage and all other properties would be retained as normal.

All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.

Magic Rings cannot be changed to be anything other than magical rings.

Spell Storing Item

At 9th level, once a day you can create a handheld magic item that duplicates a spell of your choice from any class. The spell you choose must be of a level you can cast of ½ your artificer level or lower or a cantrip. The spell can only be used once, unless it is a cantrip which can be used at will. At the end of the day, the magical energy dissipates and the item loses the spell stored into it. The chosen spell counts as an artificer spell for you but doesn’t count against the number of artificer spells you know. The spell is cast as the highest spell level you can cast, up to 5th level. You can create a different spell storing item every day after a long rest, but can only have one spell storing item active at a time. You can pass the item off to someone else to use, if you instruct them on its use first.

You can have an additional active spell storing item at 14th level and another at 18th

level.

Master Artificer

At 20 th level you can cast a number of spells equal to your constitution modifier while keeping concentration. If you take damage and fail the saving throw all the spells in effect end.

Master Craftsman

Talented enchanter

Whenever you’re crafting an item each day of work of yours counts as 75gp worth of work. Additionally, you can spend a long rest to make an item count as magical, with only the effect of being magical. You can do this with a number of items up to your constitution modifier, an item that exceeds this causes the first item to lose this benefit.

Mobile Workroom

By 4th level, a Grand Merchant is used to traveling as they craft. Any craft that normally would require a special area to craft in, such as a forge or laboratory, no longer requires such an area, as you have learned how to produce a suitable work environment in any area you set up in.

Your mobile lab is assumed to weigh roughly 80 lbs, and can be easily carried in a cart or by any pack animal.

Arcane Forger

At 7 th level whenever you’re crafting an item each day of work counts as 100 gp. Additionally, you can permanently imbue a number of items up to your constitution modifier with spells. To make an item magical you need to spend a long rest and imbue a spell no higher than 1 st level permanently on the item.

The item requires attunemnet to use its magical properties and becomes the origin of the spell, which can be activated each day a number of times equal to your intelligence modifier. If the spell needs concentration the duration becomes 1 minute per activation.

Expert Crafter

At 11 th level whenever you’re crafting an item each day of work counts as 125 gp. Additionally, you can now imbue double your constitution modifier weapons using Arcane Forger.

Enchanter Savant

At 15 th level whenever you’re crafting an item each day of work counts as 150 gp. Additionally, you can permanently imbue a number of items up to your constitution modifier with spells. To make an item magical you need to spend a long rest and imbue a spell no higher than 4 th level permanently on the item.

The item requires attunemnet to use its magical properties and becomes the origin of the spell, which can be activated each day a number of times equal to your intelligence modifier. If the spell needs concentration the duration becomes 1 minute per activation.

Battlesmith

Bonus Proficiencies

When the Battlesmith Tradition is taken you gain proficiency with medium armour, shields and martial weapons

Extra Attack

At 7 th level you can attack twice instead of once whenever you take the Attack action on your turn.

Combat Infusions

At 7th level, the Battlesmith learns to infuse any hand held weapon with eldritch power, shaping that power to whichever effect they feel they need at the time.

At the end of any long rest, the artificer may designate a single weapon they touch to gain the properties of one of a list of special weapons described in the DMG. Any being may wield this weapon, though its magic lasts only 24 hours or until the Artificer completes another long rest.

The weapon may gain properties mimicking one of the following weapon types:

Dagger of Venom, Dragon Slayer,

Dwarven Thrower, Flame Tongue, Frost Brand, Giant Slayer, Mace of Disruption, Mace of Smiting, Sword of Wounding, Vicious Weapon, Weapon of Warning.

Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power. Despite this, any weapon may be used, and gain the qualities of any of the listed items. For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battle axe could gain the poisoning effect of a Dagger of Venom.

Battle Magic

At 11th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast an artificer spell or use a magic item, you can make one weapon attack as a bonus action.

Tactical Infusions

By 17th level, the Battlesmith has become intimately familiar with the tools of warfare. He may use his Combat Infusions ability up to once per short rest, and may have up to 2 weapons so infused at any given time.

Puppet Master

Automaton Companion

At 3 rd Level you build a construct that accompanies you on your adventures and is designed to fight alongside you. When you first reach 3 rd level you must spend a whole day building it and require a whole day every time you make a new one. At 3 rd level you can only have one automaton.

Shaping the Automaton

Choose a creature that you’ve seen that has a challenge rating of 1/4 or lower and

change its type to construct If it has CHA or INT of 12 or more change it to 11 instead

It uses the attacks of the based creature but doesn’t have any passive abilities (such as

keen sense or magical resistance) If the creature has the Multi-Attack feature it can’t attack more than twice, it gains its total attacks when you reach level 17 on this class

Characteristics

It has your proficiency bonus to its attack rolls and damage rolls

Its Hit Point Maximum equals its normal maximum or 4 times your artificer level,

whichever is higher. Every time you gain a level in this class adjust accordingly You can equip it with weapons, armour and shields

You can use your bonus action to telepathically or verbally give a command to one or

more automatons to do an action otherwise they will try to complete their last order or defend themselves if under attack If it reaches 0 hit points you must spend a short rest repairing it, gaining no other

Features

benefits from the short rest.

Whenever you take an Ability Score Improvement you can instead choose to improve

one of the abilities of a construct and one of yours If you take a feat instead you can choose for an automaton to receive it instead

If its intelligence or Charisma becomes equal or greater than 12 it develops consciousness and acts on its own, initially being friendly to you its creator.

