https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Entropicscholar&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T13:01:58ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Circle_of_Anathema,_Variant_(5e_Subclass)&diff=1319657Circle of Anathema, Variant (5e Subclass)2020-04-16T15:43:40Z<p>Entropicscholar: /* Un-natural Dominion */</p>
<hr />
<div><br />
== Druid of Anathema 2.0 (Druid Circle)==<br />
''The so called 'Urban Druid', planar druids, druids of plague and desolation...''<br />
<br />
''Rejected by their Circle, hated by all druid kind, most would assume nature itself would reject the corruption these souls represent. Some whisper that they do not truly worship nature, as they once did, but study it, bending the 'natural' forces of the world to their un-natural will.''<br />
<br />
''Moving grossly contrary to their vows, living in cities, or consorting with the defiled, the Anathema can expect to be hunted, or in the very, very most lenient cases, ignored by their kin. It is not so much that these druids have abandoned their devotion to nature—for that, a transgressor can sometimes be pardoned (on condition of exile)—but rather, that they have warped their supposed devotion into something truly abominable.''<br />
<br />
''Many of the Anathema claim they have done nothing wrong. Few listen.''<br />
<br />
<br />
===Outcast===<br />
Driven from the places they once called home, the Anathema must learn to make their own way.<br />
<br />
At level 2, an Anathema learns the ''Thaumaturgy'' cantrip, and gains proficiency in their choice of one of the following skills: Deception, Persuasion, Stealth.<br />
<br />
===Un-natural Dominion===<br />
The Anathema must also choose a single creature type from the following list. The Anathema is considered to have Dominion over this type of creature and will generally represent that type of creature to the world.<br />
::: Aberrations, Celestials, Constructs, Elementals, Fiends, Monstrosities, Dragons, Oozes, Undead.<br />
<br />
===Aberrant Wild Shape===<br />
A Druid of Anathema of 2nd level or higher may expend a 1st level or higher spell slot when activating their Wild Shape ability. If they do so, the Anathema's Wild Shape is altered in the following ways:<br />
* The Anathema may assume the form of any creature of the Beast type, or of the creature type which they chose in their Outcast feature.<br />
* Your attacks while in wild shape count as magical, for purposes of overcoming resistance and immunity to non-magical attacks.<br />
* The maximum CR of the form assumed is equal to the level of the spell slot expended.<br />
* The anathema may not speak or cast spells, unless the chosen form possessed those abilities. If the chosen form possesses the features ''Spellcasting'', or ''Innate Spellcasting'', then the Anathema may cast spells listed in that form’s spell list while in that form. They may not cast Druid spells while in that form, unless they possess the ‘Beast Spells’ feature.<br />
* If the chosen form possesses a feature which mimics the effects of a spell, the Anathema may use that feature by expending a spell slot of equivalent spell level to the feature being used. <br />
:''Example1: a Red Dragon's 'Breath Weapon' is similar to the 3rd level spell Cone of Cold, when that spell is cast at higher levels for more damage.''<br />
:''Example2: an Orchard Jelli's power to 'Split' is similar to the 3rd level spell Conjure Animals used to summon a single CR2 creature.''<br />
* If the chosen form possesses one of the following abilities, those abilities are not gained by the Anathema: ''Legendary Actions, Legendary Resistance, Magic Resistance, Rejuvenation, Regeneration, Telepathy''(any)<br />
<br />
===Heretical Devotion===<br />
Any spell the Anathema casts which would normally target Beasts or Plants may also target the type of creature chosen in the Anathemas Un-Natural Dominion.<br />
<br />
Additionally, when casting the ''Conjure Animals'' spell, or Conjure Fae spell the Anathema may choose to summon creatures of their Un-natural Dominion rather than Creatures of the normal type.<br />
<br />
===Varied Interests===<br />
At 10th level, the Anathema adds ''Enthrall'', ''Flesh to Stone'', ''Regenerate'' and 2 other spells of their choice to their spell list. <br />
<br />
===Inured of Blasphemy===<br />
By 14th level, the Druid of Anathema has grown quite comfortable with their sin. Likewise, those they have aligned themselves with have grown to view the Anathema a their 'natural' representative and protector in the world.<br />
The Anathema gains one of the following benefits, based on their ''Un-natural Dominion'':<br />
* Aberrations: You gain Immunity to the charmed and confused conditions.<br />
* Celestials: Add ''Conjure Celestial'' to your spell list. Immunity to Radiant damage.<br />
* Constructs: You are always considered two steps less fatigued than you actually are.<br />
* Elementals: You are considered native to any Plane you visit and suffer none of the normal environmental hazards of planar travel (do not take fire damage from being on the plane of fire [though you would take fire damage from other sources], and do not need to breath when on the elemental plane of water, etc).<br />
* Fiends: Add ''Conjure Fiend'' to your spell list. Immunity to the frightened condition, and all magical effects involving fear.<br />
* Monstrosities: You gain Resistance to Poison damage and Immunity to the Poisoned condition.<br />
* Dragons: You gain Immunity to 1 Element of your choice or resistance to 2 Elements of your choice.<br />
* Oozes: You gain Immunity to the Paralyzed and Stunned conditions.<br />
* Undead: Mindless undead view you as one of their own kind and will not attack you unless commanded to do so. You have advantage on all saves vs Disease.<br />
<br />
===True Monster===<br />
At 20th level, the Anathema may use their Aberrant Wild Shape ability to assume the form of a creature of one of the types chosen in their Un-natural Dominion, up to 2 times, '''without expending a spell slot'''. The Anathema may not assume the form of a creature of CR greater than 10 using this ability. The Anathema regains all uses of this power when they complete a long rest.<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category: druid ]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Circle_of_Anathema,_Variant_(5e_Subclass)&diff=1319654Circle of Anathema, Variant (5e Subclass)2020-04-16T15:41:09Z<p>Entropicscholar: /* Outcast */</p>
<hr />
<div><br />
== Druid of Anathema 2.0 (Druid Circle)==<br />
''The so called 'Urban Druid', planar druids, druids of plague and desolation...''<br />
<br />
''Rejected by their Circle, hated by all druid kind, most would assume nature itself would reject the corruption these souls represent. Some whisper that they do not truly worship nature, as they once did, but study it, bending the 'natural' forces of the world to their un-natural will.''<br />
<br />
''Moving grossly contrary to their vows, living in cities, or consorting with the defiled, the Anathema can expect to be hunted, or in the very, very most lenient cases, ignored by their kin. It is not so much that these druids have abandoned their devotion to nature—for that, a transgressor can sometimes be pardoned (on condition of exile)—but rather, that they have warped their supposed devotion into something truly abominable.''<br />
<br />
''Many of the Anathema claim they have done nothing wrong. Few listen.''<br />
<br />
<br />
===Outcast===<br />
Driven from the places they once called home, the Anathema must learn to make their own way.<br />
<br />
At level 2, an Anathema learns the ''Thaumaturgy'' cantrip, and gains proficiency in their choice of one of the following skills: Deception, Persuasion, Stealth.<br />
<br />
===Un-natural Dominion===<br />
The Anathema must also choose a single creature type from the following list. The Anathema is considered to have Dominion over this type of creature and will generally represent that type of creature to the world.<br />
::: Aberrations, Celestials, Constructs, Elementals, Fiends, Monstrosities, Dragons, Oozes, Undead.<br />
<br />
===Aberrant Wild Shape===<br />
A Druid of Anathema of 2nd level or higher may expend a 1st level or higher spell slot when activating their Wild Shape ability. If they do so, the Anathema's Wild Shape is altered in the following ways:<br />
* The Anathema may assume the form of any creature of the Beast type, or of the creature type which they chose in their Outcast feature.<br />
* Your attacks while in wild shape count as magical, for purposes of overcoming resistance and immunity to non-magical attacks.<br />
* The maximum CR of the form assumed is equal to the level of the spell slot expended.<br />
* The anathema may not speak or cast spells, unless the chosen form possessed those abilities. If the chosen form possesses the features ''Spellcasting'', or ''Innate Spellcasting'', then the Anathema may cast spells listed in that form’s spell list while in that form. They may not cast Druid spells while in that form, unless they possess the ‘Beast Spells’ feature.<br />
* If the chosen form possesses a feature which mimics the effects of a spell, the Anathema may use that feature by expending a spell slot of equivalent spell level to the feature being used. <br />
:''Example1: a Red Dragon's 'Breath Weapon' is similar to the 3rd level spell Cone of Cold, when that spell is cast at higher levels for more damage.''<br />
:''Example2: an Orchard Jelli's power to 'Split' is similar to the 3rd level spell Conjure Animals used to summon a single CR2 creature.''<br />
* If the chosen form possesses one of the following abilities, those abilities are not gained by the Anathema: ''Legendary Actions, Legendary Resistance, Magic Resistance, Rejuvenation, Regeneration, Telepathy''(any)<br />
<br />
===Un-natural Dominion===<br />
Beginning at level 6, the Anathema is considered to have ''Dominion'' over the type of creature they chose at level 2. Any spell the Anathema casts which would normally target Beasts or Plants may also target these creatures.<br />
<br />
Additionally, when casting the ''Conjure Animals'' spell, the Anathema may choose to summon creatures of their Un-natural Dominion rather than Beasts.<br />
<br />
===Varied Interests===<br />
At 10th level, the Anathema adds ''Enthrall'', ''Flesh to Stone'', ''Regenerate'' and 2 other spells of their choice to their spell list. <br />
<br />
===Inured of Blasphemy===<br />
By 14th level, the Druid of Anathema has grown quite comfortable with their sin. Likewise, those they have aligned themselves with have grown to view the Anathema a their 'natural' representative and protector in the world.<br />
The Anathema gains one of the following benefits, based on their ''Un-natural Dominion'':<br />
* Aberrations: You gain Immunity to the charmed and confused conditions.<br />
* Celestials: Add ''Conjure Celestial'' to your spell list. Immunity to Radiant damage.<br />
* Constructs: You are always considered two steps less fatigued than you actually are.<br />
* Elementals: You are considered native to any Plane you visit and suffer none of the normal environmental hazards of planar travel (do not take fire damage from being on the plane of fire [though you would take fire damage from other sources], and do not need to breath when on the elemental plane of water, etc).<br />
* Fiends: Add ''Conjure Fiend'' to your spell list. Immunity to the frightened condition, and all magical effects involving fear.<br />
* Monstrosities: You gain Resistance to Poison damage and Immunity to the Poisoned condition.<br />
* Dragons: You gain Immunity to 1 Element of your choice or resistance to 2 Elements of your choice.<br />
* Oozes: You gain Immunity to the Paralyzed and Stunned conditions.<br />
* Undead: Mindless undead view you as one of their own kind and will not attack you unless commanded to do so. You have advantage on all saves vs Disease.<br />
<br />
===True Monster===<br />
At 20th level, the Anathema may use their Aberrant Wild Shape ability to assume the form of a creature of one of the types chosen in their Un-natural Dominion, up to 2 times, '''without expending a spell slot'''. The Anathema may not assume the form of a creature of CR greater than 10 using this ability. The Anathema regains all uses of this power when they complete a long rest.<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category: druid ]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Circle_of_Anathema,_Variant_(5e_Subclass)&diff=1319639Circle of Anathema, Variant (5e Subclass)2020-04-16T15:33:37Z<p>Entropicscholar: /* True Monster */</p>
<hr />
<div><br />
== Druid of Anathema 2.0 (Druid Circle)==<br />
''The so called 'Urban Druid', planar druids, druids of plague and desolation...''<br />
<br />
''Rejected by their Circle, hated by all druid kind, most would assume nature itself would reject the corruption these souls represent. Some whisper that they do not truly worship nature, as they once did, but study it, bending the 'natural' forces of the world to their un-natural will.''<br />
<br />
''Moving grossly contrary to their vows, living in cities, or consorting with the defiled, the Anathema can expect to be hunted, or in the very, very most lenient cases, ignored by their kin. It is not so much that these druids have abandoned their devotion to nature—for that, a transgressor can sometimes be pardoned (on condition of exile)—but rather, that they have warped their supposed devotion into something truly abominable.''<br />
<br />
''Many of the Anathema claim they have done nothing wrong. Few listen.''<br />
<br />
<br />
===Outcast===<br />
Driven from the places they once called home, the Anathema must learn to make their own way.<br />
<br />
At level 2, an Anathema learns the ''Thaumaturgy'' cantrip, and gains proficiency in their choice of one of the following skills: Deception, Persuasion, Stealth.<br />
<br />
The Anathema must also choose a single creature type from the following list, and will generally represent that type of creature in the world.<br />
::: Aberrations, Celestials, Constructs, Elementals, Fiends, Monstrosities, Dragons, Oozes, Undead.<br />
<br />
===Aberrant Wild Shape===<br />
A Druid of Anathema of 2nd level or higher may expend a 1st level or higher spell slot when activating their Wild Shape ability. If they do so, the Anathema's Wild Shape is altered in the following ways:<br />
* The Anathema may assume the form of any creature of the Beast type, or of the creature type which they chose in their Outcast feature.<br />
* Your attacks while in wild shape count as magical, for purposes of overcoming resistance and immunity to non-magical attacks.<br />
* The maximum CR of the form assumed is equal to the level of the spell slot expended.<br />
* The anathema may not speak or cast spells, unless the chosen form possessed those abilities. If the chosen form possesses the features ''Spellcasting'', or ''Innate Spellcasting'', then the Anathema may cast spells listed in that form’s spell list while in that form. They may not cast Druid spells while in that form, unless they possess the ‘Beast Spells’ feature.<br />
* If the chosen form possesses a feature which mimics the effects of a spell, the Anathema may use that feature by expending a spell slot of equivalent spell level to the feature being used. <br />
:''Example1: a Red Dragon's 'Breath Weapon' is similar to the 3rd level spell Cone of Cold, when that spell is cast at higher levels for more damage.''<br />
:''Example2: an Orchard Jelli's power to 'Split' is similar to the 3rd level spell Conjure Animals used to summon a single CR2 creature.''<br />
* If the chosen form possesses one of the following abilities, those abilities are not gained by the Anathema: ''Legendary Actions, Legendary Resistance, Magic Resistance, Rejuvenation, Regeneration, Telepathy''(any)<br />
<br />
===Un-natural Dominion===<br />
Beginning at level 6, the Anathema is considered to have ''Dominion'' over the type of creature they chose at level 2. Any spell the Anathema casts which would normally target Beasts or Plants may also target these creatures.<br />
<br />
Additionally, when casting the ''Conjure Animals'' spell, the Anathema may choose to summon creatures of their Un-natural Dominion rather than Beasts.<br />
<br />
===Varied Interests===<br />
At 10th level, the Anathema adds ''Enthrall'', ''Flesh to Stone'', ''Regenerate'' and 2 other spells of their choice to their spell list. <br />
<br />
===Inured of Blasphemy===<br />
By 14th level, the Druid of Anathema has grown quite comfortable with their sin. Likewise, those they have aligned themselves with have grown to view the Anathema a their 'natural' representative and protector in the world.<br />
The Anathema gains one of the following benefits, based on their ''Un-natural Dominion'':<br />
* Aberrations: You gain Immunity to the charmed and confused conditions.<br />
* Celestials: Add ''Conjure Celestial'' to your spell list. Immunity to Radiant damage.<br />
* Constructs: You are always considered two steps less fatigued than you actually are.<br />
* Elementals: You are considered native to any Plane you visit and suffer none of the normal environmental hazards of planar travel (do not take fire damage from being on the plane of fire [though you would take fire damage from other sources], and do not need to breath when on the elemental plane of water, etc).<br />
* Fiends: Add ''Conjure Fiend'' to your spell list. Immunity to the frightened condition, and all magical effects involving fear.<br />
* Monstrosities: You gain Resistance to Poison damage and Immunity to the Poisoned condition.<br />
* Dragons: You gain Immunity to 1 Element of your choice or resistance to 2 Elements of your choice.<br />
* Oozes: You gain Immunity to the Paralyzed and Stunned conditions.<br />
* Undead: Mindless undead view you as one of their own kind and will not attack you unless commanded to do so. You have advantage on all saves vs Disease.<br />
<br />
===True Monster===<br />
At 20th level, the Anathema may use their Aberrant Wild Shape ability to assume the form of a creature of one of the types chosen in their Un-natural Dominion, up to 2 times, '''without expending a spell slot'''. The Anathema may not assume the form of a creature of CR greater than 10 using this ability. The Anathema regains all uses of this power when they complete a long rest.<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category: druid ]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Circle_of_Anathema,_Variant_(5e_Subclass)&diff=1318910Circle of Anathema, Variant (5e Subclass)2020-04-14T22:37:17Z<p>Entropicscholar: /* Aberrant Wild Shape */</p>
<hr />
<div><br />
== Druid of Anathema 2.0 (Druid Circle)==<br />
''The so called 'Urban Druid', planar druids, druids of plague and desolation...''<br />
<br />
''Rejected by their Circle, hated by all druid kind, most would assume nature itself would reject the corruption these souls represent. Some whisper that they do not truly worship nature, as they once did, but study it, bending the 'natural' forces of the world to their un-natural will.''<br />
<br />
''Moving grossly contrary to their vows, living in cities, or consorting with the defiled, the Anathema can expect to be hunted, or in the very, very most lenient cases, ignored by their kin. It is not so much that these druids have abandoned their devotion to nature—for that, a transgressor can sometimes be pardoned (on condition of exile)—but rather, that they have warped their supposed devotion into something truly abominable.''<br />
<br />
''Many of the Anathema claim they have done nothing wrong. Few listen.''<br />
<br />
<br />
===Outcast===<br />
Driven from the places they once called home, the Anathema must learn to make their own way.<br />
<br />
At level 2, an Anathema learns the ''Thaumaturgy'' cantrip, and gains proficiency in their choice of one of the following skills: Deception, Persuasion, Stealth.<br />
<br />
The Anathema must also choose a single creature type from the following list, and will generally represent that type of creature in the world.<br />
::: Aberrations, Celestials, Constructs, Elementals, Fiends, Monstrosities, Dragons, Oozes, Undead.<br />
<br />
===Aberrant Wild Shape===<br />
A Druid of Anathema of 2nd level or higher may expend a 1st level or higher spell slot when activating their Wild Shape ability. If they do so, the Anathema's Wild Shape is altered in the following ways:<br />
* The Anathema may assume the form of any creature of the Beast type, or of the creature type which they chose in their Outcast feature.<br />
* Your attacks while in wild shape count as magical, for purposes of overcoming resistance and immunity to non-magical attacks.<br />
* The maximum CR of the form assumed is equal to the level of the spell slot expended.<br />
* The anathema may not speak or cast spells, unless the chosen form possessed those abilities. If the chosen form possesses the features ''Spellcasting'', or ''Innate Spellcasting'', then the Anathema may cast spells listed in that form’s spell list while in that form. They may not cast Druid spells while in that form, unless they possess the ‘Beast Spells’ feature.<br />
* If the chosen form possesses a feature which mimics the effects of a spell, the Anathema may use that feature by expending a spell slot of equivalent spell level to the feature being used. <br />
:''Example1: a Red Dragon's 'Breath Weapon' is similar to the 3rd level spell Cone of Cold, when that spell is cast at higher levels for more damage.''<br />
:''Example2: an Orchard Jelli's power to 'Split' is similar to the 3rd level spell Conjure Animals used to summon a single CR2 creature.''<br />
* If the chosen form possesses one of the following abilities, those abilities are not gained by the Anathema: ''Legendary Actions, Legendary Resistance, Magic Resistance, Rejuvenation, Regeneration, Telepathy''(any)<br />
<br />
===Un-natural Dominion===<br />
Beginning at level 6, the Anathema is considered to have ''Dominion'' over the type of creature they chose at level 2. Any spell the Anathema casts which would normally target Beasts or Plants may also target these creatures.<br />
<br />
Additionally, when casting the ''Conjure Animals'' spell, the Anathema may choose to summon creatures of their Un-natural Dominion rather than Beasts.<br />
<br />
===Varied Interests===<br />
At 10th level, the Anathema adds ''Enthrall'', ''Flesh to Stone'', ''Regenerate'' and 2 other spells of their choice to their spell list. <br />
<br />
===Inured of Blasphemy===<br />
By 14th level, the Druid of Anathema has grown quite comfortable with their sin. Likewise, those they have aligned themselves with have grown to view the Anathema a their 'natural' representative and protector in the world.<br />
The Anathema gains one of the following benefits, based on their ''Un-natural Dominion'':<br />
* Aberrations: You gain Immunity to the charmed and confused conditions.<br />
* Celestials: Add ''Conjure Celestial'' to your spell list. Immunity to Radiant damage.<br />
* Constructs: You are always considered two steps less fatigued than you actually are.<br />
* Elementals: You are considered native to any Plane you visit and suffer none of the normal environmental hazards of planar travel (do not take fire damage from being on the plane of fire [though you would take fire damage from other sources], and do not need to breath when on the elemental plane of water, etc).<br />
* Fiends: Add ''Conjure Fiend'' to your spell list. Immunity to the frightened condition, and all magical effects involving fear.<br />
* Monstrosities: You gain Resistance to Poison damage and Immunity to the Poisoned condition.<br />
* Dragons: You gain Immunity to 1 Element of your choice or resistance to 2 Elements of your choice.<br />
* Oozes: You gain Immunity to the Paralyzed and Stunned conditions.<br />
* Undead: Mindless undead view you as one of their own kind and will not attack you unless commanded to do so. You have advantage on all saves vs Disease.<br />
<br />
===True Monster===<br />
At 20th level, the Anathema may use their Aberrant Wild Shape ability to assume the form of a creature of one of the types chosen in their Un-natural Dominion, '''without expending a spell slot'''. The Anathema may not assume the form of a creature of CR greater than 10 using this ability, and may use this ability up to 3 times before completing a Long Rest.<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category: druid ]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Circle_of_Anathema,_Variant_(5e_Subclass)&diff=1318906Circle of Anathema, Variant (5e Subclass)2020-04-14T22:32:14Z<p>Entropicscholar: Created page with " == Druid of Anathema 2.0 (Druid Circle)== ''The so called 'Urban Druid', planar druids, druids of plague and desolation...'' ''Rejected by their Circle, hated by all druid k..."</p>
