Livspoeng
Kyndigheter
Artificer
| Niva | Dyktighetsbonus | Egenskaper | Invention Points | Cantrip Inventions | Maximum Invention Level |
|---|---|---|---|---|---|
| 1 | + 2 | Wondrous Invention Aether Spanner | 4 | 3 | {@filter 1st|spells|level=1|class=Artificer (CA)} |
| 2 | + 2 | Wondrous Invention Aether Spanner | 7 | 3 | {@filter 1st|spells|level=1|class=Artificer (CA)} |
| 3 | + 2 | Wondrous Invention Aether Spanner | 12 | 3 | {@filter 2nd|spells|level=2|class=Artificer (CA)} |
| 4 | + 2 | Wondrous Invention Aether Spanner | 14 | 4 | {@filter 2nd|spells|level=2|class=Artificer (CA)} |
| 5 | + 3 | Wondrous Invention Aether Spanner | 16 | 4 | {@filter 3rd|spells|level=3|class=Artificer (CA)} |
| 6 | + 3 | Wondrous Invention Aether Spanner | 18 | 4 | {@filter 3rd|spells|level=3|class=Artificer (CA)} |
| 7 | + 3 | Wondrous Invention Aether Spanner | 21 | 4 | {@filter 4th|spells|level=4|class=Artificer (CA)} |
| 8 | + 3 | Wondrous Invention Aether Spanner | 24 | 4 | {@filter 4th|spells|level=4|class=Artificer (CA)} |
| 9 | + 4 | Wondrous Invention Aether Spanner | 27 | 4 | {@filter 5th|spells|level=5|class=Artificer (CA)} |
| 10 | + 4 | Wondrous Invention Aether Spanner | 30 | 5 | {@filter 5th|spells|level=5|class=Artificer (CA)} |
| 11 | + 4 | Wondrous Invention Aether Spanner | 35 | 5 | {@filter 6th|spells|level=6|class=Artificer (CA)} |
| 12 | + 4 | Wondrous Invention Aether Spanner | 40 | 5 | {@filter 6th|spells|level=6|class=Artificer (CA)} |
| 13 | + 5 | Wondrous Invention Aether Spanner | 45 | 5 | {@filter 7th|spells|level=7|class=Artificer (CA)} |
| 14 | + 5 | Wondrous Invention Aether Spanner | 50 | 5 | {@filter 7th|spells|level=7|class=Artificer (CA)} |
| 15 | + 5 | Wondrous Invention Aether Spanner | 55 | 5 | 8th |
| 16 | + 5 | Wondrous Invention Aether Spanner | 60 | 5 | 8th |
| 17 | + 6 | Wondrous Invention Aether Spanner | 65 | 5 | 8th |
| 18 | + 6 | Wondrous Invention Aether Spanner | 70 | 5 | 9th |
| 19 | + 6 | Wondrous Invention Aether Spanner | 75 | 5 | 9th |
| 20 | + 6 | Wondrous Invention Aether Spanner | 80 | 5 | 11th |
Klassetrolldommer
Klasseegenskaper
Niva 1
Niva 10
Niva 12
Niva 14
Niva 15
Niva 16
Niva 17
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 6
Niva 7
Niva 8
Niva 9
Startutstyr
Klasseegenskaper
Wondrous Invention (Level 1)
You have learned to bind arcane power into devices called Wondrous Inventions, which are used to cast spells. Each wondrous invention has an invention level and spell. An invention is expended to cast its spell as if using a spell slot equal to its invention level.
Wondrous inventions come in two types; prototype and advanced. You regain use of expended prototype inventions when you finish a long rest, and you regain use of expended advanced inventions when you finish a short or long rest.
For example, a 3rd-level advanced wondrous invention of burning hands can cast burning hands as if using a 3rd-level spell slot once between each short or long rest.
You also create cantrip inventions which cast cantrips and can be used an unlimited number of times.
What's a Wondrous Invention?
It is up to you! A wondrous invention is anything that could produce the effect of a spell—be creative! A *thunderwave* invention might be a massive tube of lightning that casts a 5th-level thunderwave, or a collection of charged rocks that release a 1st-level thunderwave when dropped.
Creating a Wondrous Invention
You create a wondrous invention by allocating your Invention Points, which represent your creativity and dedication to your craft. Allocation costs money and time.
