D&D5e - Class - Artificer of Alancia (Print Friendly)
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Artificer from Alancia...
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THE ARTIFICER ...of Alancia Most of my players enjoy some steampunk, so much that even when we play more or less pure fantasy they still like seeing some anacronic technology here and there, used as an exotic spice. Because of this, classes like the Artificer were always loved by my players, and I knew that once 5e was launched I would have to port in our own Artificer. This Artificer is a scientific genius, based on some old classes back from 3.5. Converting it to 5e was a little hard because 5e was still young (it was the first week) the original was built like the rogue, full of talents that you can choose. I tried to take the most iconic talent trees and turn them into the four subclasses, while leaving the neutral ones as options like the sorcerer's metamagic. In any case, I hope you enjoy. PS: Many thanks to the gitp forum guys and gals. Some people really seem to enjoy this little work, and that love and support is all that a design might ask for.
by Diego Bastet and the Secrets of Alancia team art by Diego Bastet, character commissions at http://diegobastet.deviantart.com/
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2016 by Diego Erik and published under the Community Content Agreement for Dungeon Masters Guild.
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THE ARTIFICER (OF ALANCIA)
THE ARTIFICER (OF ALANCIA) The Artificer (of Alancia) Level Prof Special 1st +2 Inventions, Vocation 2nd +2 Inovation, Artificer's Knowledge 3rd +2 — 4th +2 Ability Score Improvement 5th +3 — 6th +3 Vocation Feature 7th +3 — 8th +3 Ability Score Improvement 9th +4 — 10th +4 Discovery 11th +4 — 12th +4 Ability Score Improvement 13th +5 — 14th +5 Vocation Feature 15th +5 — 16th +5 Ability Score Improvement 17th +6 Discovery 18th +6 Vocation Feature 19th +6 Ability Score Improvement 20th +6 Eternal Invention
CLASS FEATURES HIT POINTS Hit Dice: 1d8 per Artificer level Hit Points at 1st Level: 8+ your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st PROFICIENCIES Armor: Light armor Weapons: Simple weapons Tools: Two artisan’s tools of your choice Saving Throws: Dexterity, Intelligence Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, and Perception.
Inventions per day 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 2 — — — — — — — — 3 — — — — — — — — 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4
2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
— — 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3
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— — — — — — — — 1 1 1 1 1 1 1 1 2 2
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— — — — — — — — — — — — 1 1 1 1 1 1
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EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) a dungeoneer’s pack or (b) an explorer's pack • (a) a melee simple weapon or (b) a crossbow and a case of 20 bolts • Leather armor and a set of artisan’s tools
INVENTIONS You can create advanced pieces of technology, capable of amazing feats, called inventions. Each invention you create emulates the effects of a spell.
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GADGETS At 1st level, you know the designs for three gadgets of your choice. A Gadget is a 0-level invention, and can be activated repeatedly. Gadgets in the form of equipment never occupy significant space on the user. You learn one additional Gadget design at levels 4 and 10. DESIGN BOOK At 1st level, you have a design book containing designs for six 1st-level inventions of your choice. BUILDING INVENTIONS No matter how many designs you hold, there is a limit to the number of designs you can implement in a day. The Artificer table shows how many invention slots you have to create inventions of 1st level or higher. You regain all expended invention slots when you finish a long rest. You build inventions from your design book, a process which takes 1 minute of work. To do so, expend a slot of the inventions level or higher. Building inventions also consumes bulk materials, but the cost of these materials is insignificant; comparable to the valueless material components of most spells. Inventions remain potent for 1 day before becoming inert. In addition, your inventions are keyed to you and immediately become inert if they leave your possession, reactivating as soon as they return to your keeping. An Artificer cannot normally pass out their Inventions for allies to use (but see the “Simple Science” Discovery below). Many Artificers build several Inventions at the start of the day or just before going on an adventure, but it's not uncommon for an Artificer to keep some (or even all) of their daily Invention slots open so that they can build Inventions in the field as needed.
the casting time of the emulated spell. When you do, the invention creates an effect equivalent to the spell if it were cast at the level of the expended invention slot. If the spell requires a costly material component, that component must also be expended during the activation of the invention. Inventions require no concentration to keep, even if the effect has a duration of Concentration; however, you can only keep one of these inventions active at a time, and you can’t concentrate on a spell during that period. Intelligence is the ability you use to activate inventions, so you use your Intelligence whenever an effect refers to your spellcasting ability. Invention save DC = 8 + your proficiency bonus + your Intelligence modifier. Invention attack modifier = 1d20 + your proficiency bonus + your Intelligence modifier. LEARNING DESIGNS OF 1ST LEVEL OR HIGHER At each new Artificer level, they gain two new Designs of any level that they can create. An Artificer can also add Designs to their Design Book, whether by learning them from another Artificer or by deciphering them from another Design Book. The cost of this transcription process is 50gp and 2 hours per level of the Design. An Artificer can also attempt to study a Wizard's spellbook to learn any Design that is equivalent to a spell the spellbook contains; however, this requires 400gp and 8 hours per spell level, as well as a successful Arcane (Int) skill check. The DC for this check equals 8 + twice the level of the spell, and is made before expending any costs. The assistance of the spellbook’s Wizard grants Advantage on this check.