<hr />
<div><br />
== Druid of Anathema 2.0 (Druid Circle)==<br />
''The so called 'Urban Druid', planar druids, druids of plague and desolation...''<br />
<br />
''Rejected by their Circle, hated by all druid kind, most would assume nature itself would reject the corruption these souls represent. Some whisper that they do not truly worship nature, as they once did, but study it, bending the 'natural' forces of the world to their un-natural will.''<br />
<br />
''Moving grossly contrary to their vows, living in cities, or consorting with the defiled, the Anathema can expect to be hunted, or in the very, very most lenient cases, ignored by their kin. It is not so much that these druids have abandoned their devotion to nature—for that, a transgressor can sometimes be pardoned (on condition of exile)—but rather, that they have warped their supposed devotion into something truly abominable.''<br />
<br />
''Many of the Anathema claim they have done nothing wrong. Few listen.''<br />
<br />
<br />
===Outcast===<br />
Driven from the places they once called home, the Anathema must learn to make their own way.<br />
<br />
At level 2, an Anathema learns the ''Thaumaturgy'' cantrip, and gains proficiency in their choice of one of the following skills: Deception, Persuasion, Stealth.<br />
<br />
The Anathema must also choose a single creature type from the following list, and will generally represent that type of creature in the world.<br />
::: Aberrations, Celestials, Constructs, Elementals, Fiends, Monstrosities, Dragons, Oozes, Undead.<br />
<br />
===Aberrant Wild Shape===<br />
A Druid of Anathema of 2nd level or higher may expend a 1st level or higher spell slot when activating their Wild Shape ability. If they do so, the Anathema's Wild Shape is altered in the following ways:<br />
* The Anathema may assume the form of any creature of the Beast type, or of the creature type which they chose in their Outcast feature.<br />
* Your attacks while in wild shape count as magical, for purposes of overcoming resistance and immunity to non-magical attacks.<br />
* The maximum CR of the form assumed is equal to the level of the spell slot expended.<br />
The anathema may not speak or cast spells, unless the chosen form possessed those abilities. If the chosen form possesses the features ''Spellcasting'', or ''Innate Spellcasting'', then the Anathema may cast spells listed in that form’s spell list while in that form. They may not cast Druid spells while in that form, unless they possess the ‘Beast Spells’ feature.<br />
If the chosen form possesses a feature which mimics the effects of a spell, the Anathema may use that feature by expending a spell slot of equivalent spell level to the feature being used. <br />
:''Example1: a Red Dragon's 'Breath Weapon' is similar to the 3rd level spell Cone of Cold, when that spell is cast at higher levels for more damage.''<br />
:''Example2: an Orchard Jelli's power to 'Split' is similar to the 3rd level spell Conjure Animals used to summon a single CR2 creature.''<br />
If the chosen form possesses one of the following abilities, those abilities are not gained by the Anathema: ''Legendary Actions, Legendary Resistance, Magic Resistance, Rejuvenation, Regeneration, Telepathy''(any)<br />
<br />
===Un-natural Dominion===<br />
Beginning at level 6, the Anathema is considered to have ''Dominion'' over the type of creature they chose at level 2. Any spell the Anathema casts which would normally target Beasts or Plants may also target these creatures.<br />
<br />
Additionally, when casting the ''Conjure Animals'' spell, the Anathema may choose to summon creatures of their Un-natural Dominion rather than Beasts.<br />
<br />
===Varied Interests===<br />
At 10th level, the Anathema adds ''Enthrall'', ''Flesh to Stone'', ''Regenerate'' and 2 other spells of their choice to their spell list. <br />
<br />
===Inured of Blasphemy===<br />
By 14th level, the Druid of Anathema has grown quite comfortable with their sin. Likewise, those they have aligned themselves with have grown to view the Anathema a their 'natural' representative and protector in the world.<br />
The Anathema gains one of the following benefits, based on their ''Un-natural Dominion'':<br />
* Aberrations: You gain Immunity to the charmed and confused conditions.<br />
* Celestials: Add ''Conjure Celestial'' to your spell list. Immunity to Radiant damage.<br />
* Constructs: You are always considered two steps less fatigued than you actually are.<br />
* Elementals: You are considered native to any Plane you visit and suffer none of the normal environmental hazards of planar travel (do not take fire damage from being on the plane of fire [though you would take fire damage from other sources], and do not need to breath when on the elemental plane of water, etc).<br />
* Fiends: Add ''Conjure Fiend'' to your spell list. Immunity to the frightened condition, and all magical effects involving fear.<br />
* Monstrosities: You gain Resistance to Poison damage and Immunity to the Poisoned condition.<br />
* Dragons: You gain Immunity to 1 Element of your choice or resistance to 2 Elements of your choice.<br />
* Oozes: You gain Immunity to the Paralyzed and Stunned conditions.<br />
* Undead: Mindless undead view you as one of their own kind and will not attack you unless commanded to do so. You have advantage on all saves vs Disease.<br />
<br />
===True Monster===<br />
At 20th level, the Anathema may use their Aberrant Wild Shape ability to assume the form of a creature of one of the types chosen in their Un-natural Dominion, '''without expending a spell slot'''. The Anathema may not assume the form of a creature of CR greater than 10 using this ability, and may use this ability up to 3 times before completing a Long Rest.<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category: druid ]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Circle_of_Anathema_(5e_Subclass)&diff=1191726Circle of Anathema (5e Subclass)2019-07-08T00:10:45Z<p>Entropicscholar: /* Outcast */</p>
<hr />
<div><br />
== Druid of Anathema (Druid Circle)==<br />
''The so called 'Urban Druid', planar druids, druids of plague and desolation...''<br />
<br />
''Rejected by their Circle, hated by all druid kind, most would assume nature itself would reject the corruption these souls represent. Some whisper that they do not truly worship nature, as they once did, but study it, bending the 'natural' forces of the world to their un-natural will.''<br />
<br />
''Moving grossly contrary to their vows, living in cities, or consorting with the defiled, the Anathema can expect to be hunted, or in the very, very most lenient cases, ignored by their kin. It is not so much that these druids have abandoned their devotion to nature—for that, a transgressor can sometimes be pardoned (on condition of exile)—but rather, that they have warped their supposed devotion into something truly abominable.''<br />
<br />
''Many of the Anathema claim they have done nothing wrong. Few listen.''<br />
<br />
<br />
===Outcast===<br />
Driven from the places they once called home, the Anathema must learn to make their own way.<br />
<br />
At level 2, an Anathema learns the ''Thaumaturgy'' cantrip, and gains proficiency in their choice of one of the following skills: Deception, Persuasion, Stealth.<br />
<br />
===Un-natural Dominion===<br />
Beginning at level 2, each Druid of Anathema chooses, consciously or unconsciously, an un-natural faction with which they sympathize. Though many factions exist, the most common are 'Urban', 'Planar', and 'Desolation'. The specific faction chosen by any given Anathema, however, is represented by their choice of two creature types from the following list:<br />
::: Aberrations, Celestials, Constructs, Elementals, Fiends, Monstrosities, Dragons, Oozes, Undead.<br />
<br />
The Anathema is considered to have ''Dominion'' over the chosen types of creature. Any spell the Anathema casts which would normally target Beasts may also target these creatures.<br />
<br />
Additionally, when casting the ''Conjure Animals'' spell, the Anathema may choose to summon creatures of their Un-natural Dominion rather than Beasts.<br />
<br />
===Aberrant Wild Shape===<br />
A Druid of Anathema of 6th level or higher may expend a 1st level or higher spell slot when activating their Wild Shape ability. If they do so, the Anathema's Wild Shape is altered in the following ways:<br />
* The Anathema may assume the form of any creature of the Beast type, or either of the creature types whom they have chosen ''Dominion'' over.<br />
* Your attacks while in wild shape count as magical, for purposes of overcoming resistance and immunity to non-magical attacks.<br />
* The maximum CR of the form assumed is equal to the level of the spell slot expended.<br />
* If the chosen form can speak, the Anathema may speak while in that form.<br />
* If the chosen form possesses the features ''Spellcasting'', or ''Innate Spellcasting'', then Anathema may cast spells while in that form.<br />
* If the chosen form possesses a feature which mimics the effects of a spell, the Anathema may use that feature by expending a spell slot of equivalent spell level to the feature being used. <br />
:''Example1: a Red Dragon's 'Breath Weapon' is similar to the 3rd level spell Cone of Cold, when that spell is cast at higher levels for more damage.''<br />
:''Example2: an Orchard Jelli's power to 'Split' is similar to the 3rd level spell Conjure Animals used to summon a single CR2 creature.''<br />
* If the chosen form possesses one of the following abilities, those abilities are not gained by the Anathema: ''Legendary Actions, Legendary Resistance, Magic Resistance, Rejuvenation, Regeneration, Telepathy''(any).<br />
<br />
===Command of Earth===<br />
As an action, an Anathema of 10th level may target one creature whom he or she can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, the target must obey the Anathema's commands for the next 1 hour. A creature whose challenge rating is equal to or greater than half the Anathema's level is immune to this effect.<br />
Once the Anathema has used this ability 3 times, they may not do so again until they have completed a long or a short rest.<br />
<br />
Additionally, add ''Enthrall'', ''Compulsion'', ''Flesh to Stone'' and ''Regenerate'' to your spell list.<br />
<br />
===Inured of Blasphemy===<br />
By 14th level, the Druid of Anathema has grown quite comfortable with their sin. Likewise, those they have aligned themselves with have grown to view the Anathema a their 'natural' representative and protector in the world.<br />
The Anathema gains two of the following benefits, based on their ''Un-natural Dominion'':<br />
* Aberrations: You gain Immunity to the charmed and confused conditions.<br />
* Celestials: Add ''Conjure Celestial'' to your spell list. Immunity to Radiant damage.<br />
* Constructs: You are always considered two steps less fatigued than you actually are.<br />
* Elementals: You are considered native to any Plane you visit and suffer none of the normal environmental hazards of planar travel (do not take fire damage from being on the plane of fire [though you would take fire damage from other sources], and do not need to breath when on the elemental plane of water, etc).<br />
* Fiends: Add ''Conjure Fiend'' to your spell list. Immunity to the frightened condition, and all magical effects involving fear.<br />
* Monstrosities: You gain Resistance to Poison damage and Immunity to the Poisoned condition.<br />
* Dragons: You gain Immunity to 1 Element of your choice or resistance to 2 Elements of your choice.<br />
* Oozes: You gain Immunity to the Paralyzed and Stunned conditions.<br />
* Undead: Mindless undead view you as one of their own kind and will not attack you unless commanded to do so. You have advantage on all saves vs Disease.<br />
<br />
===True Monster===<br />
At 20th level, the Anathema may use their Aberrant Wild Shape ability to assume the form of a creature of one of the types chosen in their Un-natural Dominion, '''without expending a spell slot'''. The Anathema may not assume the form of a creature of CR greater than 10 using this ability, and may use this ability up to 3 times before completing a Long Rest.<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category: druid ]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Circle_of_Anathema_(5e_Subclass)&diff=1191718Circle of Anathema (5e Subclass)2019-07-08T00:04:58Z<p>Entropicscholar: /* Aberrant Wild Shape */</p>
<hr />
<div><br />
== Druid of Anathema (Druid Circle)==<br />
''The so called 'Urban Druid', planar druids, druids of plague and desolation...''<br />
<br />
''Rejected by their Circle, hated by all druid kind, most would assume nature itself would reject the corruption these souls represent. Some whisper that they do not truly worship nature, as they once did, but study it, bending the 'natural' forces of the world to their un-natural will.''<br />
<br />
''Moving grossly contrary to their vows, living in cities, or consorting with the defiled, the Anathema can expect to be hunted, or in the very, very most lenient cases, ignored by their kin. It is not so much that these druids have abandoned their devotion to nature—for that, a transgressor can sometimes be pardoned (on condition of exile)—but rather, that they have warped their supposed devotion into something truly abominable.''<br />
<br />
''Many of the Anathema claim they have done nothing wrong. Few listen.''<br />
<br />
<br />
===Outcast===<br />
Driven from the places they once called home, Anathema druids must learn to make their own way.<br />
<br />
At level 2, an Anathema learns the ''Thaumaturgy'' cantrip, and gains proficiency in their choice of one of the following skills: Deception, Persuasion, Stealth.<br />
<br />
===Un-natural Dominion===<br />
Beginning at level 2, each Druid of Anathema chooses, consciously or unconsciously, an un-natural faction with which they sympathize. Though many factions exist, the most common are 'Urban', 'Planar', and 'Desolation'. The specific faction chosen by any given Anathema, however, is represented by their choice of two creature types from the following list:<br />
::: Aberrations, Celestials, Constructs, Elementals, Fiends, Monstrosities, Dragons, Oozes, Undead.<br />
<br />
The Anathema is considered to have ''Dominion'' over the chosen types of creature. Any spell the Anathema casts which would normally target Beasts may also target these creatures.<br />
<br />
Additionally, when casting the ''Conjure Animals'' spell, the Anathema may choose to summon creatures of their Un-natural Dominion rather than Beasts.<br />
<br />
===Aberrant Wild Shape===<br />
A Druid of Anathema of 6th level or higher may expend a 1st level or higher spell slot when activating their Wild Shape ability. If they do so, the Anathema's Wild Shape is altered in the following ways:<br />
* The Anathema may assume the form of any creature of the Beast type, or either of the creature types whom they have chosen ''Dominion'' over.<br />
* Your attacks while in wild shape count as magical, for purposes of overcoming resistance and immunity to non-magical attacks.<br />
* The maximum CR of the form assumed is equal to the level of the spell slot expended.<br />
* If the chosen form can speak, the Anathema may speak while in that form.<br />
* If the chosen form possesses the features ''Spellcasting'', or ''Innate Spellcasting'', then Anathema may cast spells while in that form.<br />
* If the chosen form possesses a feature which mimics the effects of a spell, the Anathema may use that feature by expending a spell slot of equivalent spell level to the feature being used. <br />
:''Example1: a Red Dragon's 'Breath Weapon' is similar to the 3rd level spell Cone of Cold, when that spell is cast at higher levels for more damage.''<br />
:''Example2: an Orchard Jelli's power to 'Split' is similar to the 3rd level spell Conjure Animals used to summon a single CR2 creature.''<br />
* If the chosen form possesses one of the following abilities, those abilities are not gained by the Anathema: ''Legendary Actions, Legendary Resistance, Magic Resistance, Rejuvenation, Regeneration, Telepathy''(any).<br />
<br />
===Command of Earth===<br />
As an action, an Anathema of 10th level may target one creature whom he or she can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, the target must obey the Anathema's commands for the next 1 hour. A creature whose challenge rating is equal to or greater than half the Anathema's level is immune to this effect.<br />
Once the Anathema has used this ability 3 times, they may not do so again until they have completed a long or a short rest.<br />
<br />
Additionally, add ''Enthrall'', ''Compulsion'', ''Flesh to Stone'' and ''Regenerate'' to your spell list.<br />
<br />
===Inured of Blasphemy===<br />
By 14th level, the Druid of Anathema has grown quite comfortable with their sin. Likewise, those they have aligned themselves with have grown to view the Anathema a their 'natural' representative and protector in the world.<br />
The Anathema gains two of the following benefits, based on their ''Un-natural Dominion'':<br />
* Aberrations: You gain Immunity to the charmed and confused conditions.<br />
* Celestials: Add ''Conjure Celestial'' to your spell list. Immunity to Radiant damage.<br />
* Constructs: You are always considered two steps less fatigued than you actually are.<br />
* Elementals: You are considered native to any Plane you visit and suffer none of the normal environmental hazards of planar travel (do not take fire damage from being on the plane of fire [though you would take fire damage from other sources], and do not need to breath when on the elemental plane of water, etc).<br />
* Fiends: Add ''Conjure Fiend'' to your spell list. Immunity to the frightened condition, and all magical effects involving fear.<br />
* Monstrosities: You gain Resistance to Poison damage and Immunity to the Poisoned condition.<br />
* Dragons: You gain Immunity to 1 Element of your choice or resistance to 2 Elements of your choice.<br />
* Oozes: You gain Immunity to the Paralyzed and Stunned conditions.<br />
* Undead: Mindless undead view you as one of their own kind and will not attack you unless commanded to do so. You have advantage on all saves vs Disease.<br />
<br />
===True Monster===<br />
At 20th level, the Anathema may use their Aberrant Wild Shape ability to assume the form of a creature of one of the types chosen in their Un-natural Dominion, '''without expending a spell slot'''. The Anathema may not assume the form of a creature of CR greater than 10 using this ability, and may use this ability up to 3 times before completing a Long Rest.<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category: druid ]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Eldritch_Bomb_(5e_Class_Feature)&diff=1187925Eldritch Bomb (5e Class Feature)2019-06-26T03:25:19Z<p>Entropicscholar: /* Eldritch Bomb */</p>
<hr />
<div>===Eldritch Bomb===<br />
A {{5e|Warlock}} can gain Eldritch Bomb instead of another {{5e|Warlock#Eldritch Evocation|eldritch invocation}}.<br />
<br />
When you cast ''{{5e|Eldritch Blast}}'', you can choose to form an explosive sphere instead of a beam. When you cast the cantip in this way, the blast flashes from your finger to a point in range that you can see. At that point, it takes the form of a 20-foot diameter, spherical, explosion of force. Creatures in this sphere must make a {{5a|dex}} saving throw, taking 1d10 force damage for each beam of ''{{5e|Eldritch Blast}}'' that you are able to cast on a success and half as much on a failure.<br />
<br />
----<br />
{{5e Class Features Breadcrumb}}<br />
[[Category:Warlock]]<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Class Feature]]<br />
[[Category:Invocation]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=The_Spirit_Sharer_(5e_Subclass)&diff=1187808The Spirit Sharer (5e Subclass)2019-06-25T17:28:04Z<p>Entropicscholar: Switching the Patronary Flux and Pact Augmentation abilities</p>
<hr />
<div><br />
== Spirits Less Departed (Warlock Patron)==<br />
<br />
''Upon death, the spirits of many men, and women, find themselves unable—or more often unwilling—to move on. While the strongest of these can eventually assert themselves as ghosts, the rest simply remain... most fleeing to their final rest within only a few days. Whatever their motivations; a task undone, a secret begging to be revealed, or merely fear of the unknown next life, those who do not move on usually find themselves too weak to interact with the world they crave to remain a part of. Most cannot even perceive the world of living without aid.''<br />
<br />
''These forsaken souls are your Patron.''<br />
<br />
''By opening your soul to them, you provide them a way to do what they never could on their own: live. Though, slowly, these spirits consume the warlock from within, they gladly offer their cumulative knowledge and power. Those who master these self-damned beings often find themselves forsaken by the gods themselves, a punishment for claiming the souls that should have been theirs. ''<br />
<br />
<br />
===Expanded Spells List===<br />
The spirits of the departed, by majority, are not spellcasters, as such, you do not gain an expanded spell list<br />
<br />
===Patronary Flux===<br />
''The many spirits that grant you your power are always changing—coming and going as the individual spirits reach peace, annihilation, or otherwise. This constant Flux allows you to constantly alter the benefits you receive from them.''<br />
<br />
Each time you complete a long rest, you may choose a single benefit from the following list:<br />
* Gain access to a single Warlock invocation which does not have a level requirement. <br />
* Gain access to a single Warlock invocation whose requirements you meet, AND which has a '''Pact Boon''' as a prerequisite.<br />
* If you have the '''Pact Boon''' ability, lose access to your current Pact Boon, and gain access to a different one. Even if you subsequently select the same '''Pact Boon''', you may choose to select different benefits, as would normally be allowed. In addition to the normally available Pact Boons, you may also choose following option:<br />
::'''Pact of Possession:''' ''your body is warped to match the appearance of the spirits which possess you.'' Up to once per short rest, you may change the form of your body as per the ''Alter Self'' spell, with the following changes. The duration of is permanent, until the Pact of Possession ends, and does not require concentration. If you choose the 'Change Appearance' option you may change your appearance only once per short rest, and cannot mimic the exact appearance of another living creature.<br />
<br />
These benefits last only until you make a new selection at the end of a long rest.<br />
<br />
===Pact Augmentation===<br />
At 6th level, you are able to improve your connection to the spirits which bolster you. Any time you complete a long rest or a short rest you may choose one of the following benefits to apply until you complete another long or short rest.<br />
<br />
* Continuous benefit of the ''Enhance Attribute'' spell, targeting yourself only.<br />
* You may cast ''Speak With Dead'' at will, without expending a spell slot.<br />
* Continuous benefit of the ''produce flame'' spell. The flame may be passed from one hand to another, but will ignite any flammable material that hand touches. If lost or extinguished, the flame will return to the hand it most recently occupied.<br />
* Gain access to a Warlock Invocation, as per your '''Patronary Flux''' ability.<br />
<br />
===Mind of Many (I am Legion) ===<br />
Beginning at 10th level, your mind has been suffused so long with the whispered desires and never-ending demands and mad rantings of your patrons that you have become inured to most any kind of mental manipulation.<br />
<br />
You gain immunity to all charm, and compulsion effects. If a mental link would be established between yourself and the caster of such an ability the link still occurs, though you are not forced to obey any orders.<br />
<br />
If you are ever subject to possession by a fiend or outside spirit, the spirit is trapped, unable to leave unless you will it, and unable to use any of its other abilities unless you will it (you do not gain the use of these abilities, but merely inhibit the possessing spirit from doing so.)<br />
<br />
===Vessel of Souls===<br />
Beginning at level 14, you gain a second instance of your '''Pact Boon'''. This additional '''Pact Boon''' need not match your other, and may be changed each time you complete a long rest, as per your '''Patronary Flux''' feature. <br />
<br />
In the event two instances of the same ''Pact Boon'' are selected, the effects compound, with the following results:<br />