Invention Points
You have 3 Invention Points and you gain more as you reach higher levels, as shown in the Invention Points column of the Artificer table. Wondrous inventions are built by allocating Invention Points. The number of Invention Points required to create a wondrous invention depends on the type and level of the invention, described in the Wondrous Invention Cost table. Your Invention Point total is the only limit on the number of inventions you may create.
Allocating Invention Points. When you level up, you may instantly allocate any unallocated Invention Points to build new wondrous inventions or access class features. To allocate Invention Points at any other time, you spend 2 hours and 10 gp per Invention Point allocated.
Reclaiming Invention Points. When you level up, you can instantly dismantle up to one wondrous invention to reclaim the Invention Points allocated to it. At any other time, you spend a half hour per Invention Point reclaimed.
Special Case. You can raise the invention level of a wondrous invention by allocating the difference in Invention Points between invention levels.
| Invention Level | Invention Points (Advanced) | Invention Points (Prototype) |
|---|---|---|
1 | 3 | 2 |
2 | 5 | 3 |
3 | 7 | 4 |
4 | 9 | 5 |
5 | 11 | 7 |
6 | 13 | 8 |
7 | 16 | 10 |
8 | 18 | 12 |
9 | 20 | 13 |
Spell Invention of 1st Level and Higher
At 1st level, you can create 1st-level wondrous inventions to cast 1st-level spells from the artificer spell list, which you choose when you build the invention. At higher levels, the maximum level of the inventions you create is shown in the Maximum Invention Level column of the Artificer table.
The Artificer Spell List has no 8th-level or 9th-level spells. However, the artificer can create wondrous inventions which cast spells as if using an 8th-level or 9th-level spell slot. For example, you could build a prototype 9th-level invention that casts burning hands as if using a 9th-level spell slot.
Allocating Invention Points?
Let's consider an example of a 3rd level Artificer with 12 Invention Points.
You could allocate 5 Invention Points to an advanced 2nd-level invention of burning hands, 3 Invention Points to an advanced 1st-level invention of thunderwave, another 2 Invention Points to a prototype level 1 jump, and your last 2 Invention Points to a prototype level 1 fog cloud.
Finish the job!
Advanced wonderous inventions are significantly more resource effective than prototype wondrous inventions. Prototypes are useful for niche applications or allocating extra invention points.
Cantrip Inventions
At 1st level, you have created three cantrip inventions which can cast a cantrip of your choice from the artificer spell list. You create additional cantrip inventions at higher levels, as shown in the Cantrip Inventions column of the Artificer table. Cantrip inventions have no Invention Point cost and can be used any number of times.
You can dismantle and rebuild a cantrip invention by spending time and gold as if you were allocating 2 Invention Points, selecting a new cantrip from the artificer spell list.
Using a Wondrous Invention
A wondrous invention has the same casting time, range, components, duration, and concentration requirements as the spell it casts. The material components are provided in the creation of the invention or, if valuable, when the invention is expended. The somatic component is completed in the operation of the invention. The verbal component is produced by the magic of the invention, which hums, whirs, buzzes or produces an ethereal drone.
Once expended, a wondrous invention requires your attention during a rest to be able to be used again. Advanced inventions recharge on short or long rests, and prototype inventions recharge only on a long rest.
Only you can use your wondrous inventions. Either due to their complicated nature, or magic attunement, or some other explanation, they will not work for other creatures.
Spellcasting Ability
Intelligence is your spellcasting ability for spells cast by your wondrous inventions. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wondrous invention and when making an attack roll with one.
Spell
Spell
Aether Spanner (Level 1)
An artificer is nothing without their trusty aether spanner. Starting at 1st level, you can allocate 1 Invention Point to create a special advanced wondrous invention called an aether spanner. This device casts either detect magic or identify as an action once per short rest, or as a ritual without expending the wondrous invention. Casting identify this way requires no material component.
Artifice Vocation (Level 2)
At 2nd level, you focus your work on a particular vocation from the list of available vocations. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Spontaneous Innovation (one use) (Level 3)
At 3rd level, you can swiftly create the perfect device for any situation. As an action, you choose a tool or a skill based on Strength, Dexterity, or Wisdom. You instantly invent a new device to assist in the task at hand. For the next minute, you may use your Intelligence modifier for any ability check for that skill or tool instead of the ability modifier the check would normally use. This device falls apart at the end of the minute.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use this feature twice between rests starting at 9th level and three times between rests starting at 17th level.