VOCATION TYPES OF INVENTIONS Different inventions are constructed in different ways. Equipment. Beneficial inventions with a range of self or touch and a duration greater than 1 round must be constructed as Equipment. These inventions can be made as bracers, gloves, shoulders, belts, boots, helmets, or backpacks. They are always cumbersome, and prevent the placement of other items in the space that they occupy, including magic items. They can be activated at any time that they are worn, but you must be one of the targets, if any. Devices. Other inventions are constructed as Devices. These inventions are hand-held items that must be retrieved before use. USING INVENTIONS Your inventions are so complex that only you are able to operate them. You can activate your inventions by performing a Use Item action, although you do so using
At 1st level, you choose a vocation that expresses your preferred style of creation. Choose Alchemist, Grenadier, Gunsmith, or Machinist, all detailed at the end of the class description. The vocation you choose grants you features at 1st, 6th, 14th, and 18th level.
INNOVATION At 2nd level, you tap into a font of creativity and insight from within yourself, represented by Innovation Points. You have an amount of Innovation Points equal to your Artificer level,
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which you use to achieve a variety of special effects. You regain all spent Innovation Points when you finish a long rest.
Innovation you can also try to calculate the DC of any task; make an appropriate skill check (using Intelligence in place of the usual attribute) with a DC of 15. If successful, the character measures the probability of success, while the GM tells the player the DC.
ARTIFICER’S KNOWLEDGE
MEDIC As an action you can create and use Inventions that heal HP, or cure conditions/exhaustion/diseases/poisons.
If the Artificer studies a tool for 1 minute and spends 1 Innovation Point he becomes proficient in that Tool until he uses this ability again or finishes a long rest.
DISCOVERY The Artificer learns new techniques and improvements to his skills. At 2nd level you gain two of the following Discovery options of your choice. You gain another two at 10th and 17th level. Some Discoveries require Innovation Points to be used. EFFICIENT CLIMBER You create a climbing apparatus that grants you a climbing speed equal to your land speed, and allows you to climb with both hands free. EFFICIENT CRAFTER You can craft five times faster than normal. EFFICIENT SWIMMER You create swimming gear that grants you a swimming speed equal to your land speed, and allows you to hold your breath ten times longer. FAST TRIGGER When you activate an invention with a casting time of 1 action, if it only targets yourself, you can spend 1 innovation point to activate it as a bonus action. FIRST AID TECHNIQUES If you or any friendly creatures who are under your care regain hit points at the end of a short rest, each of these creatures regain extra Hit Points equal to your Intelligence modifier. MECHANICAL CALCULATOR You created a device full of buttons and levers that allow you to make all kinds of calculations. The device works as an abacus and compass, and also measures height, temperature and depth. As an action and by spending 1
OVERCHARGE When you activate an Invention that has a duration longer than 1 minute, you can spend 1 Innovation Point to double its duration, to a maximum of 24 hours. REPAIRS When you create Inventions that heal HP, you can modify them to work on constructs and objects. These inventions no longer have an effect on living creatures. ROUTINE INVENTION You can create Inventions with the Ritual tag as Routines. A Routine doesn’t cost an Invention slot, but the creation time increases by 30 minutes and you have to spend 1 Innovation Point to build it. SIMPLE MACHINE With a minute of work and 1 Innovation Point you can create a mechanical device that executes a single simple programmed action, like an auto bakecaker or weightlifter. The machine as the statistics of a Medium animated object, except that it can’t attack and it has one of your skill of tool proficiencies, and remains active for 10 minutes before critically malfunctioning. You can only program one command, something that an Unseen Servant could reasonably do. Alternatively you can build a sturdier construct with 1 hour of work and 500gp. The sturdier construct remains active for 24 hours, and you or any other Artificer can extend this duration each day by spending 10 minutes and 1 Innovation Point making minor repairs and modifications. After one year of continuous activation, the Simple Construct’s schematic has been perfected and it becomes permanent. A perfected machine can be rebuilt with 1 hour of work and 500gp, and retains its permanency. SIMPLE SCIENCE Your Inventions aren’t exactly rocket science, and other creatures can use your beneficial Inventions. Each creature can have only one Invention with a duration of Concentration active at the same time.