Clockwork Legion

Starting at 7 th level you can make and control up to your intelligence modifier constructs. You can transfer any benefits your automatons gained from ability score improvements, feats or fighting styles to another so long as you have the automaton or parts of it. You do so by spending a long rest without losing the benefit of resting.

Complex Thinker

At 7 th level the base creature used to make the construct can be of any challenge rating of ½ or lower.

Trained Automaton

At 7 th level one of your automatons gains a fighting style either, archery, defence, duelling or protection.

Linked Automaton

Starting at 11 th level you can use your action to teleport up to 30 feet to a space you can see occupied by your automaton, swapping places. Once you use this feature you can’t use it again until you finish a short rest.

Schema Designer

Also at 11 th level the based creature used to make the constructs can be of any challenge rating of 1 or lower.

Bonded Automaton

At 15 th level when you cast a spell targeting yourself you can also affect a construct if it’s within 30 feet of you. Your constructs automatically pass the saving throws against the spells you cast on them if you chose to do so.

Refined Automaton

Additionally, at 15 th level the based creature used to make the constructs can be of any challenge rating of 2 or lower.

Spell List

Cantrips blade ward, infuse weapon, light, mending, prestidigitation, produce flame, shape water, shocking grasp, true strike

1- comprehend languages, detect magic, disguise self, expeditious retreat, feather fall, grease, ice knife, illusory script, jump, longstrider, mage armor, shield, shield of faith, Tenser’s floating disc, thunderous smite

2- alter self, arcane lock, barkskin, continual flame, darkvision, enhance ability, enlarge/reduce, find traps, heat metal, invisibility, knock, locate object, magic mouth, magic weapon, mirror image, Nystul’s magic aura, see invisibility, shatter, spider climb

3- blinding smite, counterspell, daylight, dispel magic, elemental weapon, flame arrows, fly, glyph of warding, haste, lightning arrow, magic circle, meld into stone (ritual), nondetection, protection from energy, remove curse, slow, tongues, water walk (ritual), water breathing (ritual)

4- conjure minor elementals, control water, elemental bane, fabricate, fire shield, grater invisibility, mordenkainen’s private sanctum, otiluke’s resilient sphere, polymorph, stone shape, stoneskin

5- animate objects, circle of power, cone of cold, conjure elemental, conjure volley, passwall, swift quiver, teleportation circle, transmute rock

Infuse Weapon

Transmutation cantrip

Casting Time: 1 bonus action Range: Touch Components: V, S, M (steel wool and a weapon) Duration: 1 minute

The weapon you are holding is infused with your power and it becomes natural to wield. For the duration, you can use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of attacks using that weapon. The spell ends if you cast it again or if you let go of the weapon.

Artificer Homunculi

Crafter Homunculus

Tiny construct, lawful neutral

Armor Class 11 Hit Points 8

Speed 30 ft. Str 6 (-2) Int 10 (+0)

Dex 13 (+1) Wis 10 (+0)

Con 17 (+3) Cha 10 (+0)

Skills Perception +2, Investigation +2, Stealth +3 Senses Darkvision 60 ft., passive perception 12 Languages All languages known by its creator Challenge 1/4

Crafter

A crafter homunculus uses its master’s proficiencies with artisan’s tools to craft. The crafter homunculus can be instructed to craft for its master. If the homunculus is left alone without instruction, it will craft random objects obsessively using whatever materials it can find. It can also assist its master on the crafting of an item, increasing the items quality as well as helping to complete the item faster.

Clay Body

A crafter homunculus will revert to a useless lump of clay when it would be reduced to 0 hit points, and will revert to its normal form 1 hour after it was destroyed. If it is not completely destroyed into dust, the largest piece will reform into the main form.

Hammer

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Expeditious Messenger

Tiny construct, lawful neutral

Armor Class 14

 

Hit Points 2 Speed 40 ft., fly 60 ft.

Str 3 (-4) Int 14 (+0)

Dex 18 (+4) Wis 13 (+1)

Con 10 (+0) Cha 11 (+0)

Skills Perception +3, Stealth +5 Senses Darkvision 60 ft., passive perception 13 Languages All languages known by its creator Challenge 1/4

Message

An expeditious messenger’s master can converse with a creature up to 1 mile away through the homunculus. It can carry out a continuous conversation.

Sting

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+4 piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If its saving throw result is 6 or lower, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to wake it.

Furtive Filcher

Tiny construct, lawful neutral

Armor Class 11

 

Hit Points 6 Speed 40 ft., climb 30 ft.

Str 5 (-3) Int 10 (+0)

Dex 17 (+3) Wis 10 (+0)

Con 10 (+0) Cha 10 (+0)

Skills Perception +3, Stealth +7, Sleight of Hand +7 Senses Darkvision 60 ft., passive perception 13 Languages All languages known by its creator Challenge 1/4

Invisibility

The furtive filcher turns invisible until it attacks or until its concentration ends. Anything the invisible furtive filcher is carrying or wearing is invisible as long as it remains in contact with the furtive filcher.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+2 piercing damage.

Iron Defender

Small construct, lawful neutral

Armor Class 13 Hit Points 11 Speed 40 ft. Str 12 (+1) Int 6 (-2)

Dex 15 (+2) Wis 12 (+1)

Con 12 (+1) Cha 6 (-2)

Skills Perception +3, Stealth +4, Intimidation +2 Senses Darkvision 60 ft., passive perception 13 Languages -

Challenge 1/4

Keen Hearing and Smell

The iron defender has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics

The iron defender has advantage on attack rolls against a creature if at least one of the iron defender’s allies is within 5 ft. of the creature and isn’t incapacitated.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2d4+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Challenge 1/4 Keen Hearing and Smell The iron defender has advantage on Wisdom (Perception) checks that