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====Mark 3 Prototype: February 2019==== The third playtest version of the 5e artificer finally released around February 28/March 1 of 2019, with WotC claiming that heavy snowfall had prevented any UA material from being released in those two months of UA. WotC's laziness aside, how did it look? Well... This version of the Artificer remains an [[Intelligence]] based [[Half Caster]], which must have a set of either thieves tools or artisan's tools to hand in order to use them as a focus - without those, it can't cast its spells. It's a [[Vancian Casting|Prepared Caster]], and needs to spend 1 minute fiddling with their tools per spell level for each spell on their list in order to change out their prepared spells. It has the following base class features: ::''Magical Tinkering (1st Level):'' You can use your tools to transform a tiny, mundane item to perform some magical effect, such as storing 6 seconds of audio-recording, emitting a specific smell or noise, shedding weak light, or displaying a small visual effect. You can keep these "tinkered" items enchanted indefinitely, and sustain a number of them equal to your Intelligence modifier. ::''Infuse Item (2nd Level):'' You can create temporarily enchanted items. The number of different Infusions you know, and how many you can sustain simultaneously, is determined by your artificer level. Infusions are permanent until you end them, you try to exceed your sustainable infusions (at which point the oldest is cancelled), or you have been dead for a number of days equal to your Int modifier (1 day minimum). Infusions consist of the following: * Boots of the Winding Path (requires 4th level): You can enchant a pair of boots so they can teleport you to a spot you previously were at within 15 feet. * Enhanced Defense: Enchants a shield or a suit of armor to give you +1 AC when equipped, +2 from 12th level onwards. * Enhanced Weapon: Enchants a simple or martial weapon to grant you a +1 bonus to attack and damage rolls, +2 from 12th level onwards. * Many-Handed Pouch (requires 4th level): Enchants 2-5 pouches so that the contents of one can be accessed from another, so long as they are within 100 miles of each other. * Radiant Weapon (requires 8th level): You can enchant a simple or martial weapon to grant you a +1 bonus to attack and damage rolls, shed bright light up to 30 feet when desired, and attempt to blind an attacker as a reaction to being struck by a melee attack. * Replicate Magic Item: Lets you build an equivalent to one of a number of different magical items from the PHB, with your options increasing as you level up. * Resistant Armor (requires 8th level): Allows you to enchant a suit of armor so it can grant [[Damage Reduction|Resistance]] to either Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder. * Returning Weapon: Allows you to enchant a simple or martial throwing weapon to grant you a +1 bonus to attack and damage rolls whilst also returning to your hand after being thrown. ::''Tool Expertise (3rd Level):'' You double your proficiency bonus when using tools. ::''Arcane Armament (5th Level):'' You can attack twice per round, if you are using a magical weapon. ::''The Right Cantrip for the Job (10th Level):'' You can swap one artificer cantrip that you know for another artificer cantrip whenever you complete a short or long rest. ::''Spell-Storing Item (18th Level):'' When you finish a long rest, you can place a 1st or 2nd level artificer spell in a simple weapon, martial weapon, or tool. Any creature holding the enchanted item can cast that spell with an action. The item remains enchanted until it has been depleted by use (it holds "charges" equal to twice your Intelligence modifier) or you use this feature again. ::''Soul of Artifice (20th Level):'' You can attune to up to 6 magic items at once. You also gain a +1 bonus to your saving throws per magic item that you are attuned to. At 3rd level, you choose a subclass. This version of the artificer features the [[Alchemist]] and the '''Artillerist'''. For the former, see its page. For the Artillerist... ::Bonus Spells: Shield (3rd), Thunderwave (3rd), Scorching Ray (5th), Shatter (5th), Fireball (9th), Wind Wall (9th), Ice Storm (13th), Wall of Fire (13th), Cone of Cold (17th), Wall of Force (17th). ::''Tools of the Trade (3rd Level):'' You gain proficiency with Smith's Tools and Woodcarvers Tools, can use Rods/Staffs/Wands as spellcasting focuses for your artificer spells, and require only a quarter of the normal time and half the normal gold to make a Wand type magical item. ::''Arcane Turret (3rd Level):'' You can summon a turret-like [[construct]] minion for free 1/day, or by casting an artificer spell of 1st level or higher. You can only have 1 turret at a time. Turrets can be armed with a flamethrower, a force ballista, or defender shields; you choose which when you summon your turret. It acts based on your commands, and as an action you can command it to self destruct, potentially dealing Force damage to all creatures within 10 feet. ::''Wand Prototype (6th Level):'' When you complete a long rest, you can imbue a nonmagical wooden wand with the ability to cast an artificer cantrip of your choice until the end of your next long rest. You can only have one such proto-wand at a time, until you reach level 14, when you can have two of them at once. Nobody other than you can use these proto-wands. ::''Fortified Position (14th Level):'' When you or allies are within 10 feet of your Arcane Turret, you count as having half cover. You can also summon 2 turrets at once.
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