ABILITY SCORE IMPROVEMENT
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When you reach 4th level, and again at 8th, 12th, 16th, and 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.
ETERNAL INVENTION At 20th level, when you activate an Invention with a duration longer than 1 round, you can spend 1 Innovation Point and extend the duration to 24 hours or until you use this ability again.
THE ARTIFICER INVENTION LIST To put it simply, the Artificer was created with the intention that his invention list is made up from all spells from the Cleric, Druid and Wizard list, except spells involving directly divine forces, and with additional exceptions left for each individual DM according to what Artificers are supposed to be on each setting. While that may sound strange, it's logical once you understand that the Artificer must write the inventions to his Design Book and can't access most of his inventions on the fly. He either has to learn inventions from other artificers (or reverse engineer them from wizard's spellbooks), research them by himself or make do with the two free ones he learns each level. The artificer should be able to focus on one aspect, like damage, battlefield control, buffing, healing, or utility inventions, while still being able to branch out if needed; in that aspect his strength is that even if he specializes in a certain function (let's say party healer) he still retains the ability to being a generalist if needed.
SCIENCE compels you" is a great explanation. Of course there are spells that shouldn't be allowed, but I follow 5e's trend and leave this power to each individual GM. Maybe in his setting only wizard spells + cure wounds; maybe in that other setting anything that doesn't specifically uses religions or the force of the divine; maybe on another anything that uses Radiant or Necrotic damage is out. There's also another reason why a default list isn't presented. This class, the whole class, was one of the first complete 5e homebrew on the web, first appearing on the gitp forums at 2014-08-21, 04:30 PM, and at the time I made no assumption how the spell lists of various casters would be expanded, or even if they even would be. By leaving the spell lists "open", if two months passed and WotC released some great new spells any of these classes players could just use them. I understand some DMs might not be thrilled by the idea, but I can confirm that lots of people used the Artificer of Alancia as it is in this year and a half, and it works. But in any case, if you prefer to take little steps, this is the spell list I originally put for my games. I think it's generic enough with a wide selection and following a certain theme, but in your setting maybe it's different.
I make no assumptions as to what kind of spells should be allowed; in some setting inventions that deal with angels and fiends make no sense, while on others "The Power of
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Gadgets Acid Splash Blade Ward Dancing Lights Fire Bolt Friends Light Mage Hand Mending Message Minor Illusion Poison Spray Ray of Frost Shocking Grasp Spare the Dying Thorn Whip True Strike
2nd level Inventions Aid Alter Self Arcane Lock Augury Blindness/Deafness Calm Emotions Continual Flame Darkness Darkvision Detect Thoughts Enhance Ability Enlarge/Reduce Entrall Gentle Repose Gust of Wind Heat Metal Hold Person Invisibility Knock Lesser Restoration Levitate Magic Mouth Melf's Acid Arrow Mirror Image Misty Step Protection from Poison Scorching Ray See Invisibility Shatter Silence Spider Climb Suggestion Web
1st level Inventions Alarm Bane Burning Hands Charm Person Comprehend Languages Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Disguise Self Dissonant Whispers Expeditious Retreat Faerie Fire False Life Feather Fall Fog Cloud Goodberry Grease Guiding Bolt Hail of Thorns Hideous Laughter Inflict Wounds Jump Longstrider Magic Missile Purify Food and Drink Shield Silent Image Sleep Thunderwave Witch Bolt
3rd level Inventions Clairvoyance Create Food and Water Daylight Dispel Magic Elemental Weapon Fear Feign Death Fireball Fly Haste Hypnotic Pattern Lightning Bolt Magic Circle Major Image Nondetection
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Plant Growth Protection from Energy Revivify Sending Sleet Storm Stinking Cloud Tongues Water Breathing Wind Wall
6th level Inventions Chain Lightning Disintegrate Flesh to Stone Forbiddance Freezing Sphere Globe of Invulnerability Guards and Wards Harm Heal Irresistible Dance Mass Suggestion Programmed Illusion Sunbeam True Seeing Wall of Ice Wall of Thorns
4th level Inventions Arcane Eye Black Tentacles Confusion Death Ward Dimension Door Fabricate Fire Shield Freedom of Movement Giant Insect Grasping Vine Greater Invisibility Halucinatory Terrain Ice Storm Phantasmal Killer Resilient Sphere Stone Shape Stoneskin Wall of Fire
7th level Inventions Delayed Blast Fireball Finger of Death Fire Storm Forcecage Mirage Arcana Project Image Regenerate Resurrection Reverse Gravity Teleport