Spontaneous Innovation Improvement
You can allocate Invention Points to improve this feature at any time you could normally allocate Invention Points. The time and resources allocated improve your ability to invent on the spot. You may only choose each improvement once:
- Cleverness
- Resourcefulness
- Swiftness
- Usefulness
Ability Score Improvement (Level 4)
When you reach 4th level you can increase one ability score of your 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.
If your DM allows the use of feats, you may instead take a feat.
Vocation Feature (Level 6)
At 6th level, you gain a feature granted by your Artifice Vocation.
Prodigious Craftwork (Level 7)
At 7th level, your inventive knowledge allows you to create wondrous inventions and magic items more efficiently and quickly. When allocating Invention Points, the gold cost per Invention Point is reduced to 5 gp. At 15th level, the time cost per Invention Point is reduced to 1 hour.
Additionally, at 7th level, when crafting a magic item, you can work exceptionally swiftly, spending twice the amount of gold per day toward the item's creation that you could normally. At 15th level you can spend three times the amount of gold. You can only create one item a day using this feature, and can only work towards the completion of one magic item at a time. The rules for magic item creation are detailed in the Dungeon Master's Guide (pg 128-129).
Ability Score Improvement (Level 8)
When you reach 8th level you can increase one ability score of your 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.
If your DM allows the use of feats, you may instead take a feat.
Spontaneous Innovation (two uses) (Level 9)
At 9th level, you may use Spontaneous Innovation two times between rests.
Vocation Feature (Level 10)
At 10th level, you gain a feature granted by your Artifice Vocation.
Ability Score Improvement (Level 12)
When you reach 12th level you can increase one ability score of your 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.
If your DM allows the use of feats, you may instead take a feat.
Vocation Feature (Level 14)
At 14th level, you gain a feature granted by your Artifice Vocation.
Prodigious Craftwork Improvement (Level 15)
At 15th level, when crafting a magic item, you can work exceptionally swiftly, spending thrice the amount of gold per day toward the item's creation that you could normally.
Ability Score Improvement (Level 16)
When you reach 16th level you can increase one ability score of your 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.
If your DM allows the use of feats, you may instead take a feat.
Spontaneous Innovation (three uses) (Level 17)
At 17th level, you may use Spontaneous Innovation three times between rests.
Ability Score Improvement (Level 19)
When you reach 19th level you can increase one ability score of your 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.
If your DM allows the use of feats, you may instead take a feat.
Pinnacle of Artifice (Level 20)
At 20th level, your ability to create wondrous inventions is unmatched. Your inventions can now go up to 10th-level or 11th-level. For example, a 11th-level invention casts *burning hands* as if using an 11th-level spell slot.
| Invention Level | Invention Points (Advanced) | Invention Points (Prototype) |
|---|---|---|
10 | 21 | 14 |
11 | 22 | 15 |
Underklasser
Underklasse-egenskaper
Alchemy
Alchemy (Level 2)
Tapping into the forgotten craft called alchemy, you create wondrous inventions which bind magical effects into potions, elixirs and salves. These magical draughts are easy to give to allies, who can use them directly, and the alchemist can mix powerful reagents into their own draughts to empower the effects.
Expanded Spell List
Your mastery of alchemy gives you access to additional spells to create wondrous inventions. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spell listed for that level in the Alchemist Spells table.
| Artificer Level | Vocation Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Wondrous Distribution
Starting at 2nd level, you have learned to craft your wondrous inventions in a way that's easy to share with others. Other creatures may use your wondrous inventions if their spell has a range of touch. When expended in this way, the invention still uses your spell casting modifier, spellsave DC, and spell attack modifier.
Potent Reagents
Starting at 2nd level, you have learned to use special ingredients to make your wondrous inventions extra potent. As you use an invention, you may apply potent reagents to do one of the following:
Reroll one of the damage or healing dice and use the new roll.
Increase the area of any area of effect by increasing the radius of a sphere or cylinder or the length of a cone or cube by 50%, rounded up.
Gain advantage on the first Constitution saving throw to maintain concentration on the spell.
Impose disadvantage for one target on the second saving throw caused by the spell.
Potent reagents can only be used once per turn, and are used before the invention is expended. You can use potent reagents a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.
Signature Recipe (Level 6)
At 6th level, you are always able to scrape together the materials for your signature recipe. Choose any Artificer spell as your signature recipe. You may use any wondrous invention to cast your signature recipe spell instead of the spell associated with the wondrous invention. The signature recipe spell is cast as if using a spell slot equal to the invention's level, and the invention level must be greater than or equal to the signature recipe spell level. You may change your signature recipe whenever you level up.