* '''Pact of the Chain:''' you gain a second familiar. It need not be the same type as the first.<br />
* '''Pact of the Blade:''' you may gain a second weapon, a suit of armor or shield, with proficiency as appropriate.<br />
* '''Pact of the Tome:''' The two Tomes you receive are independent, each with its own set of spells. During any turn you cast a cantrip using your action, you may cast a second cantrip using your bonus action (but not the same cantrip twice).<br />
* '''Pact of Possession:''' you may change your form, as an action at will.<br />
<br />
Finally, you gain resistance to Psychic damage and advantage on saves against fear.<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Warlock]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1122430Artificer, 2nd Variant (5e Class)2019-01-08T22:24:49Z<p>Entropicscholar: </p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=Infusions(4)<br />
|classfeatures11=Improved Infusion<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=Infusions(5)<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(6)<br />
|classfeatures19=Natural Attunement<br />
|classfeatures20=Layered Enhancement<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a spell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table. Any time the artificer is noted as learning a new infusion, they may choose instead to learn the next level of effect of an infusion they already know.<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it.<br />
<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
<br />
::'''Mending:'''<br />
The artificer produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or wields the item.<br />
<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
:This infusion may be learned up to twice.<br />
:The second time it is learned, the infusion may be used as a bonus action. Additionally, the artificer may add their proficiency bonus on the intelligence check.<br />
<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green ''flame blade'' is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
<br />
::'''Spell Bomber'''<br />
The Artificer may choose to intentionally craft a spell or item incorrectly, causing it to explode. The item created by this infusion acts as a thrown weapon with a range of 30 feet. on impact, all creatures in a 5 foot radius must make a reflex save or take 2d4 force damage.<br />
<br />
For each spell slot used above 1st, the artificer may either produce an additional bomb, or increase the damage of dealt by 2d4, for all of the bombs produced.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
:This Infusion may be learned up to three times.<br />
:The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 7 magic items attuned at a given time.<br />
:The third time it is learned, the artificer may attune to items instantly, and is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
::'''Item of Spell Storing'''<br />
This infusion may not be learned at level one.<br />
<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
:This infusion may be learned up to twice. The second time it is learned, the artificer must choose between 2 variants:<br />
:''spell absorbing item'' - once the artificer infuses the item to absorb a spell, the next spell cast on it within 10 minutes (rather than 1 minute) is automatically absorbed, as though the caster intended to cast the spell into the item. For example, a shield could be infused this way, and used to block a ''lightning bolt'' spell, and later re-cast it.<br />
:''efficient spell storing'' - The stored spell must use a spell slot equal to or lower than half the artificer's artificer level (rather than the level of the spell slot used by the artificer for the infusion).<br />
<br />
::'''Restore Charges'''<br />
This infusion may not be learned at level one.<br />
<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost counted as progress towards the completion of one or more items the Artificer is currently crafting.<br />
<br />
==== Improved Infusion ====<br />
At 10th level, The Artificer selects an infusion he/she already knows, which is able to be learned multiple times, and learns that infusion an additional time. <br />
<br />
If the Artificer knows no infusions which are able to be learned additional times, he learns a new infusion which can be.<br />
<br />
====Natural Attunement====<br />
At 18th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer learns the ''Improved Attunement'' infusion, or advances it to the next rank of effectiveness if he already has it. Alternatively, the artificer may learn a different infusion, if they already possess rank 3 of ''Inproved Attunement''.<br />
<br />
====Layered Enhancement====<br />
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Legendary Flask'''<br />
<br />
Up to once per long rest, as an action, the Alchemist may produce a concoction of legendary benefit or disaster. He may produce any of the following 4 potions. If the Legendary Flask is not used within 1 minute of its creation, it is wasted:<br />
*Sovereign Glue<br />
*Universal Solvent<br />
*Mutagen: Drinker is effected as though ''Tenser's Transformation'' and ''Alter Self'' were cast on them. The effects of both spells last for 10 minutes.<br />
*Bottled Ooze: may be thrown up to 30 feet to produce 1d6-1 creatures of the same type, from the following list—Gibbering Mouther, Gelatinous Cube, Orchard Jelly, Fungus (Gas Spore). The produced creature(s) are indifferent to you and each attacks the nearest creature (friend or foe) which was not created by this effect. There is a 10% chance that the produced creatures are permanent, otherwise they dissolve away (die) after 10 minutes.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the Alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast ''Polymorph Any Object''.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change/removal)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer of 9th level may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Spell Storing'''<br />
<br />
At 9th level, the Spellwright learns one of the following infusions of their choice: ''Emergency Scroll, Bonded Spell, Item of Spell Storing'', or ''Restore Charges''.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
The Spellwright may have a maximum of 3 Contingent Spells crafted at any given time.<br />
====Uncommon Traditions====<br />
Various other schools of thought exist among the ranks of artificers. If you would like to add additional subclass options, please create a seperate page, and insert a web link in this section.<br />
<br />
[[Tradition of the Construct Master]]<br />
<br />
[[Tradition of the Fleshwarper]]<br />
<br />
[[Gunsmith]]<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Talk:Artificer,_2nd_Variant_(5e_Class)&diff=1122426Talk:Artificer, 2nd Variant (5e Class)2019-01-08T21:57:07Z<p>Entropicscholar: </p>
<hr />
<div>====Honorable Mention====<br />
Taking a moment to recognize others working on the general 5th edition Artificer idea. The [[True Artificer (5e Class)]] is an extremely good one. It actually came from other people editing THIS class, and going beyond what I thought were their rights on what to change and what not to. Despite that, the end result is very good. If you like what you see in this class, but find it lacking in some respect, the [[True Artificer (5e Class)]] among the very best iterations among home brew Artificer Classes, and is my first recommendation to you. <br />
==Older Notes Have Been Removed==<br />
Because of the extensive changes being done right now, I'm removing all old notes on the discussion page. If you have been following this page, I appologise, but any new people who compaired the old notes to the current page might be a bit confused.<br />
--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 15:24, 4 August 2018 (MDT)<br />
==comparing Artificer to other Classes==<br />
The Artificer, as shown here has a progression of class features similar to the Warlock, and to the Rogue (at least that is the intent), though the role in a party may be seen as more similar to a cleric or bard, due to the support and utility focus of many effects.<br />
*The Battlesmith Tradition lends itself to front lines combat<br />
*The Alchemist pours itself even more towards utility, even providing a bit of healing<br />
*The Spellwright can go toe to toe with many full casters for spell output, at least for a little while.<br />
--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 15:24, 4 August 2018 (MDT)<br />
==Requested Feedback: Infusions==<br />
Infusions, in 3rd edition, were the artificer's replacement for spells. In the current iteration of this home brew, however, they are somewhere between spells, specific class features, and Warlock invocations. The selection of 2 invocations at level 1, and then a limited selection as you progress is meant to differentiate artificers strongly from one another, while also providing several of the iconic powers an artificer is meant to have.<br />
<br />
Bonded Spell, for example, can be used to create instant, temporary magic items. Emergency Scroll can be used to pull out any spell you need in a pinch, and of course the ever demanded Improved Attunement is in this section as well. Some Infusions are meant to be able to progress by buying better versions of them at later levels, and some are more static.<br />
<br />
My question is, do they seem at around the right power? are some clearly stronger than others? Also, one consequence of infusions, is that powers granted by them really are not available to be granted by a class feature all artificers have. Are there some abilities that should explicitly be given to everyone? or features that, while strong and iconic, could be limited to an infusion? Mechanical companions, for example are an infusion I have toyed around with but have not yet included. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 14:57, 8 January 2019 (MST)</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1122425Artificer, 2nd Variant (5e Class)2019-01-08T21:56:28Z<p>Entropicscholar: Magic Duplicates and Natural Attunement were powers already available as Infusions</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=Infusions(4)<br />
|classfeatures11=Improved Infusion<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=Infusions(5)<br />
|classfeatures15=<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(6)<br />
|classfeatures19=Natural Attunement<br />
|classfeatures20=Layered Enhancement<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a spell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table. Any time the artificer is noted as learning a new infusion, they may choose instead to learn the next level of effect of an infusion they already know.<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it.<br />
<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
<br />
::'''Mending:'''<br />
The artificer produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or wields the item.<br />
<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
:This infusion may be learned up to twice.<br />
:The second time it is learned, the infusion may be used as a bonus action. Additionally, the artificer may add their proficiency bonus on the intelligence check.<br />
<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green ''flame blade'' is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
<br />
::'''Spell Bomber'''<br />
The Artificer may choose to intentionally craft a spell or item incorrectly, causing it to explode. The item created by this infusion acts as a thrown weapon with a range of 30 feet. on impact, all creatures in a 5 foot radius must make a reflex save or take 2d4 force damage.<br />
<br />
For each spell slot used above 1st, the artificer may either produce an additional bomb, or increase the damage of dealt by 2d4, for all of the bombs produced.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
:This Infusion may be learned up to three times.<br />
:The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 7 magic items attuned at a given time.<br />
:The third time it is learned, the artificer may attune to items instantly, and is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
::'''Item of Spell Storing'''<br />
This infusion may not be learned at level one.<br />
<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
:This infusion may be learned up to twice. The second time it is learned, the artificer must choose between 2 variants:<br />
:''spell absorbing item'' - once the artificer infuses the item to absorb a spell, the next spell cast on it within 10 minutes (rather than 1 minute) is automatically absorbed, as though the caster intended to cast the spell into the item. For example, a shield could be infused this way, and used to block a ''lightning bolt'' spell, and later re-cast it.<br />
:''efficient spell storing'' - The stored spell must use a spell slot equal to or lower than half the artificer's artificer level (rather than the level of the spell slot used by the artificer for the infusion).<br />
<br />
::'''Restore Charges'''<br />
This infusion may not be learned at level one.<br />
<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost counted as progress towards the completion of one or more items the Artificer is currently crafting.<br />
<br />
==== Improved Infusion ====<br />
At 10th level, The Artificer selects an infusion he/she already knows, which is able to be learned multiple times, and learns that infusion an additional time. <br />
<br />
If the Artificer knows no infusions which are able to be learned additional times, he learns a new infusion which can be.<br />
<br />
====Natural Attunement====<br />
At 18th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer learns the ''Improved Attunement'' infusion, or advances it to the next rank of effectiveness if he already has it. Alternatively, the artificer may learn a different infusion, if they already possess rank 3 of ''Inproved Attunement''.<br />
<br />
====Layered Enhancement====<br />
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Legendary Flask'''<br />
<br />
Up to once per long rest, as an action, the Alchemist may produce a concoction of legendary benefit or disaster. He may produce any of the following 4 potions. If the Legendary Flask is not used within 1 minute of its creation, it is wasted:<br />
*Sovereign Glue<br />
*Universal Solvent<br />
*Mutagen: Drinker is effected as though ''Tenser's Transformation'' and ''Alter Self'' were cast on them. The effects of both spells last for 10 minutes.<br />
*Bottled Ooze: may be thrown up to 30 feet to produce 1d6-1 creatures of the same type, from the following list—Gibbering Mouther, Gelatinous Cube, Orchard Jelly, Fungus (Gas Spore). The produced creature(s) are indifferent to you and each attacks the nearest creature (friend or foe) which was not created by this effect. There is a 10% chance that the produced creatures are permanent, otherwise they dissolve away (die) after 10 minutes.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the Alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast ''Polymorph Any Object''.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change/removal)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer of 9th level may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Spell Storing'''<br />
<br />
At 9th level, the Spellwright learns one of the following infusions of their choice: ''Emergency Scroll, Bonded Spell, Item of Spell Storing'', or ''Restore Charges''.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
The Spellwright may have a maximum of 3 Contingent Spells crafted at any given time.<br />
====Uncommon Traditions====<br />
Various other schools of thought exist among the ranks of artificers. If you would like to add additional subclass options, please create a seperate page, and insert a web link in this section.<br />
<br />
[[Tradition of the Construct Master]]<br />
<br />
[[Tradition of the Fleshwarper]]<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1122368Artificer, 2nd Variant (5e Class)2019-01-08T19:43:21Z<p>Entropicscholar: Undo revision 1110314 by ReiCoringa (talk)</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=Magic Duplicates<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Infusions(5)<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Natural Attunement<br />
|classfeatures19=Infusions(6)<br />
|classfeatures20=Layered Enhancement<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it.<br />
<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
<br />
::'''Mending:'''<br />
The artificer produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or wields the item.<br />
<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Item of Spell Storing'''<br />
This infusion may not be learned at level one.<br />
<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Restore Charges'''<br />
This infusion may not be learned at level one.<br />
<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost counted as progress towards the completion of one or more items the Artificer is currently crafting.<br />
<br />
==== Magic Duplicates ====<br />
At 10th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
At 11th level, you may only have one Magic Duplicate item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
====Natural Attunement====<br />
<br />
At 18th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
====Layered Enhancement====<br />
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Legendary Flask'''<br />
<br />
Up to once per long rest, as an action, the Alchemist may produce a concoction of legendary benefit or disaster. He may produce any of the following 4 potions. If the Legendary Flask is not used within 1 minute of its creation, it is wasted:<br />
*Sovereign Glue<br />
*Universal Solvent<br />
*Mutagen: Drinker is effected as though ''Tenser's Transformation'' and ''Alter Self'' were cast on them. The effects of both spells last for 10 minutes.<br />
*Bottled Ooze: may be thrown up to 30 feet to produce 1d6-1 creatures of the same type, from the following list—Gibbering Mouther, Gelatinous Cube, Orchard Jelly, Fungus (Gas Spore). The produced creature(s) are indifferent to you and each attacks the nearest creature (friend or foe) which was not created by this effect. There is a 10% chance that the produced creatures are permanent, otherwise they dissolve away (die) after 10 minutes.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the Alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast ''Polymorph Any Object''.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change/removal)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer of 9th level may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Spell Storing'''<br />
<br />
At 9th level, the Spellwright learns one of the following infusions of their choice: ''Emergency Scroll, Bonded Spell, Item of Spell Storing'', or ''Restore Charges''.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
The Spellwright may have a maximum of 3 Contingent Spells crafted at any given time.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1122361Artificer, 2nd Variant (5e Class)2019-01-08T19:21:31Z<p>Entropicscholar: /* Tradition of the Construct Master (under review for change/removal) */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=Magic Duplicates<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Infusions(5)<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Natural Attunement<br />
|classfeatures19=Infusions(6)<br />
|classfeatures20=Layered Enhancement<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer (or others players that want to help) is assumed to work for 8 hours per day and makes progress in 100gp increments, if you use a artisan tool you algo makes progress in 10 times the bonus of your tool. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*The total cost can be reduced by 500 x your inteligence modifier x your artificer level, but you just can create a item per day.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it.<br />
<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
<br />
::'''Mending:'''<br />
The artificer produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or wields the item.<br />
<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Item of Spell Storing'''<br />
This infusion may not be learned at level one.<br />
<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Restore Charges'''<br />
This infusion may not be learned at level one.<br />
<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost counted as progress towards the completion of one or more items the Artificer is currently crafting.<br />
<br />
==== Magic Duplicates ====<br />
At 10th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
At 11th level, you may only have one Magic Duplicate item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
====Natural Attunement====<br />
<br />
At 18th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
====Layered Enhancement====<br />
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Legendary Flask'''<br />
<br />
Up to once per long rest, as an action, the Alchemist may produce a concoction of legendary benefit or disaster. He may produce any of the following 4 potions. If the Legendary Flask is not used within 1 minute of its creation, it is wasted:<br />
*Sovereign Glue<br />
*Universal Solvent<br />
*Mutagen: Drinker is effected as though ''Tenser's Transformation'' and ''Alter Self'' were cast on them. The effects of both spells last for 10 minutes.<br />
*Bottled Ooze: may be thrown up to 30 feet to produce 1d6-1 creatures of the same type, from the following list—Gibbering Mouther, Gelatinous Cube, Orchard Jelly, Fungus (Gas Spore). The produced creature(s) are indifferent to you and each attacks the nearest creature (friend or foe) which was not created by this effect. There is a 10% chance that the produced creatures are permanent, otherwise they dissolve away (die) after 10 minutes.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the Alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast ''Polymorph Any Object''.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change/removal)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer of 9th level may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Spell Storing'''<br />
<br />
At 9th level, the Spellwright learns one of the following infusions of their choice: ''Emergency Scroll, Bonded Spell, Item of Spell Storing'', or ''Restore Charges''.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
The Spellwright may have a maximum of 3 Contingent Spells crafted at any given time.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1122355Artificer, 2nd Variant (5e Class)2019-01-08T18:55:57Z<p>Entropicscholar: /* Magic Duplicates */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=Magic Duplicates<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Infusions(5)<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Natural Attunement<br />
|classfeatures19=Infusions(6)<br />
|classfeatures20=Layered Enhancement<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer (or others players that want to help) is assumed to work for 8 hours per day and makes progress in 100gp increments, if you use a artisan tool you algo makes progress in 10 times the bonus of your tool. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*The total cost can be reduced by 500 x your inteligence modifier x your artificer level, but you just can create a item per day.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it.<br />
<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
<br />
::'''Mending:'''<br />
The artificer produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or wields the item.<br />
<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Item of Spell Storing'''<br />
This infusion may not be learned at level one.<br />
<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Restore Charges'''<br />
This infusion may not be learned at level one.<br />
<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost counted as progress towards the completion of one or more items the Artificer is currently crafting.<br />
<br />
==== Magic Duplicates ====<br />
At 10th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
At 11th level, you may only have one Magic Duplicate item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
====Natural Attunement====<br />
<br />
At 18th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
====Layered Enhancement====<br />
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Legendary Flask'''<br />
<br />
Up to once per long rest, as an action, the Alchemist may produce a concoction of legendary benefit or disaster. He may produce any of the following 4 potions. If the Legendary Flask is not used within 1 minute of its creation, it is wasted:<br />