5th level Inventions Animate Objects Cloudkill Cone of Cold Contagion Destructive Wave Dominate Person Geas Greater Restoration Hold Monster Mass Cure Wounds Modify Memory Raise Dead Telekinesis Telepathic Bond Teleportation Circle Wall of Force
8th level Inventions Antimagic Field Clone Control Weather Dominate Monster Eartquake Feelemind Incendiary Cloud Sunburst Telepathy Tsunami 9th level Mass Heal Meteor Swarm Shapechange True Resurrection Weird
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VOCATIONS ALCHEMIST BONUS PROFICIENCY You gain proficiency with the Alchemist Kit. TONIC At 1st level you know how to make a new type of invention, Tonics, which are treated like devices. Only beneficial inventions with a range of self or touch can be made as Tonics. Additionally, you can prepare a number of Tonic designs equal to your Intelligence modifier + your artificer level (minimum 1 design). You can create these prepared tonics with a single action rather than 1 minute, and anyone can use them. You can change your list of prepared Tonic designs when you finish a long rest. MUTAGEN Starting at 6th level, with 1 minute of work and 1 Innovation point you can create a special potion that works only for a single creature. Choose a creature and an ability score; when the target creature drinks the mutagen, the potion grants the effects of the Enhance Ability spell for the chosen ability, but also grants disadvantage on checks for the linked ability. The ability links are Strength-Intelligence, Dexterity-Wisdom, and Constitution-Charisma. Both effects last 1 hour per artificer level. HEALING FACTOR Starting at 14th level, creatures under the effect or your Mutagen receive the benefit of the Revivify spell exactly 5 rounds after their death. This ends the Mutagen for that creature. ALCHEMICAL TRANSFORMATION Starting at 18th level, with 8 hours of work and 1 Innovation Point you can permanently alter the body of a target creature present during the
entire process, who must be either willing or Incapacitated. The target is transformed as in Alter Self or True Polymorph, but with a permanent effect. This ability can’t be used again until you finish a long rest.
GRENADIER BONUS PROFICIENCY You gain proficiency with the Gunsmith Kit and with explosives. BOMB Beginning at 1st level, you know how to create a new type of invention, Bombs. Only harmful inventions with an area of effect can be made as Bombs, which are thrown weapons with a maximum range of 60ft. They create their effect upon the point of impact. If you hit the target it receives disadvantage on the saving throw against the bomb effect, if any; if you miss, the bomb explodes in a corner of the target’s space. Additionally, you can prepare a number of Bomb designs equal to your Intelligence modifier + your artificer level (minimum 1 design). You can create these prepared Bombs with a single action rather than 1 minute. You can change your list of prepared Bomb designs when you finish a long rest. CONTROLLED BLAST Starting at 6th level, by spending 1 Innovation Point when you use a Bomb, you can choose a number of creatures that you can see equal to your Proficiency. The chosen creatures automatically succeed on their saving throws against the Bomb, and they take no damage if they would normally take half damage on a successful save. PRECISE EXPLOSIONS
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Starting at 14th level, you can add your Intelligence modifier to the damage roll of your Bombs. DANGEROUS EXPLOSIVES Starting at 18th level, when you use a Bomb, you can cause +50% damage with that bomb. Once used you can’t use this ability again until you finish a short or long rest.
GUNSMITH BONUS PROFICIENCY You gain proficiency with the Gunsmith Kit and with firearms. PROTOTYPE GUN At 1st level, with 8 hours of work you can modify a firearm with which you are proficient into a prototype gun. A prototype gun works like a normal firearm, but loses the Reload property, only artificers with the Gunsmith vocation are proficient in its use, and you can use your Intelligence modifier in place of your Dexterity modifier on attack and damage rolls with it. SPECIAL AMMO Also at 1st level, you know how to create a new type of invention, Special Ammo. Only harmful inventions that deal damage or have areas of effect can be built as Special Ammo. They must be fired from a prototype gun rather than activated normally. When you do, use the weapon’s long range in place of the invention’s normal range. ELEMENTAL AMMO Starting at 6th level, with a bonus action and 1 innovation point you can infuse a prototype gun with acid, cold, electricity, fire, or thunder for 1 minute or until you use this ability again. While Elemental Amo is active, the gun’s weapon attacks deal damage of the chosen type and it deals an additional 1d6 damage of the same type. That additional damage increases to 2d6 at 11th level and 3d6 at 17th level.