True Alchemy (Level 10)
At 10th level, you have cracked the fundamentals of alchemy. Once per long rest, over the course of an hour, you can transmute gold into any non-magical item, or any non-magical item into gold. You can transmute up to 50gp of value, consuming the transmuted material.
Exceptional Potency (Level 10)
At 10th level, you've learned to make exceptionally potent reagents. When you use potent reagents, you can apply up to two potent reagents effects per each use. (If the same potent reagent effect is selected twice, effects that say first or second should be treated as if they say first and second, or second and third).
Philosopher's Stone (Level 14)
At 14th level, your mastery of alchemy allows you to create a philosopher's stone. The stone requires 8 hours of work to create, and 200gp of materials. As long as you possess the stone, you gain the following benefits:
You may apply one use of potent reagents on your signature recipe without counting towards your total number of uses.
You have immunity to poison damage, and can remove the poisoned condition from yourself or a creature you can touch as an action.
If you would fail your last death saving throw, instead you are stabilized and regain 1 hit point, but the philosopher's stone is destroyed.
Once every five years, you can use this stone to perform a day long ritual which reverses 1d10 years of age from yourself. This process heals the body of damage, restoring lost body parts and curing all diseases.
Engineering
Engineering (Level 2)
You create artificial life by merging metal and magic. Specializing in engineering allows you to use bring mechanical creations to life, power those creations with your own inventions, and gives you a mastery over metal.
Expanded Spell List
The study of engineering gives you access to spells which create artificial constructs and mechanical creations. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Engineering Spells table.
| Artificer Level | Vocation Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Artificial Lifecrafter
Beginning at 2nd level, if you would use a wondrous invention to summon a creature, that creature is a construct instead of its other types. When you use find familiar, your familiar can take the form of a Modron monodrone, except it retains its construct type, can attack, but does not have truesight. It gains additional hit points equal to twice your Artificer level.
At 6th level, you can instead find a duodrone. At 10th level, you can find a tridrone. At 14th level, you can find a quadrone.
Primed for Battle (Level 6)
Beginning at 6th level, you can inspect and maintain the party's weapons and armor to keep them ready for battle.
At the end of any short or long rest, choose weapons or armor for a number of creatures equal to your Intelligence modifier. Creatures for which you choose weapons get +2 to weapon attack and damage rolls until after the next time they deal damage with a weapon attack. Creatures for which you choose armor get +1 to AC until after the next time they take damage from an attack against AC.
These bonuses increase to +3 for weapons and +2 for armor at the 14th level.
Power Transfer (Level 6)
At 6th level, you can energize your constructs with the power from your wondrous inventions. As an action, you can expend an invention to charge a construct within 30 feet of you with the magical energy in the device.
The target gains temporary hit points equal to four times the level of the wondrous invention. The target may use its reaction to move up to its movement speed and make an attack. If the attack hits, it does extra lightning damage equal to 1d6 plus 1d6 per level of the invention.
Artificial Lifecrafter (Level 6)
At 6th level, you may choose a duodrone as the form of your familiar.
Power Conduit (Level 10)
Beginning at 10th level, as an action, you can destroy a number of constructs you control of total CR less than your artificer level to distribute their remaining hit points to any number of other constructs you control. All creatures must be within 60 feet of each other and you.
Artificial Lifecrafter (Level 10)
At 10th level, you may choose a tridrone as the form of your familiar.
Induced Magnetism (Level 14)
Beginning at 14th level, if you deal lightning damage to a creature, constructs under your control gain advantage on attacks against that creature until your next turn. Also, when you use power transfer, the construct gets advantage on its next attack this turn.
Artificial Lifecrafter (Level 14)
At 14th level, you may choose a quadrone as the form of your familiar.
Primed for Battle (Level 14)
At 14th level, the bonuses from your Primed for Battle feature increase to +3 for weapons and +2 for armor.
Questing
Questing (Level 2)
The questing artificer searches out artifacts in the wild, eager to discover and master new treasures. Where other artificers look to create their own inventions, the artificer discovers wondrous inventions that have been lost or buried deep in forgotten dungeons. They are ready to face the dangers in finding new treasures, and use their own inventions in creative ways.
