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===4th Edition=== In [[Dungeons & Dragons 4th edition]], it came into its own as the Arcane Leader; embracing its status as the [[Wizard]]ly equivalent to the [[Cleric]], it specialized in healing spells and temporarily buffing armor & weapons, from giving your guys flaming swords to dispatch [[troll]]s to making your armor electrocute anybody trying to stab your ass. Unfortunately, due to coming out after the [[Bard]], which shares its source/role combo, the artificer lost out on a chance to appear in [[Arcane Power]]. Thanks to the disaster that was Essentials, which meant no Arcane Power 2, Artificers never got any official expansions, though they did get a new subclass and some new spells in [[Dragon Magazine]]. Mechanically, the 4e artificer has the following traits. It first debuted in Dragon #365, one issue after the debut of the [[Warforged]], so it was actually available to players pretty early. ::Role: Leader ::Power Source: Arcane ::Key Abilities: Intelligence, Constitution, Wisdom ::Armor Proficiencies: Cloth, Leather ::Weapon Proficiencies: Simple Melee, Simple Ranged ::Implements: Rods, Staffs, Wands ::Bonus to Defense: +1 Fortitude, +1 Will ::Hit Points at 1st Level: 12 + Constitution score ::Hit Points per Level Gained: 5 ::Healing Surges per Day: 6 + Constitution modifier ::Class Skills: Arcana, plus 4 from the following list: Diplomacy, Dungeoneering, Heal, History, Perception, Thievery ::Class Features: Arcane Empowerment, Arcane Rejuvenation, Healing Infusion Ritual Casting '''Arcane Empowerment''' enables you to tinker with a magic item as part of a short rest, applying one of two effects - an item can only be subjected to a specific effect once per day. You can tinker with one magic item per day, but each milestone you reach allows you to tinker with one extra magic item per day. The effects you can apply are ''Impart Energy'' (recharge a depleted item Daily power) and ''Augment Energy'' (imbue a weapon or an artifact with a single-use +2 attack roll bonus that can be triggered as a free action). '''Arcane Rejuvenation''' means that when an artificer's ally uses a magic item's daily power, that ally gains temporary hit points equal to (1/2 artificer's level + artificer's Intelligence modifier). '''Healing Infusion''' is the artificer's "leader class power"; an Encounter power that can be used twice per encounter (thrice per encounter from level 16 on), but with each use replenished only if you spend a healing surge as part of your short rest, the Healing Infusion can be "cast" as either of two effects, with you choosing which effect applies when you use the power: * ''Curative Admixture'' - Close Burst 5 per tier, targets the artificer or 1 ally in burst, target regains hit points equal to their healing surge value + the artificer's Wisdom modifier (plus an extra +2 HP per 5 levels the artificer has after 1st) * ''Resistive Formula'' - Close Burst 5 per tier, targets the artificer or 1 ally in burst, target gains +1 AC until the end of the encounter, target can end the AC bonus as a free action to gain temporary HP equal to their healing surge value + the artificer's Constitution modifier (twice Con modifier at Paragon tier, thrice Con modifier at Epic tier). '''Ritual Casting''' means the artificer starts play with the Ritual Caster feat and a ritual book containing Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole. They don't need components to perform the Disenchant Magic Item ritual. Dragon #374 featured the Punishing Eye 1st level Daily spell for Artificers. Dragon #377 featured the Familiar Bloodsmith [[Paragon Path]] for artificers with [[familiar]]s. Dragon #381 featured the Warrior Forge Artificer article, containing a new Healing Infusion option that replaces Resistive Formula (''Shielding Elixir'': Close Burst 5 per tier, targets the artificer or 1 ally in burst, target gains Resist 5/tier to one element from the list of Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant or Thunder, resistance lasts until encounter's end, can end this resistance as a free action to become Immune to that element until the end of their next turn), a huge array of new spells, new feats for all three tiers, and two new [[Paragon Path]]s; the Arcane Armorer and the Spell Commander. Dragon #387 featured the Class Acts: Artificer article, containing a bunch of different feats for artificers of specific races. Dragon #390 featured a new background and some new feats for [[Eladrin]] artificers in its Winning Races: Eladrin article, as well as a new Artificer spell (level 3 Encounter Attack: Phantasmal Henchman) in its Winning Races: [[Gnome]]s article. Finally, Dragon #403 featured the Gond's Way: Artificers of the Realms which looked at fitting artificers into the [[Forgotten Realms]] as servants of [[Gond]], including a handful of new spells and feats.
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