*Sovereign Glue<br />
*Universal Solvent<br />
*Mutagen: Drinker is effected as though ''Tenser's Transformation'' and ''Alter Self'' were cast on them. The effects of both spells last for 10 minutes.<br />
*Bottled Ooze: may be thrown up to 30 feet to produce 1d6-1 creatures of the same type, from the following list—Gibbering Mouther, Gelatinous Cube, Orchard Jelly, Fungus (Gas Spore). The produced creature(s) are indifferent to you and each attacks the nearest creature (friend or foe) which was not created by this effect. There is a 10% chance that the produced creatures are permanent, otherwise they dissolve away (die) after 10 minutes.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the Alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast ''Polymorph Any Object''.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change/removal)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Spell Storing'''<br />
<br />
At 9th level, the Spellwright learns one of the following infusions of their choice: ''Emergency Scroll, Bonded Spell, Item of Spell Storing'', or ''Restore Charges''.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
The Spellwright may have a maximum of 3 Contingent Spells crafted at any given time.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Talk:The_Spirit_Sharer_(5e_Subclass)&diff=1120817Talk:The Spirit Sharer (5e Subclass)2019-01-02T18:48:55Z<p>Entropicscholar: /* Some Suggestions that solve some issue that may come up with this build */ re</p>
<hr />
<div>I have to ask; what, exactly, is meant by 'continuous Arms of Hadar'?--[[User:Dorlon|Dorlon]] ([[User talk:Dorlon|talk]]) 05:46, 25 April 2017 (UTC)<br />
:Good Question! I changed the text to 'casts Arms of Hadar every round'. Essentially, you deal damage to everything around you, all the time. It's a powerful effect, but can easily alienate and/or kill innocent townsfolk. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 12:49, 28 November 2017 (MST)<br />
<br />
== Some Suggestions that solve some issue that may come up with this build ==<br />
<br />
These parts confuses me, cause of the following<br />
<br />
1) Pact Augmentation: main idea swap Invocation/s after Short or Long Rest<br />
<br />
'''"you also gain proficiency in a single game set or instrument of your choice. These benefits last only until you complete another long or short rest. You may not choose the same benefit twice consecutively."<br />
'''<br />
<br />
Why not all have the option gain proficiency in any one tool instead of just a Game set or Instrument? Options as are always welcome.<br />
<br />
<br />
2) Patronary Flux: main idea swap Boons during Short or Long Rest<br />
<br />
'''"At 3rd level you gained a pact boon of your choice"<br />
'''<br />
<br />
This happens regardless weather this Patron is chosen. What makes this any different other than you don't get the option to swap till Level 6? Now you're missing a Lv3 Patron ability.<br />
<br />
'''"Pact of Possession: Gain your choice of the following benefits; it may not be suppressed."<br />
'''<br />
<br />
-Alter Self, why limit the alteration to the two? Claws will make the user look awkward in social situations or make some people uncomfortable that it needs to be hidden making certain interaction near impossible.<br />
<br />
-Arms of Hadar may great in battle and even better as you take out friends friendly fire for up to 5 allies. This can be problematic in towns and populous areas where there is no conflict.<br />
<br />
-Continual Flame is less disturbing with exception of the flame burning all it flammable objects while held in hand, while the original spells is while held in hand it burns nothing. <br />
<br />
-Enhance Attribute spell has no negative effects but the other three has their oddities that make this a bit difficult for the user regardless how quickly they can swap Pacts.<br />
<br />
These easily could just turned into additional Invocations which could have been on par with Pact Augmentation and just have access to these spells at will and without expending a spell slot or material components.<br />
<br />
Hope is helps a bit.<br />
--Jhyarelle, 23:42, 11 December 2018<br />
<br />
::1. The proficiency granted is primarily for flavor, and not power of the character. I can't give them a tool proficiency, because that overtly impacts what the character can do, where as a game set really won't. I could remove that aspect of the ability, to avoid confusion, or possibly change it to a language, though.<br />
::2. "At 3rd level ..." you are not intended to have to wait till level 6 before getting the pact boon. only to wait until level 6 before being able to swap it out. This is actually the biggest problem I have with the subclass right now; I suppose this power could be moved to the level 1 ability, and re-written for clarity, but I worry about how powerful that would be at level 3.<br />
::"Pact of Possession" -- I've been thinking about alterations to this ability ever since I wrote it, but have found few that I like. In general, however, these are meant to have downsides in addition to their benefits.<br />
::-Alter Self: I did not want to grant free access to magical disguises via shapechanging. Even if I did grant the 3rd option for ''Alter Self'' I would have to limit it somehow.<br />
::-"Arms of Hadar may great in battle and even better as you take out friends friendly fire for up to 5 allies. This can be problematic in towns and populous areas where there is no conflict." -- yes, that is exactly the point. it's a very powerful option, but is almost never the right choice. I've thought of removing the option, because it's essentially a trap for the player.<br />
::-"These easily could just turned into additional Invocations which could have been on par with Pact Augmentation..."<br />
<br />
::I really appreciate your feedback. you mirrored a few of the concerns I already had, as well as raising new ones. I'll plan on making some permanent changes to the subclass in the next week or so, but will wait in case you have more thoughts to share. my current plan for change is 1)swapping out your pact boon will be an ability granted at level 1, but only usable at level 3 and after. 2)Pact of possession will only include the ''Alter Self'' and ''Enhance Ability'' options. 3) level 6 ability will no longer be tied to '''Pact Boon'''. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 11:48, 2 January 2019 (MST)</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1069089Artificer, 2nd Variant (5e Class)2018-08-04T23:47:00Z<p>Entropicscholar: /* Tradition of the Alchemist */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Infusions(5)<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=<br />
|classfeatures19=Infusions(6)<br />
|classfeatures20=Layered Enhancement<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Restore Charges'''<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost counted as progress towards the completion of one or more items the Artificer is currently crafting.<br />
<br />
====Layered Enhancement====<br />
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Legendary Flask'''<br />
<br />
Up to once per long rest, as an action, the Alchemist may produce a concoction of legendary benefit or disaster. He may produce any of the following 4 potions. If the Legendary Flask is not used within 1 minute of its creation, it is wasted:<br />
*Sovereign Glue<br />
*Universal Solvent<br />
*Mutagen: Drinker is effected as though ''Tenser's Transformation'' and ''Alter Self'' were cast on them. The effects of both spells last for 10 minutes.<br />
*Bottled Ooze: may be thrown up to 30 feet to produce 1d6-1 creatures of the same type, from the following list—Gibbering Mouther, Gelatinous Cube, Orchard Jelly, Fungus (Gas Spore). The produced creature(s) are indifferent to you and each attacks the nearest creature (friend or foe) which was not created by this effect. There is a 10% chance that the produced creatures are permanent, otherwise they dissolve away (die) after 10 minutes.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the Alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast ''Polymorph Any Object''.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change/removal)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Spell Storing'''<br />
<br />
At 9th level, the Spellwright learns one of the following infusions of their choice: ''Emergency Scroll, Bonded Spell, Item of Spell Storing'', or ''Restore Charges''.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
The Spellwright may have a maximum of 3 Contingent Spells crafted at any given time.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Talk:Artificer,_2nd_Variant_(5e_Class)&diff=1069049Talk:Artificer, 2nd Variant (5e Class)2018-08-04T21:24:40Z<p>Entropicscholar: Blank Page</p>
<hr />
<div>====Honorable Mention====<br />
Taking a moment to recognize others working on the general 5th edition Artificer idea. The [[True Artificer (5e Class)]] is an extremely good one. It actually came from other people editing THIS class, and going beyond what I thought were their rights on what to change and what not to. Despite that, the end result is very good. If you like what you see in this class, but find it lacking in some respect, the [[True Artificer (5e Class)]] among the very best iterations among home brew Artificer Classes, and is my first recommendation to you. <br />
==Older Notes Have Been Removed==<br />
Because of the extensive changes being done right now, I'm removing all old notes on the discussion page. If you have been following this page, I appologise, but any new people who compaired the old notes to the current page might be a bit confused.<br />
--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 15:24, 4 August 2018 (MDT)<br />
==comparing Artificer to other Classes==<br />
The Artificer, as shown here has a progression of class features similar to the Warlock, and to the Rogue (at least that is the intent), though the role in a party may be seen as more similar to a cleric or bard, due to the support and utility focus of many effects.<br />
*The Battlesmith Tradition lends itself to front lines combat<br />
*The Alchemist pours itself even more towards utility, even providing a bit of healing<br />
*The Spellwright can go toe to toe with many full casters for spell output, at least for a little while.<br />
--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 15:24, 4 August 2018 (MDT)</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1069046Artificer, 2nd Variant (5e Class)2018-08-04T20:44:49Z<p>Entropicscholar: updating table to match changes in class features</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Infusions(5)<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=<br />
|classfeatures19=Infusions(6)<br />
|classfeatures20=Layered Enhancement<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Restore Charges'''<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost counted as progress towards the completion of one or more items the Artificer is currently crafting.<br />
<br />
====Layered Enhancement====<br />
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change/removal)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Spell Storing'''<br />
<br />
At 9th level, the Spellwright learns one of the following infusions of their choice: ''Emergency Scroll, Bonded Spell, Item of Spell Storing'', or ''Restore Charges''.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
The Spellwright may have a maximum of 3 Contingent Spells crafted at any given time.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1069030Artificer, 2nd Variant (5e Class)2018-08-04T19:59:02Z<p>Entropicscholar: /* Retain Essence/Dweomer Recovery */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Restore Charges'''<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
====Layered Enhancement====<br />
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1069028Artificer, 2nd Variant (5e Class)2018-08-04T19:58:31Z<p>Entropicscholar: /* Ability Score Increase */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Restore Charges'''<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1069027Artificer, 2nd Variant (5e Class)2018-08-04T19:58:07Z<p>Entropicscholar: /* Universal Attunement -->Layered Enhancement*/</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Restore Charges'''<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 20th level the Artificer has learned to apply multiple enchantments to a single item. Essentially, the Artificer may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
If an item created this way would grant a numeric bonus, such as a bonus to attack rolls, those bonuses overlap, rather than stacking. For example, a +1 weapon, which was also a +3 weapon, would only count as a +3 weapon (not a +4 weapon).<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1069024Artificer, 2nd Variant (5e Class)2018-08-04T19:54:19Z<p>Entropicscholar: /*Removed Spell Storing Item */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Restore Charges'''<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1069020Artificer, 2nd Variant (5e Class)2018-08-04T19:53:05Z<p>Entropicscholar: /* Tradition of the Battlesmith (under review for change) */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Restore Charges'''<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Tools of the Trade'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with all Martial weapons.<br />
<br />
Additionally, a battlesmith knows the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
'''Elemental Blade'''<br />
<br />
At 3rd level, the battlesmith learns the ''Fiery Weapon'' infusion. If they already know that infusion, they may learn a different infusion of their choice.<br />
<br />
Unlike an other artificer who uses this infusion, a battlesmith may choose the type of damage that their "fiery" weapon will deal. This choice must be made when the infusion is first created, and continues for its duration. The damage types the battlesmith may choose from are: Fire, Cold, Poison, Thunder, Lightning.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Combat Infusions'''<br />
<br />
At 13rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
Any pre-existing magical qualities the effected weapon may have had are superseded by the effect of this power, and Combat Infusion does not stack with ''Fiery Weapon'' or ''Elemental Blade''. Despite this, any weapon may be used, and gain the qualities of any of the listed items.<br />
<br />
For example, a club could gain the fire damage and igniting ability of a Flame Tongue, or a Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Tactical Infusions'''<br />
<br />
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.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1069008Artificer, 2nd Variant (5e Class)2018-08-04T19:26:58Z<p>Entropicscholar: /* Infusions */ wording</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may have a maximum of 4 magic items attuned at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may have a maximum of 5 magic items attuned at a given time.<br />
<br />
::'''Restore Charges'''<br />
If the artificer holds a magic item capable of producing the effect of a spell, the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to restore charges to the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith (under review for change)====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Battlesmith items'''<br />
All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'' ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1069007Artificer, 2nd Variant (5e Class)2018-08-04T19:22:35Z<p>Entropicscholar: /* Infusions */ 2 new infusions</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again<br />
* mimic or improve the effect of a low level spell<br />
* change the way a spell or magic item works<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell, given they have an intelligence score of at least 6. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
::'''Improved Attunement'''<br />
This infusion may not be learned at level one.<br />
<br />
The Artificer may Attune to an item in 1 hour's time, and may attune up to 4 magic items at a given time.<br />
<br />
This Infusion may be learned up to twice. The second time it is learned, the artificer may attune to an item in 1 minute's time, and may attune up to 5 magic items at a given time.<br />
<br />
::'''Restore Charges'''<br />
If the artificer holds a magic item capable of producing the effect of a spell, and the Artificer may spend their action, and a spell slot of level equal to or greater than the level of the spell effect produced, in order to recharge the magic item.<br />
<br />
When the artificer takes this action, the item regains a number of charges equal to what it would normally spend in order to produce the spell effect in question. This infusion cannot be used to raise an item above its normal maximum number of charges, or to restore charges to a single use item, such as a spell scroll.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith (under review for change)====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Battlesmith items'''<br />
All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'' ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1068998Artificer, 2nd Variant (5e Class)2018-08-04T19:07:00Z<p>Entropicscholar: /* Tool Expertise */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again, <br />
* mimic or improve the effect of a low level spell, <br />
* change the way a spell works.<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith (under review for change)====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Battlesmith items'''<br />
All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'' ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1068978Artificer, 2nd Variant (5e Class)2018-08-04T17:54:18Z<p>Entropicscholar: /* Infusions */ wording for infusions</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things:<br />
* mimic the effects of a cantrip, casting it again and again, <br />
* mimic or improve the effect of a low level spell, <br />
* change the way a spell works.<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts produces the effect of the ''Mending'' cantrip on a touched item, as well as instantly restoring 1d8 hit points to that item. When a spell slot above 1st level is used, for each spell level used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended. This infusion also works on creatures of the Construct type.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action. When a spell slot above 1st level is used, one additional item may be effected, granting the same properties as the first, for each spell level used above 1st.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 8 hours. So long as the infusion lasts, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the range of the ''Message'' cantrip also doubles, becoming 240ft at 2nd level, 480ft at 3rd level, etc.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class. The spell level of the scroll is the same as the level of the spell slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended, and the attempt may be made again the following round.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip ''green flame blade'', causing that weapon to automatically cast that spell on itself, as a 1st level caster, once per round, for the next 1 minute.<br />
<br />
If a 3rd or 4th level slot is used, green flame blade is cast as though by a 5th level spellcaster, and if 5th level slot is used it is cast as though by a 10th level spellcaster.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits, the infused item could then effect another creature which wears or uses the item.<br />
::'''Item of Spell Storing'''<br />
The artificer enchants an item to absorb and store the next spell cast on it. To do so, the artificer must expend a spell slot. For the next one minute any spellcaster touching the effected item may choose to cast their spell into it, having none of that spell's effects to occur; instead, the spell transfers to the item, being stored for up to 8 hours (after which time if the spell is not used, it dissipates harmlessly and is wasted).<br />
<br />
The stored spell must use a spell slot equal to or lower than the level of the spell slot used by the artificer creating the infusion. A single item may contain only one spell from this infusion.<br />
<br />
Any creature holding the item thereafter can use an action to activate the spell. The spell is cast using the original casters spellcasting ability, and targets are chosen by the creature holding the item.<br />
<br />
::'''Identify'''<br />
Identify does not require the use of a spell slot or any material component or focus. The artificer tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith (under review for change)====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Battlesmith items'''<br />
All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'' ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1068974Artificer, 2nd Variant (5e Class)2018-08-04T16:55:36Z<p>Entropicscholar: /* Spellcasting */ warlock style spellcasting</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
The artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.To cast one of your spells you must expend a apell slot. You regain all expended spell slots when you finish a long rest or short.<br />
For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell ''Detect Magic'' you must spend one of those slots, and you cast it as a 3rd level spell.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things: cast a single cantrip again and again, mimic or improve the effect of a low level spell, change the way a spell works.<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts the Mending cantrip on a held item, as well as instantly restoring 1d8 hit points to that item. For each spell slot used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended.. This infusion also works on Constructs.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 1 hour. For the remainder of that hour, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the duration of the infusion doubles, and the range of the Message cantrip also doubles.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class, so long as it is of the spell level as the slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip green flame blade, causing that weapon to automatically cast the chosen spell on itself, with caster level 1, once per round, for the next 1 minute.<br />
If a 3rd level slot is used, green flame blade is cast as though with a caster level of 5, and if 5th level slot is used it is cast with a caster level of 10.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits the infused item could then effect another creature which uses the item.<br />
::'''Item of Spell Storing'''<br />
The next spell cast on the effected item, so long as that spell is of a spell level equal to or lower than the level of the expended spell slot used for the infusion, is entirely negated, causing the spell to be stored in the item for up to 24 hours. At any time during that period, any creature carrying the infused item may release the spell from the item, causing it to take effect as though cast by the original caster, save that the holder of the item chooses its new targets. <br />
::'''Identify'''<br />
Identify does not require the use of a spell slot. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith (under review for change)====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Battlesmith items'''<br />
All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'' ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1068972Artificer, 2nd Variant (5e Class)2018-08-04T16:23:29Z<p>Entropicscholar: /* Schema */</p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
===== Schema =====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things: cast a single cantrip again and again, mimic or improve the effect of a low level spell, change the way a spell works.<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts the Mending cantrip on a held item, as well as instantly restoring 1d8 hit points to that item. For each spell slot used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended.. This infusion also works on Constructs.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 1 hour. For the remainder of that hour, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the duration of the infusion doubles, and the range of the Message cantrip also doubles.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class, so long as it is of the spell level as the slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip green flame blade, causing that weapon to automatically cast the chosen spell on itself, with caster level 1, once per round, for the next 1 minute.<br />