Wondrous Discoveries
You have discovered various damaged magic items in your journeys. Starting at 2nd level, you can repair these broken items by allocating Invention Points. As you level up, you can repair more powerful items.
You choose an item from the Wondrous Discoveries table at 2nd, 6th, 10th and 14th level. Once you have chosen an item, you can allocate Invention Points to repair the chosen item at any time. The item must be on the list for your current artificer level or a lower level.
The items and Invention Point cost are listed in the Wondrous Discoveries table. Wondrous discoveries do not count against your maximum number of attuned magic items. The magic items are detailed in the Dungeon Master's Guide.
| Artificer Level | Wondrous Discovery | Invention Points |
|---|---|---|
2nd | bag of holding, cap of water breathing, driftglobe, goggles of night, sending stones | 1 |
6th | alchemy jug, helm of comprehending languages, lantern of revealing, ring of swimming, robe of useful items, rope of climbing, wand of magic detection, wand of secrets | 2 |
10th | bag of beans, chime of opening, decanter of endless water, eyes of minute seeing, folding boat, Heward's handy haversack | 4 |
14th | boots of striding and springing, bracers of archery, brooch of shielding, broom of flying, hat of disguise, slippers of spider climbing | 5 |
Dungeon Delver
At 2nd level, your dungeon delving experience gives you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you cannot be blinded, deafened, or incapacitated.
You also gain proficiency with shields and martial weapons.
Extra Attack (Level 6)
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Exceptional Innovation (Level 6)
At 6th level, you can use Spontaneous Innovation an additional time between each rest.
Wondrous Discoveries (Level 6)
At 6th level, you may repair an additional item from your Wondrous Discoveries feature.
Creative Development (Level 10)
At 10th level, you can deploy a wondrous invention as a trap. If you spend a minute, you can set up a wondrous invention to trigger given particular circumstances. Follow the rules for triggering from the glyph of warding spell. The invention must have a cast time of 1 action or less. You can only have one invention set up this way at a time.
Wondrous Discoveries (Level 10)
At 10th level, you may repair an additional item from your Wondrous Discoveries feature.
Improvisational Invention (Level 14)
At 14th level, you can modify your inventions on the fly to get out of a tight spot. Once per long rest, you can use a wondrous invention in one of two unconventional ways:
Alter. You may expend an invention to cast any spell in the Artificer spell list that shares a school of magic with the invention's spell and is at least 1 spell level lower than the invention's level.
Enhance. You can use one invention to power up another. Choose two of your inventions. Use one of them to cast its spell as if using a spell slot equal to the combined invention levels. Both are expended. If the inventions combined level is higher than your current Max Invention Level (as shown in the Artificer table) the spell is cast as if using a spell slot equal to your current Maximum Invention Level.
Exceptional Innovation (Level 14)
At 14th level, the Exceptional Innovation feature grants two additional uses of Spontaneous Innovation each long rest instead of one.
Wondrous Discoveries (Level 14)
At 14th level, you may repair an additional item from your Wondrous Discoveries feature.
Research & Development
Research & Development (Level 2)
You push the field of magic artifice in new directions, specializing in a field of research and developing upgraded inventions to master that field, pushing the boundaries of science, magic and invention.
Prolific Invention
Beginning at 2nd level, your Invention Point maximum is increased by your proficiency bonus.
Field of Research
You focus on a particular field of research for which you can create specialized wondrous inventions. At 2nd, 3rd, 5th, 7th, and 9th level your spell list expands based on your field of research. Choose that field of research—biology, geoscience, or physics—and consult the associated list of spells. You can create wondrous inventions of the spells in this list.
Biology
You study the physiology of creatures, magical and mundane. You gain access to new spells at the following levels:
| Artificer Level | Vocation Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Geoscience
You study the weather and geologic forces. You gain access to new spells at the following levels:
| Artificer Level | Vocation Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Physics
You study light, sound, and objects in motion. You gain access to new spells at the following levels:
| Artificer Level | Specialization Spells |
|---|---|
2nd | |
3rd | |
5th | |
7th | |
9th |
Wondrous Development (Level 6)
Beginning at 6th level, you have learned to modify your wondrous inventions to push them to their limit. You can now improve your inventions with upgrades, which are detailed which are detailed in the list that follows.
Choose three upgrades from the list and add them to your inventions. You can choose an additional upgrade at 10th level and another at 14th level.
