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====The Semi-Official Subclasses==== [[Keith Baker]], not being content to leave [[Eberron]] in the hands of [[Wizards of the Coast]] for 5e, took his own shots at 5e Eberron [[splatbook]]s with [[Exploring Eberron]], a general setting expansion, and [[Dread Metrol]], an Eberron/[[Ravenloft]] crossover splatbook. In both, he added a bit of love for his setting's iconic class. '''Forge Adepts''' are a special branch of the artificer found amongst the ''daashor'', the ur-[[goblinoid]]s of Eberron who still practice ancient techniques of magically infusing their soul into their arms and armor. At 3rd level, they get free Smith's Tools proficiency, the feature Battle Ready (proficiency with martial weapons, can use Int as attacking stat when wielding magic weapons) and their iconic feature, Ghaal'Shaarat. This lets them infuse a portion of their soul into a simple or martial melee weapon as part of a long rest, giving it +1 to attack and damage rolls (+2 from 8th level, +3 from 13th level) and the Returning property (if it's a throwing weapon). They pick up an Extra Attack at level 5, and at 9th level they gain the Runes of War feature, which lets them activate a 30ft aura Intelligence modifier times per day. This aura grants +1d4 acid, cold, fire, thunder or lightning damage to the artificer and all allies within it, and lasts for 1 minute (concentration). Finally, at 15th level, Perfect Weapon lets them lower their Ghaal'Shaarat's bonuses to gain a corresponding amount of Armor Class. Also, they can either give their Ghaal'Shaarat +1d6 acid, cold, fire, thunder or lightning damage, or give themselves Pysychic Resistance and immunity to Charm and Fear whenever they complete a long rest. '''Mavericks''' are casting-focused artrificers who basically try to be more spell-based and less gear-based. As in, their starting features at 3rd level are Cantrip Specialist (+1 cantrip, you can swap out 1 cantrip each time you complete a long rest) and the hilariously broken ''Arcane Breakthrouhts'', which gives the artificer '''complete access to another class's spell list'''. You still can only cast up to 5th level spells, but still, that means you can use all the [[Cleric]], [[Wizard]], [[Bard]], [[Paladin]], [[Ranger]], [[Warlock]] or [[Sorcerer (Dungeons & Dragons)]] stuff... '''and''' you add another class's spell list to your "Breakthroughs" at levels 5, 9, 13 and 17. Yeah, a 17th level Maverick can cast '''five separate classes worth of spells''', on top of their artificer spells. They also got a bonus spell slot for each spell level that can only be used to cast a Breakthrough spell. 5th level gives them Cantrip Savant, which gives a level-based bonus (+1, +2 at 9th, +3 at 15th) bonus to the attack roll and spell save DCs of their artificer cantrips, and lets them swap out a cantrip on the fly by spending an action... okay, they can only do it 1/day, but still. 9th level gives them two features; Superior Breakthrough (cast a Breakthrough spell as if using a +2 level slot for free 1/short rest) and Work in Progress (can swap out a prepared artificer spell for another artificer spell as an action 1/short rest). Finally, 15th level's Final Breakthrough gives the artificer a 2nd Breakthrough Spell Slot for all five spell levels. '''Mastermakers''', found in the Dread Metrol splat, are focused on [[cyborg]] engineering. These artificers are the ones who specialize in melding flesh and metal and stone to make them work, and are basically adapted from the old-school Reconstructed prestige class. At 3rd level, mastermakers get 4 features; Tools of Integration (proficiency with heavy armor and smith's tools), Mastermaker Spells (a set of bonus spells, focused on buffs), Prosthesis Expertise (can create a permanent prosthetic limb whenever they finish a long rest), and Battlefist. This replaces one of the mastermaker's arms with a magical prosthetic that functions as both a simple melee weapon (can use Str or Int for attacks, does 1d10 + Str/Int bonus bludgeoning, upgrades to 2d10 damage from 9th level, can be targeted for infusions) and as a spellcasting focus for artificer spells. A mastermaker can give their battlefist the Finesse, Thrown (20/60) or Reach properties whenever they complete a long rest. At 5th level, they gain an Extra Attack. At 9th level, Improved Battlefist means they gain +1 infusion slot that can only be used on their battlefist, and their battlefist a) can carry 2 infusions at once, b) grants +2 AC, and c) can be infused with weapon and shield-specific infusions. Finally, 15th level grants them the Construct Apotheosis; Resistance to Poison and Psychic Damage, Immunity to Poisoned, can count their type as Construct when they want to, and can cast Antilife Shell and Investiture of Stone through their battlefist 1/day each.
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