If a 3rd level slot is used, green flame blade is cast as though with a caster level of 5, and if 5th level slot is used it is cast with a caster level of 10.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits the infused item could then effect another creature which uses the item.<br />
::'''Item of Spell Storing'''<br />
The next spell cast on the effected item, so long as that spell is of a spell level equal to or lower than the level of the expended spell slot used for the infusion, is entirely negated, causing the spell to be stored in the item for up to 24 hours. At any time during that period, any creature carrying the infused item may release the spell from the item, causing it to take effect as though cast by the original caster, save that the holder of the item chooses its new targets. <br />
::'''Identify'''<br />
Identify does not require the use of a spell slot. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith (under review for change)====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Battlesmith items'''<br />
All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'' ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1063580Artificer, 2nd Variant (5e Class)2018-07-13T05:28:54Z<p>Entropicscholar: </p>
<hr />
<div>{{stub|Incomplete.}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Infusions(2), Item Creation, Spellcasting<br />
|classfeatures2=Tool Expertise<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=Item Schema<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Infusions(3)<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Infusions(4)<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=???<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Infusions(5)<br />
|classfeatures19=<br />
|classfeatures20=????<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum<br/>Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Common<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item<br/>Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Spells <br/> Known<br />
|extra3_1=2<br />
|extra3_2=2<br />
|extra3_3=3<br />
|extra3_4=3<br />
|extra3_5=4<br />
|extra3_6=4<br />
|extra3_7=5<br />
|extra3_8=5<br />
|extra3_9=6<br />
|extra3_10=6<br />
|extra3_11=7<br />
|extra3_12=7<br />
|extra3_13=8<br />
|extra3_14=8<br />
|extra3_15=9<br />
|extra3_16=9<br />
|extra3_17=10<br />
|extra3_18=10<br />
|extra3_19=11<br />
|extra3_20=11<br />
|extra4_name=Spell <br/>Slots<br />
|extra4_1=1<br />
|extra4_2=2<br />
|extra4_3=2<br />
|extra4_4=2<br />
|extra4_5=2<br />
|extra4_6=2<br />
|extra4_7=2<br />
|extra4_8=2<br />
|extra4_9=2<br />
|extra4_10=2<br />
|extra4_11=3<br />
|extra4_12=3<br />
|extra4_13=3<br />
|extra4_14=3<br />
|extra4_15=3<br />
|extra4_16=3<br />
|extra4_17=4<br />
|extra4_18=4<br />
|extra4_19=4<br />
|extra4_20=4<br />
|extra5_name=Slot <br/>Level<br />
|extra5_1=1<br />
|extra5_2=1<br />
|extra5_3=2<br />
|extra5_4=2<br />
|extra5_5=3<br />
|extra5_6=3<br />
|extra5_7=4<br />
|extra5_8=4<br />
|extra5_9=5<br />
|extra5_10=5<br />
|extra5_11=5<br />
|extra5_12=5<br />
|extra5_13=5<br />
|extra5_14=5<br />
|extra5_15=5<br />
|extra5_16=5<br />
|extra5_17=5<br />
|extra5_18=5<br />
|extra5_19=5<br />
|extra5_20=5<br />
<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every common quality magic item in the DMG, plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll*, Potion of climbing*, Potion of greater healing'', ''Driftglobe''. Your DM may choose to allow you to exchange the knowledge of one or more of these item formula for knowledge of other common quality items found in other sourcebooks. <br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. <br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
==== Schema ====<br />
Starting at 4th level, the artificer may craft schema for any magic item they know the formula for, or which they currently have on hand. Crafting a Schema costs one hundredth the cost of crafting the item, and requires one week to complete.<br />
<br />
Any spellcasting character which possesses a Schema may craft the corresponding magic item, so long as they meet the minimum level requirement for the item's rarity. Crafting an item using a schema has a cost in gold equal to equal to 100% of the maximum price of such an item (or double the cost an artificer would normally pay). The benefit of schemas, of course being that they allow the crafting of items you do not strictly know. For this reason may artificers, and other characters, go to great lengths to acquire as many schema as they can.<br />
<br />
==== Artificer Knowledge ====<br />
You have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Infusions are the everyday magic of an artificer, far more than actual spells are. Infusions tend to be quite simple in their effect, and in general will do one of only 3 things: cast a single cantrip again and again, mimic or improve the effect of a low level spell, change the way a spell works.<br />
Using an infusion, unless otherwise noted, is a touch ranged effect, requiring a standard action, and the expenditure of a spell slot of 1st level or higher. An Artificer begins play with knowledge of 2 infusions of their choice, and learns addition infusions when noted in the class table.<br />
::'''Mending:'''<br />
The artificer casts the Mending cantrip on a held item, as well as instantly restoring 1d8 hit points to that item. For each spell slot used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended.. This infusion also works on Constructs.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 24 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 1 hour. For the remainder of that hour, any creature holding one of the stones may cast the ''Message'' cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the duration of the infusion doubles, and the range of the Message cantrip also doubles.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class, so long as it is of the spell level as the slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip green flame blade, causing that weapon to automatically cast the chosen spell on itself, with caster level 1, once per round, for the next 1 minute.<br />
If a 3rd level slot is used, green flame blade is cast as though with a caster level of 5, and if 5th level slot is used it is cast with a caster level of 10.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits the infused item could then effect another creature which uses the item.<br />
::'''Item of Spell Storing'''<br />
The next spell cast on the effected item, so long as that spell is of a spell level equal to or lower than the level of the expended spell slot used for the infusion, is entirely negated, causing the spell to be stored in the item for up to 24 hours. At any time during that period, any creature carrying the infused item may release the spell from the item, causing it to take effect as though cast by the original caster, save that the holder of the item chooses its new targets. <br />
::'''Identify'''<br />
Identify does not require the use of a spell slot. The artificer may tell if an item is magical simply by touching it. Additionally, after handling or closely observing an item for 10 or more minutes, they learn the properties of that item as though they had cast ''identify'' on it, as a ritual.<br />
<br />
<br />
==== Tool Expertise ====<br />
At 2nd level, choose any two tools you are proficient in. Any time you are required to make an ability check in conjunction with either of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith (under review for change)====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Battlesmith items'''<br />
All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''weapon of warning'' ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|15gp<br />
|-<br />
|1<br />
|25gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|15,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|250,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1051222Artificer, 2nd Variant (5e Class)2018-06-05T04:23:19Z<p>Entropicscholar: introduced "infusions"</p>
<hr />
<div>{{inuse}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose two types of Artisan's tools, or one types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Spellcasting, Infusions<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=?Craft Reserve?<br />
|extra3_1=200<br />
|extra3_2=300<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
The Artificer may craft any magic item for which they have a Schema.<br />
<br />
In addition to this, each artificer learns specific items which they may craft without the need of a Schema.<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Infusions ====<br />
Though an Artificer is not a true caster, and cannot cast cantrips, they can still mimic their effects, and even improve on them. <br />
<br />
::'''Mending:'''<br />
The artificer casts the Mending cantrip on a held item, as well as instantly restoring 1d8 hit points to that item. For each spell slot used above 1st, the damage repaired increases by 1d8, and the Artificer may either mend an additional break in the item, or double the size of the break that can be mended.. This infusion also works on Constructs.<br />
::'''Light:'''<br />
An item held by the artificer gains properties similar to a Driftglobe, for 12 hours. Any character holding the item may cause it to cast the Light cantrip targeting itself, or may dismiss the effect of that cantrip. Either option requires an action.<br />
::'''Message:'''<br />
The artificer enchants two stones, causing them to be paired for 1 hour. For the remainder of that hour, any creature holding one of the stones may cast the Message cantrip, targeting the holder of the other stone.<br />
For every spell slot used above 1st level, the duration of the infusion doubles, and the range of the Message cantrip also doubles.<br />
::'''Emergency Scroll:'''<br />
The artificer expends a spell slot, to create a spell scroll for any spell of any class, so long as it is of the spell level of the slot used. If the scroll is not used within 10 minutes, it becomes useless trash.<br />
In order to successfully create such a scroll, the artificer must make an intelligence check, against a DC equal to 10 plus the spell's level. Failure indicates that the Artificer takes 2d4 force damage and is knocked prone by magical backlash, but no spell slot is expended.<br />
::'''Fiery Weapon:'''<br />
At the cost of a 1st level spell slot, The artificer may infuse a single melee weapon with the cantrip green flame blade, causing that weapon to automatically cast the chosen spell on itself, with caster level 1, once per round, for the next 1 minute.<br />
If a 3rd level slot is used, green flame blade is cast as though with a caster level of 5, and if 5th level slot is used it is cast with a caster level of 10.<br />
::'''Bonded Spell'''<br />
Any time the Artificer would cast a spell targeting a creature, they may choose to instead infuse the spell in an item. If the artificer chooses to do so, until the spell's duration ends, any creature which wields or wears the infused item is effected as though they were the target of the spell.<br />
<br />
If the item is put down, or given to another creature, then the effect on the previous creature immediately ends, though if the spell's duration permits the infused item could then effect another creature which uses the item.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Infuse potions'''<br />
<br />
The alchemist may expend spell slots to produce temporary use potions. Any of the following potions may be produced at the cost of one 1st level spell slot:<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
A 2nd level or higher slot may be used either to produce more potions, or stronger potions. For every spell level above 1st, the alchemist may either produce an additional potion of the same type, or cause the 1st potion to take effect as though an additional dose had been used. For example, an alchemist who expends a 3rd level slot to produce healing potions could either create 3 potions healing 2d4+1 each, or one potion which heals 6d4+3 when used.<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks''' (under review for change)<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith (under review for change)====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master (under review for change)====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Talk:Artificer,_2nd_Variant_(5e_Class)&diff=1050346Talk:Artificer, 2nd Variant (5e Class)2018-06-03T00:55:48Z<p>Entropicscholar: </p>
<hr />
<div>====Honorable Mention====<br />
Taking a moment to recognize others working on the general 5th edition Artificer idea. The [[True Artificer (5e Class)]] is an extremely good one. It actually came from other people editing THIS class, and going beyond what I thought were their rights on what to change and what not to. Despite that, the end result is very good. If you like what you see in this class, but find it lacking in some respect, the [[True Artificer (5e Class)]] is likely the most similar itteration, and is my first recommendation to you. <br />
==Older Notes and questions==<br />
The description references the spells known section of the class table, would someone with an understanding of proper balance be able to input one? I've been considering that it may be similar to another class but I haven't been able to settle which one that would be.<br />
:Done. Thanks for noticing, since I had missed it.--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 21:23, 4 November 2015 (MST)<br />
<br />
How does the artificers focus work exactly? I imagine that you take some kind of clockwork device (or even a nut and bolt), cast your spell on it (for example shield) and give it to any of your party members (or use it yourself) then when they need it (or when you think they need it, as a reaction) you activate the spell stored in the device. Am I wrong in this? If so, can you please explain further in dept how this works. Also, explaining the magic weapon feet on level 3 before you explain the level 4 feats seems to make more sense than it doesn't like it's written at the moment.<br />
:The Artificers Focus is intended more for flavor than for solid rules. Basically, instead of targeting your self or your allies directly with your beneficial spells, you have to target your or their gear. For example, when you cast ''Comprehend Languages'' it normally effects only you, but with Artificers Focus you also need to choose a focus item (lets say, your shirt). So long as you keep the focus item the spell works normally, but if you lose the item the spell ends. You can NOT just cast the spell on an item, and then pass the item to another character so that they get the effect.<br />
:When I was creating the class I strongly considered simply removing Artificers Focus altogether, since it has next to no game impact. '''It's just there for the flavor''' of 'enchanted stuff' as opposed to 'enchantments'.<br />
:Also, thanks for letting me know about the mix up with the level 3 and level 4 abilities. I fixed that now. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 13:09, 9 November 2015 (MST)<br />
<br />
<br />
Thank you for the fast reply. I was confused, because of how you explained the spell-casting mechanic: <br />
"Artificers have a unique style of spell-casting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical."<br />
But I think I am correct in assuming this refers to the "spell storing item" feature, and nothing more then that. So no casting (cheating) spells with range "self" or "touch" through these "artificer's focus" then. Also, just wondering, but why no cantrips? seems odd the you're reliant on dagger stabbing/cross bow shooting when you're done buffing.... (I'm interested because I plan in making a Goblin Tinkerer Artificer with Scrounger background, and would've liked to throw around wacky clockwork mechanics that could activate spells and stuff)<br />
:As far as the Cantrips go, excluding them was definitely intentional. Artificers are more about inventing things than they are about casting spells, so an at will attack cantrip seemed horribly out of place.<br/><br />
:So, yeah, you'll probably be using scrolls, wands, and an enchanted crossbow in most fights.<br/><br />
:As far as your clockwork devices though, remember, first, you have the "Unique Invention" ability, which means you could create all kinds of things and just give them the stats for a scroll of X level. Also, the Construct Master takes combat very differently, constantly able to heal his pet of harm taken. Last, you have all those permanent items you can make... (like animated caltrops)--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 13:30, 12 November 2015 (MST)<br />
<br />
<br />
Agreed,I wasn't thinking about at will damage cantrips, but cantrips like "mending" would be pretty logical flavor wise, Casting minor illusion can be seen as throwing a holo-projector, or some sort of speaker,... Mold earth could fit for those that like to dig around for their raw materials (okay, pretty far fetched), and Shocking grasp to get out of hairy situations (Okay, so it does damage, look at it as a shock stick), Guidance could be something that "enchants" somebody's armor for str and dex checks, or put enchanted goggles on somebody for better perception checks,... not saying you should add them, but it just feels strange not having any... especially when they could make perfect sense.<br />
<br />
I can not tell if you learn new magical item recipes every level like other spell casters or if you can only learn from formulas and the magic item formula known shows how many you can have memorized. I am presuming the latter but I am not sure. 5 May 2016 by Thundershield (Talk | contribs)<br />
<br />
::<s>Depending upon the archetype you learn more Infusions each level, for most spell formulae you must find them - but the class can learn them very quickly with the reaction ability. Otherwise they can use scrolls (without destroying them) to come up with the formulae for them.<br />
::Now, The Arcane Engineer DOES learn spells and subsquently formulae for those spells but obviously at the cost of automatic progression of infusions</s><br />
:::You learn new item formulea each level, just as though you were learning spells. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 07:12, 10 April 2017 (UTC)<br />
<br />
<br />
One little oddity I just spotted in here...Under Spell Storing Item, it specifies that the level of the spell must be less than or equal to half your Artificer level, but cannot be higher than Level 5. Given that this feature is gained at Level 10 (whereupon '5th level spell' is half your artificer level), the qualification of 'must be less than or equal to half your level' seems superfluous as you can use it on 5th level spells immediately, and that's the highest level spell you can ever work with.--[[User:Guildsbounty|Guildsbounty]] ([[User talk:Guildsbounty|talk]]) 13:39, 5 July 2016 (MDT)<br />
<br />
=== Clarification Requested on item creation ===<br />
<br />
I really like this class, but I'm trying to figure out how the lower levels are supposed to work. Unless I am misunderstanding the chart, the only things you can make until level 5 are potions and scrolls, and you need someone else to cast the spell to make the scroll (unless you know it yourself). I guess my confusion comes from the uncommon item restriction. Is it intentional that the class pours money into scroll creation for single-use casts until level 5? If so it seems out of whack with the other classes, but I think maybe I'm just misunderstanding it? Could you clarify? --[[User:Jgpicard|Jgpicard]] ([[User talk:Jgpicard|talk]]) 12:48, 14 November 2016 (MST)jgpicard<br />
<br />
=== A little confused about Continual Labor ===<br />
<br />
Compared to all of the other Artificer homebrews I've found, this one most perfectly captures a character I'm going for. I'm just a little confused on how the Continual Labor Feature works.<br />
<br />
From what I've gathered about the class in general, you may pick a new formula of a magic item to build at every level (almost like a spell list but with magical items). The thing that confuses me is that Continual Labor allows you to build a new magic item at every level and have it completed within a week of leveling. Does that mean that it has to be the new magic item that you've decided to learn the formula for? Or do you learn a new formula just for Continual Labor, giving you a grand total of 40 formulas learned? The reason I ask this is because Continual Labor states you can't make anything passed Rare using that feature. Does that mean if you decide to learn a very rare formula at level 14 that you skip using Continual Labor, make another item you already know the formula for, or learn an entirely different formula in addition to the very rare one?<br />
<br />
Any clarification on how this works would be much appreciated!<br />
<br />
<br />
:When the Artificer levels up, he chooses a new formula to add to his list (Item creation feature). Within 1 week of leveling up he must choose an item on his list of formula, and creates that item instantly, at 1/2 normal cost (continual labor). I intended this feature to let you get one "free" item each level. it is not intended to increase the number of formula known, just the number of items you have. I had to limit it to Rare, Uncommon, and Common items in limit the power of the class overall (items above Rare need to be crafted normally).<br />
<br />
:at level 20, you should know a total of 20 item formula, plus the ones learned at level 1. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 07:02, 10 April 2017 (UTC)<br />
<br />
==What the Hell did you people DO to my Class==<br />
I know I haven't been active on this site for a while, but '''Really?''' Not a single one of my original Subclasses still exist. You gave the ability for infinite schema's known. You added a random batman utility belt, and a familiar. These things may sound small (except the first), but WHY???<br />
<br />
Why the hell would you do that? I feel like all of my work has been stolen. If you're going to change someone's work SO much that its nearly unrecognizable, please, PLEASE either get permission first, or just make your own page.<br />
<br />
Let me repeat: '''You deleted ALL 4 of my original Subclasses''', and added new ones. You left ZERO commentary on why you would do this, in the discussion page. THIS IS NOT ACCEPTABLE.<br />
<br />
I'm going to look over the changes further, but as it stands, I'll wait about a month for responses, then I think I'll just revert everything (I would be amiable to changes if you posted your reasoning in the discussion page, but not if you make these kind of sweeping changes WITHOUT explanation).<br />
--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 20:19, 25 November 2017 (MST)<br />
:It appears someone (in a tragic and horrifying display of bad timing) moved and renamed my class, leaving the discussion page attached to... a redirect notification page. I've copied all the previous discussion here, but given that, I find it highly unlikely that anyone will respond to my request for explanation in the remaining 23 days before repairs begin. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 21:34, 2 December 2017 (MST)<br />
<br />
::I'm the one who moved this page. Thanks for moving the talk page as well. I wish I had noticed that properly.<br />
::I've found anonymous edits destroy most class and race pages that aren't protected, and feel as though I understand some of your frustration in that regard. If I had may way, race and class pages would require an editor to at least log in before editing them. I'm not going to defend the other edits made to the page, but in case you are not already aware you can use the [https://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&action=history history tab] to see who made these numerous edits. You could also use history to revert the page to the form it took when you last edited it{{dash}}on 23 December 2015, it would seem. I imagine simply reverting the page would make "repairs" significantly easier. - [[User:Guy|Guy]] ([[User talk:Guy|talk]]) 06:28, 3 December 2017 (MST)<br />
:::Thankyou. I can't say how much I appreciate you're response. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 23:37, 2 January 2018 (MST)<br />
<br />
===Renovations Have Commenced===<br />
'''Phase 1:''' Revert to last trustworthy date. (Completed)<br />
<br />
'''Phase 2:''' Update Discussion page to explain changes. (Ongoing)<br />
<br />