You may have at most one of each upgrade, and each wondrous invention can have only one upgrade. You may move one upgrade from an invention to another one or change to a different upgrade over a long rest.
Augmentation Upgrade. As an action, you can change one of the damage types of an augmented invention. Choose acid, cold, fire, lightning, or thunder damage. For the next hour, if this wondrous invention would do one damage type in that list, it does the chosen damage type instead. If the invention would do multiple damage types, choose which type is being replaced when you use the action.
Bifurcation Upgrade. If a bifurcated invention would cast a spell that has a single area of effect, you may instead create two areas of effect within range. The dimension of each of the areas of effect is divided by half, rounded down to the nearest 5 feet increment. The areas may overlap, but the effect of the spell is not doubled in overlapping areas.
Charging Upgrade. Costs 1 Invention Point. As an action, you can charge this wondrous invention. Once charged, the invention can be used with a bonus action. If the charged invention is not expended within 30 seconds, it backfires, expending the invention. As an action, you can deactivate the charge without expending the invention.
Efficiency Upgrade. If you would use an efficient invention to cast a spell with the ritual tag, you may increase the cast time of the spell by 10 minutes. If you do so, the wondrous invention is not expended.
Empowered Upgrade. Costs 1 Invention Point. You may use an empowered invention as if using a spell slot one level higher than its invention level. When used in this way, it has a 10% chance to overload and instead cast the spell as if using a spell slot two levels higher, but you take 1d8 force damage plus an additional 1d8 force damage if the invention level is 5th or greater.
Flexible Upgrade. When you upgrade to a flexible invention, choose a second spell of equal or lower level than the invention level, and third spell if all three share a school of magic. When you use this invention, you may cast any one of the spells, expending the use of the invention as normal. You may choose this upgrade multiple times.
Reliability Upgrade. A reliability upgrade allows you to change the range of potential damage of your invention. As a bonus action, you can change all the damage dice of your invention with another from the same row in this table:
— | 1d4 | 1d6 - 1 |
1d4 + 1 | 1d6 | 1d8 - 1 |
1d6 + 1 | 1d8 | 1d10 - 1 |
1d8 + 1 | 1d10 | 1d12 - 1 |
1d10 + 1 | 1d12 | — |
Stability Upgrade. Costs 1 Invention Point. When you use a stable invention to cast a spell with concentration and you lose concentration due to taking damage, you can keep the effect of the spell until the end of your next turn.
Leading Researcher (Level 10)
Starting at 10th level, you're approaching mastery in your field of research. When you make an ability check related to your•field of research, your proficiency bonus is doubled if you are using a skill that you're proficient in. Here are some examples of what falls into a field of research:
Biology. Your study of biology lets you understand the physiology of creatures and plant life.
Geology. Your study of geoscience gives you insight into natural phenomenon like weather patterns and geologic events.
Physics. Your study of physics provides insight into the movement and interaction of objects in motion, as well as light and sound.
Wondrous Development (Level 10)
At 10th level, you may choose an additional upgrade from your Wondrous Development feature.
Breadth and Depth (Level 14)
At 14th level, your extensive repertoire of inventions gives you special insight to the relationship between magic and your inventions. Depending on the nature of your inventions, you can have a deep knowledge in one school of magic (depth), experience with all of them (breadth), or both.
You can gain access to up to two new upgrades as long as you meet the requirements listed below. They do not count against your total number of upgrades. You can achieve both breadth and depth if you meet all the requirements. Cantrip inventions do not count towards achieving breadth or depth.
Breadth. If you have five wondrous inventions which are each a different level and different school of magic, you have a breadth of knowledge across multiple schools of magic. You gain access to the Regenerative Upgrade.
Depth. If you have five wondrous inventions of different levels which all share a school of magic, you have a depth of knowledge in that particular school of magic. You gain access to the Resonant Upgrade.
Regenerative Upgrade. Requires breadth and costs 2 Invention Points. A regenerative invention can absorb excess magic energy from other powerful inventions which do not share a school of magic. On any turn you use an invention that is at least 4 levels higher and in a different school of magic than the regenerative invention, you can use a bonus action to regain use of the regenerative invention as if you have taken a short rest.
Resonant Upgrade. Requires depth and costs 2 Invention Points. When you upgrade to a resonant invention, choose a 1st level artificer spell with a casting time of 1 action. That spell and the invention must both be in the school of magic in which you have depth. You may cast that spell as a bonus action when you expend this invention.