'''Phase 3:''' Make changes to the class, reflecting thoughts of previous contributors. Be warned that changes to fundamental nature of the class will not be retained. (pending)<br />
<br />
'''Phase 4:''' Explain the principles this class was based on, so that this mess does not repeat itself. (pending)<br />
--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 23:37, 2 January 2018 (MST)<br />
==Core Principles of the Class==<br />
'''Role and working principles'''<br />
<br />
The Artificer IS NOT A SPELLCASTER.<br />
<br />
Artificers support their party by providing magic items. While an Artificer can become powerful in his own right by keeping all his inventions for his own use, his abilities are best used when they enhance others in their individual specialties.<br />
<br />
The Craft Reserve feature was (RE)introduced, replacing "Continual Labor". This feature is intended to allow the creation of minor items early, without even touching your character wealth, and then provide a significant discount later on. If it proves too powerful, please inform me, and numbers can be adjusted accordingly.<br />
<br />
Artificers are the only characters capable of creating magic items of Legendary quality.<br />
<br />
'''Role in a Party'''<br />
<br />
While the artificer can potentially fill any role, he most easily fits into the position filled by a bard, cleric, or rouge.<br />
<br />
He is effective at enhancing party members, and has strong out-of-combat potential.<br />
<br />
'''Construction and design'''<br />
<br />
I've based my work on a number of peoples ideas, but primarily have tried to stay as close as possible to the original Artificer class, as well as the base rules for 5e. I am currently working off of a model following the progression of Rouge class, but looking closely at models following the Bard and Cleric classes as well. I settled on the Rogue as my primary model because they excel most in non-combat. I thought that was appropriate for Artificers as well.<br />
<br />
The subclasses allow an artificer instant access to certain items, circumventing the normal creation times. These easy access items differentiate artificers into specific roles. A spellwright has the raw spell-blasting ability of a Wizard, while the Battlesmith is a respectable front line fighter, etc. The Subclass progression of features is:<br />
:3 Proficiency<br />
:3 Core feature, for constant use<br />
:9 Power boost.<br />
:13 Natural extension of either 'Core feature' or 'Power boost'<br />
:17 Capstone ability. I'm actually worried about 3/4 of these being super overpowered.<br />
<br />
==Recent Questions==</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1050338Artificer, 2nd Variant (5e Class)2018-06-03T00:35:58Z<p>Entropicscholar: </p>
<hr />
<div>{{inuse}}<br />
===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=200<br />
|extra3_2=300<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
Artificers are the only characters which may craft magic items without first having the specific Schema for those items. While the artificer may craft any item for which they possess a schema and for which they are a sufficient level (just as any spellcaster can) the artificer may also craft any Item for which they have learned the proper "formula".<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1025723Artificer, 2nd Variant (5e Class)2018-03-29T05:38:58Z<p>Entropicscholar: /* Tradition of the Construct Master */</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=200<br />
|extra3_2=300<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
Artificers are the only characters which may craft magic items without first having the specific Schema for those items. While the artificer may craft any item for which they possess a schema and for which they are a sufficient level (just as any spellcaster can) the artificer may also craft any Item for which they have learned the proper "formula".<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
{| style="padding-left:30px"<br />
|-<br />
|Animated armor <br />
|(Rare, Construct)<br />
|-<br />
|''Dancing Sword'' <br />
|(Very Rare, Item)<br />
|-<br />
|''Figurines of Wondrous Power'' <br />
|(Varies, Item)<br />
|-<br />
|Flying Sword <br />
|(Uncommon, Construct)<br />
|-<br />
|Homunculus <br />
|(Uncommon, Construct)<br />
|-<br />
|''Rope of Entangling'' <br />
|(Rare, Item)<br />
|-<br />
|Rug of Smothering <br />
|(Rare, Construct)<br />
|}<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. A Single Character may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The DM has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1025720Artificer, 2nd Variant (5e Class)2018-03-29T05:26:08Z<p>Entropicscholar: /* Multiclassing */</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=200<br />
|extra3_2=300<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
Artificers are the only characters which may craft magic items without first having the specific Schema for those items. While the artificer may craft any item for which they possess a schema and for which they are a sufficient level (just as any spellcaster can) the artificer may also craft any Item for which they have learned the proper "formula".<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
::Animated armor (Rare, Construct)<br />
::''Dancing Sword'' (Very Rare, Item)<br />
::''Figurines of Wondrous Power'' (Varies, Item)<br />
::Flying Sword (Uncommon, Construct)<br />
::Homunculus (Uncommon, Construct)<br />
::''Rope of Entangling'' (Rare, Item)<br />
::Rug of Smothering (Rare, Construct)<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. The Construct Master may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in two or more sets of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1025719Artificer, 2nd Variant (5e Class)2018-03-29T05:23:03Z<p>Entropicscholar: /* Artificer Knowledge */</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=200<br />
|extra3_2=300<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
Artificers are the only characters which may craft magic items without first having the specific Schema for those items. While the artificer may craft any item for which they possess a schema and for which they are a sufficient level (just as any spellcaster can) the artificer may also craft any Item for which they have learned the proper "formula".<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class and race requirements on the use of magic items.<br />
<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
::Animated armor (Rare, Construct)<br />
::''Dancing Sword'' (Very Rare, Item)<br />
::''Figurines of Wondrous Power'' (Varies, Item)<br />
::Flying Sword (Uncommon, Construct)<br />
::Homunculus (Uncommon, Construct)<br />
::''Rope of Entangling'' (Rare, Item)<br />
::Rug of Smothering (Rare, Construct)<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. The Construct Master may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1025718Artificer, 2nd Variant (5e Class)2018-03-29T05:17:59Z<p>Entropicscholar: /* Item Creation */</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=200<br />
|extra3_2=300<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
Artificers are the only characters which may craft magic items without first having the specific Schema for those items. While the artificer may craft any item for which they possess a schema and for which they are a sufficient level (just as any spellcaster can) the artificer may also craft any Item for which they have learned the proper "formula".<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate, Dragon Scale Mail'', and ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities (these items, likewise, do not count against the number of item formula the Artificer may know, though the requisite materials must be available).<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
::Animated armor (Rare, Construct)<br />
::''Dancing Sword'' (Very Rare, Item)<br />
::''Figurines of Wondrous Power'' (Varies, Item)<br />
::Flying Sword (Uncommon, Construct)<br />
::Homunculus (Uncommon, Construct)<br />
::''Rope of Entangling'' (Rare, Item)<br />
::Rug of Smothering (Rare, Construct)<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. The Construct Master may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1025717Artificer, 2nd Variant (5e Class)2018-03-29T05:12:14Z<p>Entropicscholar: /* Item Creation */</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=200<br />
|extra3_2=300<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
<br />
Artificers are the only characters which may craft magic items without first having the specific Schema for those items. While the artificer may craft any item for which they possess a schema and for which they are a sufficient level (just as any spellcaster can) the artificer may also craft any Item for which they have learned the proper "formula".<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor, Mithril Armor, Dwarven Plate'', and ''Spell Scrolls'', assuming they are of a level high enough to craft items of those rarities.<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
::Animated armor (Rare, Construct)<br />
::''Dancing Sword'' (Very Rare, Item)<br />
::''Figurines of Wondrous Power'' (Varies, Item)<br />
::Flying Sword (Uncommon, Construct)<br />
::Homunculus (Uncommon, Construct)<br />
::''Rope of Entangling'' (Rare, Item)<br />
::Rug of Smothering (Rare, Construct)<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. The Construct Master may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1025715Artificer, 2nd Variant (5e Class)2018-03-29T04:58:39Z<p>Entropicscholar: /* Tradition of the Battlesmith */</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=200<br />
|extra3_2=300<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
The artificer may craft any Item for which they have learned the proper formula.<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor'', as well as for all ''spell scrolls'', assuming they are of a high enough level to craft items of that rarity.<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
{| style="padding-left:30px"<br />
|<br />
|Dagger of Venom<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
|-<br />
|<br />
|Dragon Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
|-<br />
|<br />
|Dwarven Thrower<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
|-<br />
|<br />
<br />
|Flame Tongue<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
|-<br />
|<br />
|Frost Brand<br />
|(Very Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
|-<br />
|<br />
|Giant Slayer<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
|-<br />
|<br />
|Mace of Disruption<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
|-<br />
|<br />
|Mace of Smiting<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
|-<br />
|<br />
|Sword of Wounding<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
|-<br />
|<br />
|Vicious Weapon<br />
|(Rare)<br />
|[http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
|-<br />
|<br />
|Weapon of Warning<br />
|(Uncommon)<br />
|[DMG.213]<br />
|}<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their ''Combat infusions'' ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
::Animated armor (Rare, Construct)<br />
::''Dancing Sword'' (Very Rare, Item)<br />
::''Figurines of Wondrous Power'' (Varies, Item)<br />
::Flying Sword (Uncommon, Construct)<br />
::Homunculus (Uncommon, Construct)<br />
::''Rope of Entangling'' (Rare, Item)<br />
::Rug of Smothering (Rare, Construct)<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. The Construct Master may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=5e_SRD_talk:Magic_Items&diff=10257135e SRD talk:Magic Items2018-03-29T04:55:41Z<p>Entropicscholar: Created page with "Some DMG items are missing from this list. The Alchemy Jug and Weapon of Warning are ones I have noticed."</p>
<hr />
<div>Some DMG items are missing from this list.<br />
The Alchemy Jug and Weapon of Warning are ones I have noticed.</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1025708Artificer, 2nd Variant (5e Class)2018-03-29T04:23:24Z<p>Entropicscholar: </p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=200<br />
|extra3_2=300<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
The artificer may craft any Item for which they have learned the proper formula.<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor'', as well as for all ''spell scrolls'', assuming they are of a high enough level to craft items of that rarity.<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Personal range potions must be drank to provide a benefit, while touch ranged potions may be used as thrown or splash weapons.<br />
Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
As an additional benefit, any time the alchemist uses their ‘’quick potion’’ ability, they may choose to either produce two doses of the selected item, or have the produced potion provide double benefit, just as two mixed potions would, using this ability.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
::Dagger of Venom [http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
::Dragon Slayer [http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
::Dwarven Thrower [http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
::Flame Tongue [http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
::Frost Brand [http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
::Giant Slayer [http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
::Mace of Disruption [http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
::Mace of Smiting [http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
::Sword of Wounding [http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
::Vicious Weapon [http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
::Weapon of Warning [DMG.213]<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their Combat infusions ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
::Animated armor (Rare, Construct)<br />
::''Dancing Sword'' (Very Rare, Item)<br />
::''Figurines of Wondrous Power'' (Varies, Item)<br />
::Flying Sword (Uncommon, Construct)<br />
::Homunculus (Uncommon, Construct)<br />
::''Rope of Entangling'' (Rare, Item)<br />
::Rug of Smothering (Rare, Construct)<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. The Construct Master may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Talk:Weapon_Spirit_(5e_Race)&diff=1021757Talk:Weapon Spirit (5e Race)2018-03-17T22:04:04Z<p>Entropicscholar: </p>
<hr />
<div>This one is an interesting concept but I have a few questions about it. Is this race merely an NPC sort of deal, or are they a full-fledged race capable of picking a class and all that? Based on the description, it's a little difficult for a noob like me to full comprehend. Just a thought is all. Plus, I'm one of those people that don't think Fi, or the concept of beings like her are all that bad. I like her design and her loosely interpreted personality. I think her role as the tutorial giver in the game is just giving her more hate than deserved. {{unsigned|Jacklinkz92}}<br />
<br />
When I am levitating, can I fly? Do I take falling damage? [[User:SirSprinkles|SirSprinkles]] ([[User talk:SirSprinkles|talk]]) 23:37, 10 October 2017 (MDT)<br />
<br />
<br />
So, I'm going to go ahead and say a 60 foot blindsense is completely broken at level 1. You have it tempered a bit by being unable to take most actions while the blindsense is active. even with this limitation, the blindsense seems like a big problem at low levels. I suggest reducing the range to 10 or 20 feet. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 16:04, 17 March 2018 (MDT)</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1021360Artificer, 2nd Variant (5e Class)2018-03-17T00:50:10Z<p>Entropicscholar: /* Tradition of the Construct Master */</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=100<br />
|extra3_2=200<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
The artificer may craft any Item for which they have learned the proper formula.<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor'', as well as for all ''spell scrolls'', assuming they are of a high enough level to craft items of that rarity.<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
::Dagger of Venom [http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
::Dragon Slayer [http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
::Dwarven Thrower [http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
::Flame Tongue [http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
::Frost Brand [http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
::Giant Slayer [http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
::Mace of Disruption [http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
::Mace of Smiting [http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
::Sword of Wounding [http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
::Vicious Weapon [http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
::Weapon of Warning [DMG.213]<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their Combat infusions ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to imbue life into the objects he crafts. Assuming he is of a high enough level to craft items of their rarity, the construct master may product the following constructs and magic items:<br />
::Animated armor (Rare, Construct)<br />
::''Dancing Sword'' (Very Rare, Item)<br />
::''Figurines of Wondrous Power'' (Varies, Item)<br />
::Flying Sword (Uncommon, Construct)<br />
::Homunculus (Uncommon, Construct)<br />
::''Rope of Entangling'' (Rare, Item)<br />
::Rug of Smothering (Rare, Construct)<br />
When a Construct is created, it may must be created A)Loyal to the Construct Master, B)Loyal to a designated NPC (not another PC), or C)With a pre-defined set of instructions which cannot be altered ("Guard this room" is sufficiently simple for an intelligence 1 construct).<br />
<br />
Constructs Loyal to a specific character will follow that character’s verbal commands, but otherwise act independently. The Construct Master may maintain up to 5 constructs which are loyal to him/her.<br />
<br />
The designs for other types of constructs may be learned in place of magic item formula. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level a construct master learns to infuse additional power into one of their servants, granting them a number of unique benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
'''Temporary Animation'''<br />
<br />
Twice per short rest, the artificer may spend an action to animate a single touched object (or part of an item) of Tiny to Large size, as though using the ''Animate Objects'' spell (PHB213). Such items remain animated for up to 10 minutes, and obey all verbal commands from the artificer.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one step greater in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1021359Artificer, 2nd Variant (5e Class)2018-03-17T00:49:05Z<p>Entropicscholar: /* Tradition of the Spellwright */</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=100<br />
|extra3_2=200<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
The artificer may craft any Item for which they have learned the proper formula.<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table. All Artificers are assumed to know the formula for ''+1/+2/+3 Weapons and Armor'', as well as for all ''spell scrolls'', assuming they are of a high enough level to craft items of that rarity.<br />
<br />
<u>Crafting magical items is normally a lengthy process</u>, and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
<u>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</u>, consuming material components as normal, but having the effect of the spell negated as it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
In addition the alchemist adds all of the above items, as well as the Alchemy Jug, to the list of items he/she may craft.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
::Dagger of Venom [http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
::Dragon Slayer [http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
::Dwarven Thrower [http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
::Flame Tongue [http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
::Frost Brand [http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
::Giant Slayer [http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
::Mace of Disruption [http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
::Mace of Smiting [http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
::Sword of Wounding [http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
::Vicious Weapon [http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
::Weapon of Warning [DMG.213]<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their Combat infusions ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to craft the following constructs, treating them as uncommon quality magic items:<br />
<br />
::Flying sword<br />
::Animated armor<br />
::Rug of Smothering<br />
::Homunculus<br />
<br />
Creatures crafted this way follow the artificer’s verbal commands, but otherwise act independently. The designs for other constructs may be learned in place of magic item formula, on a per level basis. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level the artificer may choose any construct they have created, and designate them to receive a number of unique benefits. At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
<br />
'''Temporary Animation'''<br />
<br />
Once per short rest, the artificer may spend an action to animate a single item (or part of an item) no greater than 5 feet square. This animated object has all ability scores set to 10, may speak, and will obey the artificer’s verbal commands. Animated items have no memory of the time they were not animated.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one level higher in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Talk:Artificer,_2nd_Variant_(5e_Class)&diff=1013066Talk:Artificer, 2nd Variant (5e Class)2018-02-26T03:58:34Z<p>Entropicscholar: /* Core Principles of the Class */</p>
<hr />
<div>==Older Notes and questions==<br />
The description references the spells known section of the class table, would someone with an understanding of proper balance be able to input one? I've been considering that it may be similar to another class but I haven't been able to settle which one that would be.<br />
:Done. Thanks for noticing, since I had missed it.--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 21:23, 4 November 2015 (MST)<br />
<br />
How does the artificers focus work exactly? I imagine that you take some kind of clockwork device (or even a nut and bolt), cast your spell on it (for example shield) and give it to any of your party members (or use it yourself) then when they need it (or when you think they need it, as a reaction) you activate the spell stored in the device. Am I wrong in this? If so, can you please explain further in dept how this works. Also, explaining the magic weapon feet on level 3 before you explain the level 4 feats seems to make more sense than it doesn't like it's written at the moment.<br />
:The Artificers Focus is intended more for flavor than for solid rules. Basically, instead of targeting your self or your allies directly with your beneficial spells, you have to target your or their gear. For example, when you cast ''Comprehend Languages'' it normally effects only you, but with Artificers Focus you also need to choose a focus item (lets say, your shirt). So long as you keep the focus item the spell works normally, but if you lose the item the spell ends. You can NOT just cast the spell on an item, and then pass the item to another character so that they get the effect.<br />
:When I was creating the class I strongly considered simply removing Artificers Focus altogether, since it has next to no game impact. '''It's just there for the flavor''' of 'enchanted stuff' as opposed to 'enchantments'.<br />
:Also, thanks for letting me know about the mix up with the level 3 and level 4 abilities. I fixed that now. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 13:09, 9 November 2015 (MST)<br />
<br />
<br />
Thank you for the fast reply. I was confused, because of how you explained the spell-casting mechanic: <br />
"Artificers have a unique style of spell-casting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical."<br />
But I think I am correct in assuming this refers to the "spell storing item" feature, and nothing more then that. So no casting (cheating) spells with range "self" or "touch" through these "artificer's focus" then. Also, just wondering, but why no cantrips? seems odd the you're reliant on dagger stabbing/cross bow shooting when you're done buffing.... (I'm interested because I plan in making a Goblin Tinkerer Artificer with Scrounger background, and would've liked to throw around wacky clockwork mechanics that could activate spells and stuff)<br />
:As far as the Cantrips go, excluding them was definitely intentional. Artificers are more about inventing things than they are about casting spells, so an at will attack cantrip seemed horribly out of place.<br/><br />
:So, yeah, you'll probably be using scrolls, wands, and an enchanted crossbow in most fights.<br/><br />
:As far as your clockwork devices though, remember, first, you have the "Unique Invention" ability, which means you could create all kinds of things and just give them the stats for a scroll of X level. Also, the Construct Master takes combat very differently, constantly able to heal his pet of harm taken. Last, you have all those permanent items you can make... (like animated caltrops)--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 13:30, 12 November 2015 (MST)<br />
<br />
<br />
Agreed,I wasn't thinking about at will damage cantrips, but cantrips like "mending" would be pretty logical flavor wise, Casting minor illusion can be seen as throwing a holo-projector, or some sort of speaker,... Mold earth could fit for those that like to dig around for their raw materials (okay, pretty far fetched), and Shocking grasp to get out of hairy situations (Okay, so it does damage, look at it as a shock stick), Guidance could be something that "enchants" somebody's armor for str and dex checks, or put enchanted goggles on somebody for better perception checks,... not saying you should add them, but it just feels strange not having any... especially when they could make perfect sense.<br />
<br />
I can not tell if you learn new magical item recipes every level like other spell casters or if you can only learn from formulas and the magic item formula known shows how many you can have memorized. I am presuming the latter but I am not sure. 5 May 2016 by Thundershield (Talk | contribs)<br />
<br />
::<s>Depending upon the archetype you learn more Infusions each level, for most spell formulae you must find them - but the class can learn them very quickly with the reaction ability. Otherwise they can use scrolls (without destroying them) to come up with the formulae for them.<br />
::Now, The Arcane Engineer DOES learn spells and subsquently formulae for those spells but obviously at the cost of automatic progression of infusions</s><br />
:::You learn new item formulea each level, just as though you were learning spells. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 07:12, 10 April 2017 (UTC)<br />
<br />
<br />
One little oddity I just spotted in here...Under Spell Storing Item, it specifies that the level of the spell must be less than or equal to half your Artificer level, but cannot be higher than Level 5. Given that this feature is gained at Level 10 (whereupon '5th level spell' is half your artificer level), the qualification of 'must be less than or equal to half your level' seems superfluous as you can use it on 5th level spells immediately, and that's the highest level spell you can ever work with.--[[User:Guildsbounty|Guildsbounty]] ([[User talk:Guildsbounty|talk]]) 13:39, 5 July 2016 (MDT)<br />
<br />
=== Clarification Requested on item creation ===<br />
<br />
I really like this class, but I'm trying to figure out how the lower levels are supposed to work. Unless I am misunderstanding the chart, the only things you can make until level 5 are potions and scrolls, and you need someone else to cast the spell to make the scroll (unless you know it yourself). I guess my confusion comes from the uncommon item restriction. Is it intentional that the class pours money into scroll creation for single-use casts until level 5? If so it seems out of whack with the other classes, but I think maybe I'm just misunderstanding it? Could you clarify? --[[User:Jgpicard|Jgpicard]] ([[User talk:Jgpicard|talk]]) 12:48, 14 November 2016 (MST)jgpicard<br />
<br />
=== A little confused about Continual Labor ===<br />
<br />
Compared to all of the other Artificer homebrews I've found, this one most perfectly captures a character I'm going for. I'm just a little confused on how the Continual Labor Feature works.<br />
<br />
From what I've gathered about the class in general, you may pick a new formula of a magic item to build at every level (almost like a spell list but with magical items). The thing that confuses me is that Continual Labor allows you to build a new magic item at every level and have it completed within a week of leveling. Does that mean that it has to be the new magic item that you've decided to learn the formula for? Or do you learn a new formula just for Continual Labor, giving you a grand total of 40 formulas learned? The reason I ask this is because Continual Labor states you can't make anything passed Rare using that feature. Does that mean if you decide to learn a very rare formula at level 14 that you skip using Continual Labor, make another item you already know the formula for, or learn an entirely different formula in addition to the very rare one?<br />
<br />
Any clarification on how this works would be much appreciated!<br />
<br />
<br />
:When the Artificer levels up, he chooses a new formula to add to his list (Item creation feature). Within 1 week of leveling up he must choose an item on his list of formula, and creates that item instantly, at 1/2 normal cost (continual labor). I intended this feature to let you get one "free" item each level. it is not intended to increase the number of formula known, just the number of items you have. I had to limit it to Rare, Uncommon, and Common items in limit the power of the class overall (items above Rare need to be crafted normally).<br />
<br />
:at level 20, you should know a total of 20 item formula, plus the ones learned at level 1. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 07:02, 10 April 2017 (UTC)<br />
<br />
==What the Hell did you people DO to my Class==<br />
I know I haven't been active on this site for a while, but '''Really?''' Not a single one of my original Subclasses still exist. You gave the ability for infinite schema's known. You added a random batman utility belt, and a familiar. These things may sound small (except the first), but WHY???<br />
<br />
Why the hell would you do that? I feel like all of my work has been stolen. If you're going to change someone's work SO much that its nearly unrecognizable, please, PLEASE either get permission first, or just make your own page.<br />
<br />
Let me repeat: '''You deleted ALL 4 of my original Subclasses''', and added new ones. You left ZERO commentary on why you would do this, in the discussion page. THIS IS NOT ACCEPTABLE.<br />
<br />
I'm going to look over the changes further, but as it stands, I'll wait about a month for responses, then I think I'll just revert everything (I would be amiable to changes if you posted your reasoning in the discussion page, but not if you make these kind of sweeping changes WITHOUT explanation).<br />
--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 20:19, 25 November 2017 (MST)<br />
:It appears someone (in a tragic and horrifying display of bad timing) moved and renamed my class, leaving the discussion page attached to... a redirect notification page. I've copied all the previous discussion here, but given that, I find it highly unlikely that anyone will respond to my request for explanation in the remaining 23 days before repairs begin. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 21:34, 2 December 2017 (MST)<br />
<br />
::I'm the one who moved this page. Thanks for moving the talk page as well. I wish I had noticed that properly.<br />
::I've found anonymous edits destroy most class and race pages that aren't protected, and feel as though I understand some of your frustration in that regard. If I had may way, race and class pages would require an editor to at least log in before editing them. I'm not going to defend the other edits made to the page, but in case you are not already aware you can use the [https://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&action=history history tab] to see who made these numerous edits. You could also use history to revert the page to the form it took when you last edited it{{dash}}on 23 December 2015, it would seem. I imagine simply reverting the page would make "repairs" significantly easier. - [[User:Guy|Guy]] ([[User talk:Guy|talk]]) 06:28, 3 December 2017 (MST)<br />
:::Thankyou. I can't say how much I appreciate you're response. --[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 23:37, 2 January 2018 (MST)<br />
<br />
===Renovations Have Commenced===<br />
'''Phase 1:''' Revert to last trustworthy date. (Completed)<br />
<br />
'''Phase 2:''' Update Discussion page to explain changes. (Ongoing)<br />
<br />
'''Phase 3:''' Make changes to the class, reflecting thoughts of previous contributors. Be warned that changes to fundamental nature of the class will not be retained. (pending)<br />
<br />
'''Phase 4:''' Explain the principles this class was based on, so that this mess does not repeat itself. (pending)<br />
--[[User:Entropicscholar|Entropicscholar]] ([[User talk:Entropicscholar|talk]]) 23:37, 2 January 2018 (MST)<br />
==Core Principles of the Class==<br />
'''Role and working principles'''<br />
<br />
The Artificer IS NOT A SPELLCASTER.<br />
<br />
Artificers support their party by providing magic items. While an Artificer can become powerful in his own right by keeping all his inventions for his own use, his abilities are best used when they enhance others in their individual specialties.<br />
<br />
The Craft Reserve feature was (RE)introduced, replacing "Continual Labor". This feature is intended to allow the creation of minor items early, without even touching your character wealth, and then provide a significant discount later on. If it proves too powerful, please inform me, and numbers can be adjusted accordingly.<br />
<br />
Artificers are the only characters capable of creating magic items of Legendary quality.<br />
<br />
'''Role in a Party'''<br />
<br />
While the artificer can potentially fill any role, he most easily fits into the position filled by a bard, cleric, or rouge.<br />
<br />
He is effective at enhancing party members, and has strong out-of-combat potential.<br />
<br />
'''Construction and design'''<br />
<br />
I've based my work on a number of peoples ideas, but primarily have tried to stay as close as possible to the original Artificer class, as well as the base rules for 5e. I am currently working off of a model following the progression of Rouge class, but looking closely at models following the Bard and Cleric classes as well. I settled on the Rogue as my primary model because they excel most in non-combat. I thought that was appropriate for Artificers as well.<br />
<br />
The subclasses allow an artificer instant access to certain items, circumventing the normal creation times. These easy access items differentiate artificers into specific roles. A spellwright has the raw spell-blasting ability of a Wizard, while the Battlesmith is a respectable front line fighter, etc. The Subclass progression of features is:<br />
:3 Proficiency<br />
:3 Core feature, for constant use<br />
:9 Power boost.<br />
:13 Natural extension of either 'Core feature' or 'Power boost'<br />
:17 Capstone ability. I'm actually worried about 3/4 of these being super overpowered.<br />
<br />
==Recent Questions==</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1013062Artificer, 2nd Variant (5e Class)2018-02-26T03:30:26Z<p>Entropicscholar: /* Tradition of the Alchemist */</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=100<br />
|extra3_2=200<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
The artificer may craft any Item for which they have learned the proper formula.<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table.<br />
<br />
'''Crafting magical items is normally a lengthy process''', and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
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 it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Oil of Sliperiness<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
::Dagger of Venom [http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
::Dragon Slayer [http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
::Dwarven Thrower [http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
::Flame Tongue [http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
::Frost Brand [http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
::Giant Slayer [http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
::Mace of Disruption [http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
::Mace of Smiting [http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
::Sword of Wounding [http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
::Vicious Weapon [http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
::Weapon of Warning [DMG.213]<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their Combat infusions ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to craft the following constructs, treating them as uncommon quality magic items:<br />
<br />
::Flying sword<br />
::Animated armor<br />
::Rug of Smothering<br />
::Homunculus<br />
<br />
Creatures crafted this way follow the artificer’s verbal commands, but otherwise act independently. The designs for other constructs may be learned in place of magic item formula, on a per level basis. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level the artificer may choose any construct they have created, and designate them to receive a number of unique benefits. At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
<br />
'''Temporary Animation'''<br />
<br />
Once per short rest, the artificer may spend an action to animate a single item (or part of an item) no greater than 5 feet square. This animated object has all ability scores set to 10, may speak, and will obey the artificer’s verbal commands. Animated items have no memory of the time they were not animated.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one level higher in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1013061Artificer, 2nd Variant (5e Class)2018-02-26T03:29:30Z<p>Entropicscholar: /* Tradition of the Battlesmith */ Adding links to magic weapon descriptions online</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=100<br />
|extra3_2=200<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
The artificer may craft any Item for which they have learned the proper formula.<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table.<br />
<br />
'''Crafting magical items is normally a lengthy process''', and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
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 it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
::Dagger of Venom [http://www.dandwiki.com/wiki/5e_SRD:Dagger_of_Venom]<br />
::Dragon Slayer [http://www.dandwiki.com/wiki/5e_SRD:Dragon_Slayer]<br />
::Dwarven Thrower [http://www.dandwiki.com/wiki/5e_SRD:Dwarven_Thrower]<br />
::Flame Tongue [http://www.dandwiki.com/wiki/5e_SRD:Flame_Tongue]<br />
::Frost Brand [http://www.dandwiki.com/wiki/5e_SRD:Frost_Brand]<br />
::Giant Slayer [http://www.dandwiki.com/wiki/5e_SRD:Giant_Slayer]<br />
::Mace of Disruption [http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Disruption]<br />
::Mace of Smiting [http://www.dandwiki.com/wiki/5e_SRD:Mace_of_Smiting]<br />
::Sword of Wounding [http://www.dandwiki.com/wiki/5e_SRD:Sword_of_Wounding]<br />
::Vicious Weapon [http://www.dandwiki.com/wiki/5e_SRD:Vicious_Weapon]<br />
::Weapon of Warning [DMG.213]<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their Combat infusions ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to craft the following constructs, treating them as uncommon quality magic items:<br />
<br />
::Flying sword<br />
::Animated armor<br />
::Rug of Smothering<br />
::Homunculus<br />
<br />
Creatures crafted this way follow the artificer’s verbal commands, but otherwise act independently. The designs for other constructs may be learned in place of magic item formula, on a per level basis. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level the artificer may choose any construct they have created, and designate them to receive a number of unique benefits. At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
<br />
'''Temporary Animation'''<br />
<br />
Once per short rest, the artificer may spend an action to animate a single item (or part of an item) no greater than 5 feet square. This animated object has all ability scores set to 10, may speak, and will obey the artificer’s verbal commands. Animated items have no memory of the time they were not animated.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one level higher in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1013053Artificer, 2nd Variant (5e Class)2018-02-26T03:11:39Z<p>Entropicscholar: /* Tradition of the Construct Master */ DMG page reference added</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=100<br />
|extra3_2=200<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
The artificer may craft any Item for which they have learned the proper formula.<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table.<br />
<br />
'''Crafting magical items is normally a lengthy process''', and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
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 it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
::Dagger of Venom,<br />
::Dragon Slayer,<br />
::Dwarven Thrower,<br />
::Flame Tongue,<br />
::Frost Brand,<br />
::Giant Slayer,<br />
::Mace of Disruption,<br />
::Mace of Smiting,<br />
::Sword of Wounding,<br />
::Vicious Weapon,<br />
::Weapon of Warning.<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their Combat infusions ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to craft the following constructs, treating them as uncommon quality magic items:<br />
<br />
::Flying sword<br />
::Animated armor<br />
::Rug of Smothering<br />
::Homunculus<br />
<br />
Creatures crafted this way follow the artificer’s verbal commands, but otherwise act independently. The designs for other constructs may be learned in place of magic item formula, on a per level basis. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level the artificer may choose any construct they have created, and designate them to receive a number of unique benefits. At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
<br />
'''Temporary Animation'''<br />
<br />
Once per short rest, the artificer may spend an action to animate a single item (or part of an item) no greater than 5 feet square. This animated object has all ability scores set to 10, may speak, and will obey the artificer’s verbal commands. Animated items have no memory of the time they were not animated.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one level higher in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a ''Golem Manual'' (DMG180).<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholarhttps://www.dandwiki.com/w/index.php?title=Artificer,_2nd_Variant_(5e_Class)&diff=1013037Artificer, 2nd Variant (5e Class)2018-02-26T02:51:55Z<p>Entropicscholar: Overall update. Rogue progression in subclasses implemented. Merchant replaced with Alchemist.</p>
<hr />
<div>===Artificer (Ebberon 3.5 Adaptation)===<br />
{{5e Image|float:right| http://4.bp.blogspot.com/-3bPgdqdgKQw/UdYP2S8gMdI/AAAAAAAAHn0/K95mUSvpfW0/s400/dwarven_artificer_by_scarypet-d492lo8.jpg<br />
|<!--Caption, art credit, link to source-->}}<br />
This class was produced in the year 2015, adapting the Artificer class native to D&D 3.5 in the Ebberon campaign setting for use in D&D 5.0.<br />
<br />
It is also made in response to the absolutely insulting wizard tradition of the same name found in the [http://dnd.wizards.com/articles/features/unearthed-arcana-eberron Unearthed Arcana article pertaining to Eberron].<br />
<br />
Please note that in the Ebberon Campaign Setting, magic items are a common commodity. If your DM reduces the cost of certain magic items, the crafting cost and times should likewise be reduced.<br />
<br />
:''A dwarf touches a shining ruby wand to his belt and whispers a few words; his muscles swell with strength. He smashes through a barred door to rescue the imprisoned heir of House Kundarak. ''<br />
<br />
:''A human in a finely crafted breastplate slices through a giant worm with a longsword painted with arcane patterns and runes. Her allies’ weapons flash with the same aura having been empowered by her care.''<br />
<br />
:''A gnome touches the skin of her cold iron hound to repair the chunks of metal torn off by a rampaging owlbear. She sprinkles dust over her hat and disappears from sight, waiting with infused crossbow bolts for the monster to wander down the hallway. ''<br />
<br />
Artificer’s take their skill at magically modifying everyday items with them to the battlefield, the marketplace, and the dungeon as they seek new challenges, exotic materials, and fantastic wonders. In Eberron, they are known as artificers, but in other worlds they might be called arcanists, alchemists, or rune casters. <br />
====The Structure of Magic====<br />
In the world of Dungeons & Dragons, magic doesn’t only reside in humanoids, nature, and the gods, but also in objects. Magical wands, powerful scrolls, potent potions, and commanding staffs are the most common examples of magic wrapped up in otherwise mundane items.<br />
<br />
The artificer sees this magic only as the most obvious form of their specialty. They study the crafting of everyday items as something magical, and infuse parts of themselves into those crafted objects to create magical objects. Where a wizard or cleric will cause an effect in the open, an artificer temporarily brings out an items capability. For an artificer a tunic is a suit of armor, a cloak is a sturdy shield, and gloves provide the strength of an ogre.<br />
<br />
Artificers learn to recognize the patterns of magic in crafted goods and even raw materials, and to use their own magic to pull it out of them in fantastic ways. The greatest artificers are known to create magical items with amazing effects and to master various rituals. To an artificer there is no difference between the magic of a druid, wizard, cleric, or any other caster. They see magic as something purer than its petty divisions.<br />
====Experimentation and Understanding====<br />
A true artificer is as uncommon in the world as a true genius is in ours. In magically advanced lands there are those magewrights who have an understanding of magic rituals and can occasionally bring forth the magic of objects, but they are limited to their specialties. A true artificer masters all specialties and forms of artifice. An artificer is constantly inventing and questioning; his latest infusion or creation is not his best, there is always a grander discovery to be made.<br />
<br />
Experimentation is key to the success of an artificer. Without their constant attempts to master the arcane secrets of the universe and discover the underpinnings of how magic works, an artificer would be nothing. To an artificer, even more than to the other arcane classes, magic is life. They understand that without magic there would be no existence. Most artificers dedicate their lives to understanding the way magic weaves itself into the universe.<br />
<br />
===Creating an Artificer <!--Class Name-->===<br />
An artificer is a magical engineer. They are deeply interested in how magic works. What drives your artificer to study and experiment? Is it to better the world? For the sake of knowledge alone? Is it for financial gain, or is it to solve a specific problem, like stopping death, or making tools to help the disabled? Think about whether your artificer is more focused on magical trinkets, or instruments of war. Maybe they are most interested in ancient monoliths radiating mystical energies.<br />
====Quick Build====<br />
You can make an artificer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Guild Artisan background. Third, choose the following 1st-level spells: ''detect magic'', ''disguise self'', and ''shield of faith''.<br />
<br />
<br />
{{5e Class Features<br />
|name= Artificer<br />
|summary=In Eberron, magic is almost technology; and Artificers are the world's master inventors.<br />
|hd=8<br />
|spellcasting=half<br />
|armor=light armor, shields<br />
|weapons=All simple weapons<br />
|tools=Choose three types of Artisan's tools, or two types of Artisans tools and Thieves tools. <br />
|saves=Intelligence, Constitution<br />
|skills=Choose two from: Arcana, History, Investigation, Medicine, and Religion.<br />
|item1a=a light crossbow and 20 bolts<br />
|item1b=any simple weapon<br />