Wondrous Development (Level 14)
At 14th level, you may choose an additional upgrade from your Wondrous Development feature.
Rune Smithing
Rune Smithing (Level 2)
The rune smith's wondrous inventions are runes, which seal magic into objects built for combat. They wield spell infused weapons and wear rune covered armor.
Bonus Proficiency
When you choose this vocation at 2nd level, you gain proficiency with martial weapons and heavy armor.
Rune Forging
When you begin this vocation at 2nd level, you learn to bind magic into combat runes, which are a special type of wondrous invention with additional benefits and restrictions.
The spell for combat runes must have a cast time of 1 action or 1 bonus action. Some runes cost additional Invention Points, based on the invention level, as specified in the Combat Rune Cost table.
At 2nd level, you can forge defensive runes onto armor, shields or flesh. At 6th level, you can also forge offensive runes onto melee weapons. The type of rune has no bearing on the spell associated with the rune. There is no limit to the number of runes on a particular weapon or piece of armor.
Runes are activated in the same way as any other wondrous invention. Runes can be forged onto other creature's weapons and armor. Others cannot use the spell associated with the rune, but you can activate runes on creatures that you can see. The spell uses that creature as the origin.
| Invention Level | Additional Invention Points |
|---|---|
1st and 2nd level | +0 Invention Points |
3rd to 5th level | +2 Invention Points |
6th level and higher | +4 Invention Points |
Runic Rebuke
Beginning at 2nd level, you can activate a defensive rune when you or others are attacked. After a creature with one of your unexpended defensive runes takes damage from a weapon attack, you can use your reaction to expend the rune, casting the rune's spell. If the spell has targets, the attacked creature or the attacking creature must be one of the targets. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once) between long rests.
Aether Discharge (Level 6)
At 6th level, when you strike a foe with a weapon with offensive runes, you can expend the rune to cause a special magic effect instead of casting the rune's spell. The magic effect depends on the expended rune's school of magic. The DC for a saving throw from this effect is equal to 10 plus the invention level. You can use this feature once per round.
Abjuration. The target takes an extra 1d8 force damage per invention level, and you gain temporary hit points equal to your Intelligence modifier plus twice the invention level.
Conjuration. The target takes an extra 1d8 thunder damage per invention level, and you teleport a number of feet equal to 10 times the spell level.
Divination. The target takes an extra 1d6 psychic damage per invention level. You see a brief vision of future dangers and gain a foretelling roll of 10 plus the invention level. It lasts until it is used or you take a short rest. You can replace a saving throw roll you make with that foretelling roll. A new foretelling roll replaces an unused roll.
Enchantment. The target takes an extra 1d8 psychic damage per invention level and must succeed at a Wisdom saving throw or be paralyzed for a turn.
Evocation. The target takes an extra 1d12 fire damage per invention level, and must succeed at a Strength saving throw or be pushed up to 5 feet per spell level.
Illusion. The target takes an extra 1d6 psychic damage per invention level, and it sees illusory duplicates of you. It must succeed at a Wisdom saving throw or until the end of your next turn, it has disadvantage on attacks against you, and you have advantage on attacks against it.
Necromancy. The target takes an extra 1d8 poison damage per invention level, and must succeed at a Constitution saving throw or take another 1d8 poison damage per invention level at the start of its next turn.
Transmutation. The target takes 1d10 damage per invention level, and you transform your weapon. Until the end of your next turn, it deals either piercing, bludgeoning, or slashing damage, and has an additional melee range of 5 feet per invention level.
Rune Forging (Level 6)
At 6th level, you can also forge offensive runes onto melee weapons.
Rune Powered Strikes (Level 10)
At 10th level, you can attack twice whenever you take the Attack action on your turn while you wield a weapon with an unexpended offensive rune.
Additionally, damage dealt by any weapon with an unexpended combat runes counts as magical.
Improved Runic Rebuke (Level 10)
At 10th level, when you use Runic Rebuke to active a rune, you can use Aether Discharge with the attacking creature as the target instead of casting the rune's spell. If a defensive rune on another creature is activated in this way, they count as "you" for the purposes of the Aether Discharge.
Combat Rune Mastery (Level 14)
Beginning at 14th level, whenever you expend a defensive rune, you gain temporary hit points equal to the rune's invention level. Whenever you expend an offensive rune, your next attack before the end of your next turn deals bonus force damage equal to the rune's invention level.