|item2a=a scholar’s pack<br />
|item2b=an explorer’s pack<br />
|item3a=Leather armor, any simple weapon, and one set of artisan’s tools<br />
|item3b=<br />
|item4a=Driftglobe<br />
|item4b=<br />
<br />
|classfeatures1=Artificer Knowledge, Item Creation<br />
|classfeatures2=Repair Damage, Magic Weapons<br />
|classfeatures3=Artificer Tradition<br />
|classfeatures4=<br />
|classfeatures5=Unique invention<br />
|classfeatures6=Expertise<br />
|classfeatures7=Retain Essence<br />
|classfeatures8=<br />
|classfeatures9=Artificer Tradition Feature<br />
|classfeatures10=<br />
|classfeatures11=Spell Storing Item<br />
|classfeatures12=<br />
|classfeatures13=Artificer Tradition Feature<br />
|classfeatures14=<br />
|classfeatures15=Spell Storing Item<br />
|classfeatures16=<br />
|classfeatures17=Artificer Tradition Feature<br />
|classfeatures18=Spell Storing Item<br />
|classfeatures19=<br />
|classfeatures20=Universal Attunement<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Maximum Item Rarity<br />
<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=Magical Item Table A (DMG.page144)<br />
|extra1_2=Uncommon<br />
|extra1_3=Uncommon<br />
|extra1_4=Uncommon<br />
|extra1_5=Uncommon<br />
|extra1_6=Rare<br />
|extra1_7=Rare<br />
|extra1_8=Rare<br />
|extra1_9=Rare<br />
|extra1_10=Rare<br />
|extra1_11=Very Rare<br />
|extra1_12=Very Rare<br />
|extra1_13=Very Rare<br />
|extra1_14=Very Rare<br />
|extra1_15=Very Rare<br />
|extra1_16=Very Rare<br />
|extra1_17=Very Rare<br />
|extra1_18=Legendary<br />
|extra1_19=Legendary<br />
|extra1_20=Legendary<br />
|extra2_name=Magic Item Formula Known<br />
|extra2_1=special<br />
|extra2_2=2<br />
|extra2_3=3<br />
|extra2_4=4<br />
|extra2_5=5<br />
|extra2_6=6<br />
|extra2_7=7<br />
|extra2_8=8<br />
|extra2_9=9<br />
|extra2_10=10<br />
|extra2_11=11<br />
|extra2_12=12<br />
|extra2_13=13<br />
|extra2_14=14<br />
|extra2_15=15<br />
|extra2_16=16<br />
|extra2_17=17<br />
|extra2_18=18<br />
|extra2_19=19<br />
|extra2_20=20<br />
|extra3_name=Craft Reserve<br />
|extra3_1=100<br />
|extra3_2=200<br />
|extra3_3=400<br />
|extra3_4=600<br />
|extra3_5=800<br />
|extra3_6=1,000<br />
|extra3_7=1,500<br />
|extra3_8=2,000<br />
|extra3_9=2,500<br />
|extra3_10=3,000<br />
|extra3_11=4,000<br />
|extra3_12=5,000<br />
|extra3_13=7,500<br />
|extra3_14=10,000<br />
|extra3_15=12,500<br />
|extra3_16=15,000<br />
|extra3_17=20,000<br />
|extra3_18=25,000<br />
|extra3_19=30,000<br />
|extra3_20=50,000<br />
|extra4_name=Spells Known<br />
|extra4_1=--<br />
|extra4_2=2<br />
|extra4_3=3<br />
|extra4_4=3<br />
|extra4_5=4<br />
|extra4_6=4<br />
|extra4_7=5<br />
|extra4_8=5<br />
|extra4_9=6<br />
|extra4_10=6<br />
|extra4_11=7<br />
|extra4_12=7<br />
|extra4_13=8<br />
|extra4_14=8<br />
|extra4_15=9<br />
|extra4_16=9<br />
|extra4_17=10<br />
|extra4_18=10<br />
|extra4_19=11<br />
|extra4_20=11<br />
}}<br />
==== Item Creation ====<br />
The hallmark ability of an Artificer is the power to craft useful magic items.<br />
The artificer may craft any Item for which they have learned the proper formula.<br />
<br />
The artificer begins play with knowledge of the formula of every consumable item from magic item table A (pg 144 DMG), plus the Driftglobe. These items do not count against the maximum number of item formula the Artificer knows. For reference, these items are: ''Potion of healing*, Spell scroll (cantrip)*, Potion of climbing*, Spell scroll (1st level)*, Spell scroll (2nd level), Potion of greater healing'', ''Driftglobe''.<br />
<br />
* *indicates a "common quality" magic item.<br />
<br />
At each level the artificer learns new item formula as noted in the artificer's class features table. The maximum complexity of formula an Artificer may learn is based on the rarity of the item, and is noted on the same table.<br />
<br />
'''Crafting magical items is normally a lengthy process''', and is based on the Cost of Crafting an item (PHB.187; DMG.129).The artificer is assumed to work for 8 hours per day and makes progress in 100gp increments. Additional workers add 50 gp of progress per day of assistance, which in the case of more advanced items becomes vital in terms of time.<br />
<br />
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 it's energies are channeled 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.<br />
<br />
=====Normal Crafting Costs=====<br />
The cost of creating a magic item depends on the items rarity, and is equal to 50% of the maximum price of such an item. (prices given DMG135)<br />
{| class="wikitable"<br />
|+ <br />
|-<br />
!Item<br />
!Item Value<br />
!Cost to Craft<br />
!Time to Craft<br />
!Aproximately<br />
!Highest Level Spell Scroll<br />
|-<br />
|Common<br />
|50-100gp<br />
|50gp<br />
|0.5 day<br />
|<br />
|1<br />
|-<br />
|Uncommon<br />
|100-500gp<br />
|250gp<br />
|2.5 day<br />
|<br />
|3<br />
|-<br />
|Rare<br />
|500-5,000gp<br />
|2,500gp<br />
|25 days<br />
|1 month<br />
|5<br />
|-<br />
|Very Rare<br />
|5,000-50,000gp<br />
|25,000gp<br />
|250 days<br />
|8 months<br />
|8<br />
|-<br />
|Legendary<br />
|50,000-500,000gp+<br />
|250,000gp<br />
|2500 days<br />
|7 years<br />
|9<br />
|}<br />
<br />
*'''Additional workers can reduce these craft times dramatically'''. The times listed in the table reflect what would be required of an Artificer working alone. With an average 4 member party (3 assistants), craft times will be 0.4 times the listed amount. Having 10 assistants, plus the artificer himself means these times will be reduced to 0.09 times the listed value.<br />
<br />
*As described in the Players Handbook, a skilled, non-spellcasting worker may be hired to assist in item creation at the cost of 2 gp per day of labor, per worker. Having greater than 10 hired workers assisting in any given project will in some cases begin to stretch the bounds of plausibility.<br />
<br />
*In most cases an artificer should never be allowed to learn the formula's for a ''Manual of Bodily Health'', ''Manual of Gainful Exercise'', ''Manual of Quickness of Action'', ''Tome of Clear Thought'', ''Tome of Leadership and Influence'', or ''Tome of Understanding''. These items grant single use permanent duration effects that the DM should guard closely.<br />
<br />
=====Craft Reserve=====<br />
Each level, the artificer gains a reserve of magical energy which they may spend in place of gold when creating magic items.<br />
<br />
When the artificer chooses to craft a magic item, they may spend any amount from their craft reserve, and reduce the crafting cost of the item by the same amount. Additionally, the crafting time for the item is calculated from the reduced price, rather than the original price.<br />
<br />
Each time the artificer gains a level he gains a new craft reserve: leftover points do not carry over.<br />
<br />
==== Artificer Knowledge ====<br />
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.<br />
<br />
In addition, you know the ''identify spell'', as well as the Light and Mending cantrips. These do not count against the number of spells you know, and it require no components.<br />
<br />
Finally, you have a natural knack for making magic items work. You ignore all class requirements on the use of magic items.<br />
====Spellcasting====<br />
Artificers have a unique style of spellcasting. They imbue items and materials with infusions of their own magical energy in a very precise memorized pattern. They follow exact magical formula and combine it with a bit of genius to make a mundane material temporarily magical. <br />
<br />
'''Spell Slots'''<br />
<br />
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.<br />
For example, if you cast the first level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot.<br />
<br />
'''Spells Known of 1st Level and Higher'''<br />
<br />
You know two 1st-level spells of your choice from the artificer spell list.<br />
<br />
The Spells Known column of the artificer table shows when you learn more artificer spells of you choice. 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.<br />
<br />
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. <br />
<br />
'''Spellcasting Ability'''<br />
<br />
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 a artificer spell you cast and when making an attack roll with one.<br />
<br />
:Spell save DC = 8 + your proficiency bonus + you Intelligence modifier<br />
<br />
:Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
'''Ritual Casting'''<br />
<br />
You can cast any artificer spell you know as a ritual if that spell has the ritual tag. <br />
<br />
'''Artificer's Focus'''<br />
<br />
''The Artificer's Focus is primarily "fluff" and may be excluded if your DM permits.''<br />
<br />
In addition to a normal spellcasting focus, an Artificer must choose a single mundane item to serve as the focus for any artificer spell the spellcasting focus must be placed on the person or any creature targeted by the artificer's non-instantaneous spells. Any given item may only act as the focus of one spell at a time. If at any time a creature benefiting from an artificer's non-instantaneous spells loses possession of the focus item, the spell ends.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!colspan="2"| Artificer Spells<br />
|-<br />
|Spell Level<br />
|Class Spells<br />
|-<br />
|1<br />
| ''Alarm, Bless, Comprehend Languages, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Illusory Script, Mage Armor, Shield, Shield of Faith''<br />
|-<br />
|2<br />
| ''Arcane Lock, Barkskin, Blur, Continual Flame, Darkness, Darkvision, Enhance Ability, Find Traps, Heat Metal, Knock, Magic Mouth, Magic Weapon, Nystul’s Magic Aura, Shatter''<br />
|-<br />
|3<br />
| ''Bestow Curse, Dispel Magic, Elemental Weapon, Feign Death, Glyph of Warding, Magic Circle, Nondetection, Protection From Energy, Remove Curse, Tiny Hut, Tongues, Water Walk''<br />
|-<br />
|4<br />
| ''Fabricate, Fire Shield, Leomund's Secret Chest, Otiluke’s Resilient Sphere, Stone Shape, Stone Skin''<br />
|-<br />
|5<br />
| ''Animate Objects, Awaken, Creation, Mislead, Planar Binding, Swift Quiver, Teleportation Circle, Wall of Stone''<br />
|}<br />
<br />
==== Repair Damage====<br />
As an action, an Artificer of 2nd level or higher may expend an Artificer spell slot to repair any touched construct or object. The construct or object regains a number of hit points equal to 1d8 + your intelligence modifier, for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. This ability has no effect on living creatures or undead.<br />
==== Magic Weapons====<br />
As a bonus action, an Artificer of 2nd level or higher may expend spell slot of 1st level or higher to imbue any weapon within 10 feet with magical energy. For the next 1 minute that weapon gains a bonus to attack and damage rolls equal to the level of the spell slot used.<br />
<br />
==== Artificer Tradition====<br />
At 3rd level you begin to follow a tradition of magical crafting that you emulate in your creations and infusions: Alchemist, Battlesmith, Construct Master, Spellwright. Your choice grants you features at 3rd, 9th, 13th, and 17th levels. <br />
==== Ability Score Increase====<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Unique Invention====<br />
When an Artificer of 5th level or higher crafts a magical item, they may freely alter any non-magical qualities that item may have.<br />
<br />
For example, the Artificer could craft a tattoo which acted as a potion (disappearing when used), or could enchant a golem's fists to act as a Frostbrand (the golem would gain cold damage on it's attack, as well as the other abilities of a Frostbrand.).<br />
<br />
All alterations must be within reason: a magic weapon must be crafted in the form of a weapon, clothing must remain clothing, etc.<br />
<br />
Magic Rings cannot be changed to be anything other than magical rings.<br />
<br />
==== Expertise ====<br />
At 6th level,choose any two skills you are proficient in, or a skill and a tool, or two tools you are proficient in. Any time you are required to make an ability check in conjunction with any of the chosen skills or tools you may add double your proficiency bonus to the roll.<br />
<br />
====Retain Essence/Dweomer Recovery====<br />
At 7th level the Artificer gains the ability to salvage magical energy from magic items he destroys, and use that power to create a new item.<br />
<br />
The artificer must have the item in his possession for 1 full day before using this ability. At the end of one day, the item is destroyed and half its crafting cost is added to the artificer’s craft reserve.<br />
<br />
==== Spell Storing Item====<br />
At 11th 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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
At 11th level, you may only have one spell storing item active at a time. This increases to 2 at 15th level, and 3 at 18th level.<br />
<br />
==== Universal Attunement ====<br />
At 20th level, the Artificer's intimate familiarity with magic, and magical equipment allows him to gain the benefits of most any item intuitively.<br />
The artificer is automatically considered attuned to any magic item he holds, which requires attunement.<br />
<br />
The artificer gains this benefit even if another creature is already attuned to the item, and does not cancel that creatures attunement to the item. Also, the artificer's universal attunement does not prevent other beings from attuning the item, nor is it canceled if another creature attunes it.<br />
The artificer retains this benefit up to 24 hours after losing contact with the item, as normal.<br />
<br />
The artificer is not limited to any particular number of items they may have attuned.<br />
<br />
===Artificer Traditions===<br />
''Alchemist, Battlesmith, Construct Master, Spellwright''<br />
====Tradition of the Alchemist====<br />
{{5e Image|float:right| http://cdn-images.9cloud.us/157/piccit_artificer_by_thraen_1815601098.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Consumable proficiency''' <br />
<br />
At 3rd level, the Alchemist is considered proficient in improvised weapons for attack rolls required by ther Consumables. In addition, they may throw Consumables twice as far. <br />
<br />
'''Quick potion'''<br />
<br />
Up to three times per short rest, an alchemist of 3rd level or greater may, as an action, produce any of the following potions:<br />
<br />
::Acid<br />
::Alchemists Fire<br />
::Antitoxin<br />
::Poison<br />
::Healing potion<br />
::Universal Solvent<br />
::Sovereign Glue<br />
<br />
Potions produced this way are unstable, and lose all function if not used within 1 hour of being made.<br />
<br />
'''Spell potions'''<br />
<br />
At 9th level and above, an alchemist may create potions which mimic the effect of any 1st 2nd or 3rd level spells, so long as those spells have a range of “personal” or “touch”. Creating such a potion requires 1 day, and has a cost according to the following table.<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Craft Potion<br />
|-<br />
|Cantrip<br />
|50gp<br />
|-<br />
|1<br />
|100gp<br />
|-<br />
|2<br />
|250gp<br />
|-<br />
|3<br />
|500gp<br />
|}<br />
<br />
'''Mixed drinks'''<br />
<br />
An alchemist of 13th level or greater may combine the effects of two existing potions into one. The alchemist may doo this either while preparing the potions originally, or with 1 minutes of work, at a later time.<br />
<br />
In either case, bother original potions are destroyed. The resulting concoction, when used, will provide the effects of both potions, but if the concoction is not used within 1 day it loses all special properties, becoming useless sludge.<br />
<br />
'''Transmute Matter'''<br />
<br />
At 17th level, the alchemist has learned to alter the basic chemical and physical structure of any object. As a ritual, requiring 10 minutes, and 1000gp in materials, the alchemist may cast Polymorph Any Object.<br />
<br />
====Tradition of the Battlesmith====<br />
{{5e Image|float:right| http://www.wizards.com/global/images/dnd_4new_drtoc_365_pic3_en.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Attuned Proficiency'''<br />
At 3rd level and higher, the battlesmith is treated as proficient with any magic weapon they have attuned.<br />
<br />
'''Combat Infusions'''<br />
<br />
At 3rd 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.<br />
<br />
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.<br />
<br />
The weapon may gain properties mimicking one of the following weapon types:<br />
<br />
::Dagger of Venom,<br />
::Dragon Slayer,<br />
::Dwarven Thrower,<br />
::Flame Tongue,<br />
::Frost Brand,<br />
::Giant Slayer,<br />
::Mace of Disruption,<br />
::Mace of Smiting,<br />
::Sword of Wounding,<br />
::Vicious Weapon,<br />
::Weapon of Warning.<br />
<br />
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 Battleaxe could gain the poisoning effect of a Dagger of Venom.<br />
<br />
'''Extra Attack'''<br />
<br />
Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Alternatively, you may attack once, and use your second attack to activate any magic item you carry (such as a wand).<br />
<br />
'''Tactical Infusions'''<br />
<br />
By 13th 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.<br />
<br />
'''Layered Enhancement'''<br />
<br />
At 17th level the Battlesmith has learned to apply multiple enchantments to a single item. Essentially, the Battlesmith may create a single object which functions as two different types of magic item.<br />
<br />
An object created this way has a crafting cost equal to 1.5 times the combined cost of the two items it copies. Alternatively, if the second enhancement is applied to an existing item, that second enhancement will have 2 times its normal crafting cost.<br />
<br />
As an added benefit, when the Battlesmith uses their Combat infusions ability, the pre-existing magical qualities the effected weapon are no longer suppressed.<br />
<br />
====Tradition of the Construct Master====<br />
{{5e Image|float:right|http://vignette3.wikia.nocookie.net/eberron/images/9/97/91465.jpg|<!--Caption, art credit, link to source-->}}<br />
<br />
'''Craft construct'''<br />
<br />
At 3rd level, a Construct Master learns to craft the following constructs, treating them as uncommon quality magic items:<br />
<br />
::Flying sword<br />
::Animated armor<br />
::Rug of Smothering<br />
::Homunculus<br />
<br />
Creatures crafted this way follow the artificer’s verbal commands, but otherwise act independently. The designs for other constructs may be learned in place of magic item formula, on a per level basis. The dm has final say on which constructs are acceptable and which are not, though most if not all constructs not listed here should be considered rare quality or higher.<br />
<br />
'''Favored servant'''<br />
<br />
At 3th level the artificer may choose any construct they have created, and designate them to receive a number of unique benefits. At the end of any short rest you may change which of your servants receives these benefits.<br />
<br />
* Add your proficiency bonus to the Favored servant's AC.<br />
<br />
* The favored servant uses your proficiency bonus in place of its own for, attack rolls, saving throws and skills it is proficient in, assuming your proficiency bonus is higher than its own.<br />
<br />
* Increase the Favored servant's hit point maximum to equal 2.5 times your Artificer level (rounded down).<br />
<br />
'''Temporary Animation'''<br />
<br />
Once per short rest, the artificer may spend an action to animate a single item (or part of an item) no greater than 5 feet square. This animated object has all ability scores set to 10, may speak, and will obey the artificer’s verbal commands. Animated items have no memory of the time they were not animated.<br />
<br />
'''Intelligent Servants'''<br />
<br />
At 13th level, a Construct Master's may now craft intelligent magic items. An intelligent item is considered one level higher in rarity (and therefore cost and time to create) than a comparable magic item. An intelligent item may never be crafted which has ability scores higher than the characters who participated in creating it.<br />
<br />
Additionally, the construct master may use a bonus action to direct his favored servant to activate any magic item they carry and which he would be capable of using himself.<br />
<br />
'''Golem Maker'''<br />
<br />
At 17th level, the construct master may craft golems, as though using a Golem Manual.<br />
<br />
====Tradition of the Spellwright====<br />
'''Scroll Book'''<br />
<br />
At 3rd level you develop a deeper understanding of magical patterns. Choose two 1st-level spells from any class’ spell list. You write these spells down in a book that becomes your Scroll Book. You cannot cast these spells, and they do not count against the number of spells you know. <br />
<br />
On your adventures, you can add other spells to your Scroll Book. When you find such any written spell, you can add it to the book if the spell’s level is equal to or less than half your artificer level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 25 gp for the rare inks needed to inscribe it. <br />
<br />
Any time you complete a short rest you may use a part of that time working with parchment, quill, and ink to create a spell scroll containing one spell chosen from your Scroll Book. In any short rest you may scribe a number of scrolls which have a combined level equal to half your artificer level, or less.<br />
<br />
{{5e Image|float:right| http://www.plasticrypt.com/bestiary/images/6/6a/Dx0328cc2_characterclass_artificer.jpg |<!--Caption, art credit, link to source-->}}<br />
<br />
{| class="wikitable"<br />
|+<br />
|-<br />
!Spell level<br />
!Cost to Scribe Scroll<br />
|-<br />
|Cantrip<br />
|100gp<br />
|-<br />
|1<br />
|250gp<br />
|-<br />
|2<br />
|500gp<br />
|-<br />
|3<br />
|1,000gp<br />
|-<br />
|4<br />
|2,500gp<br />
|-<br />
|5<br />
|5,000gp<br />
|-<br />
|6<br />
|10,000gp<br />
|-<br />
|7<br />
|25,000gp<br />
|-<br />
|8<br />
|50,000gp<br />
|-<br />
|9<br />
|100,000gp<br />
|}<br />
<br />
::'''Personal Scrolls'''<br />
::When creating Spell scrolls, you may choose to craft them in such a way that only you can use them. If you choose to create this type of scroll, there is no cost for crafting, but you have a maximum number of these “personal spell scrolls” equal to your artificer level.<br />
<br />
::'''Extra Scrolls'''<br />
::When crafting spell scrolls, and not crafting a “personal spell scroll” you craft them at reduced cost, according to the following table:<br />
<br />
'''Additional Spell Storing Item'''<br />
<br />
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 equal to or less than half your artificer level, and may never be greater than 5th level. The spell can only be used once, and is cast as the highest spell level for which you could craft a spell of this type. Once the spell has been stored into an item, it may be used by you or any other character.<br />
<br />
This spell storing item is in addition to those granted to you at 10th, 14th, and 18th levels.<br />
<br />
'''Wandcraft'''<br />
<br />
At 13th level, a Spellwright learns the secret of crafting personal use wands. The Spellwright may craft any wand described pages 209-212 DMG, so long as its rarity is one the Artificer could normally create.<br />
<br />
When creating a Wand, the Spellwright may choose to craft them in such a way that only they can use it. If you choose to create this type of wand, there is no cost for crafting, but you have a maximum number of these “personal wands” equal to 3. Creating a fourth causes one of the other wands, of the artificer's choice, to crumble to ash, becoming inert.<br />
<br />
The Spellwright is fully able to craft other wands as well, but must pay the crafting cost of such wands, as he/she normally would.<br />
<br />
'''Contingent Spells'''<br />
<br />
At 17th level, the Spellwright may craft any spell contained in his Scroll Book into a contingent spell. A contingent spell may be tied to any item, location, creature, or event, and follows all the rules described under the ''Contingency'' spell. The only difference being that the contingent spell need not be cast as part of crafting the contingent spell effect.<br />
Whenever the Artificer Crafts a Contingent Spell, it takes the place of, and counts against the maximum limit of Spell Storing Items the Artificer may have.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Artificer class, you must meet these prerequisites:<br />
* Intelligence 13<br />
* Proficiency in one or more set of Artisan's Tools<br />
<br />
'''Proficiencies.''' When you multiclass into the <!--class name--> class, you gain the following proficiencies:<br />
<br />
* Light armor<br />
* one set of artisan’s tools<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Entropicscholar