MOUNTED ARTILLERY Starting at 14th level, you build special tripods on your prototype guns. You can mount a gun as an action by spending 1 innovation point. A mounted gun acts like a medium animated object, except that it can’t move and it attacks with its firearm values using your Proficiency Bonus + Intelligence Bonus. You can command your mounted gun as a bonus action if it is within 500 feet of you. You must supply the ammo, but the gun reloads itself. The gun remains active for 1 minute, and you can only have one active at a time. SPECIALIZED AMMO Starting at 18th level, as a bonus action you can change your next shot with a Prototype Gun made until the end of your next turn into a 60ft line, a 30ft cone or a 20ft radius explosion up to the gun’s short range. You don’t make an attack roll, but creatures in the area receive a Dexterity saving throw for half damage.
MACHINIST BONUS PROFICIENCY You gain proficiency with medium armor and the Engineering Kit. MECHANICAL ARMOR With 8 hours of work you can modify an armor that you’re proficient into a Mechanical Armor. A Mechanical Armor works like a normal armor, but it weights 50% more, always imposes Disadvantage on Stealth checks, prohibit the user from wearing Equipment inventions, and only artificers with the Machinist vocation are proficient in their use. While wearing mechanical armor you can use your Intelligence modifier in place of your Strength modifier for all purposes, and you gain a Mechanical Slam attack that you are proficient in. This attack deals 1d8 bludgeoning damage. ARMOR UPGRADES
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Also at 1st level, you can integrate inventions into your armor as Armor Upgrades. Only inventions with a range of self or touch can be armor upgrades. Armor upgrades expend your invention slots without being built, but you must be the only target. Prepare a number of Armor Upgrades designs equal to your Intelligence modifier + your artificer level (minimum 1 upgrade). You can change your list of Armor Upgrade designs when you finish a long rest. MECHANICAL EXPERTISE Starting at 6th level, you can use the two following abilities: -Mechanical Uppercut: Immediately after you take the Attack action or your turn, you can spend 1 Innovation Point to make one Mechanical Slam attack as a bonus action. -Thrusters: You can spend 1 Innovation point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. CONSTRUCT ARMOR Starting at 14th level, you can turn Mechanical Armors into Construct Armors with 8 hours of work. A Construct Armor has one additional movement type equal to half you land speed,
among climbing, flight, swimming and burrowing. Whenever you aren’t operating the armor, it acts as a Medium Animated Object with the Mechanical Slam attack. You can have a number of construct armors built at once equal to your Intelligence modifier, and you can issue a command to one or all of your unworn construct armors as a bonus action if they are within 500 feet of you. If left without orders, the armor takes the Dodge action. If you’re rendered Incapacitated while inside the armor, it takes the Dodge or Disengage action on your turn and tries to stay close to creatures designated as allies, or flees if alone. Designated allies can remove you from the construct armor, but nothing else can without destroying it first. SEALED ENVIRONMENT Starting at 18th level, your Construct Armors are sealed from the outside. They provide constant air as well as immunity to gases, pressure and lack of air. While inside your Construct Armor you also receive Darkvision and advantage on saves against poison, disease and light effects.
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USING INVENTIONS While it may seem that creating and using an invention is a whole new system, actually the process is just like preparing and casting a spell, since Inventions emulate their effects. In fact the system mostly resembles creating and using a scroll. To build and use an invention, the Artificer follows these steps. 1 - KNOWS THE DESIGN: The spell that he wants to emulate in an invention must be written in his design book. 2 - BUILD THE INVENTION: The Artificer spends a daily Invention exactly like a spellcaster casting a spell does. He spends one minute building it. After that the Invention is ready for use, and he may use it now or store it for later. Once built the invention remains ready for use until the end of the Artificer’s next long rest. OPTIONAL: 3 - STORING: Inventions usually are handheld items, and the Artificer stores them exactly like any other item. However, if the emulated spell is beneficial, with a range of Touch or Self, and a duration longer than 1 round, it’s an Equipment. Equipments may be made as bracers, gloves, shoulders, belts, boots, helmets or backpacks, are always cumbersome and usually prevent the use of other items in the space they occupy. You can’t choose to build spells that don’t fit the above criteria as Equipment, and you can’t build spells that do as normal Inventions. OPTIONAL: 4 - READY: If the Invention is stored the Artificer must draw it like any other item before using it (usually drawing an item takes no action). Obviously if the Invention is an Equipment and he’s already wearing it, then he doesn’t need to draw it.
5 - USE THE INVENTION: Using an Invention takes one Action, unless the original casting time is longer. If the Invention is an Equipment it uses the spell’s normal casting time, but it must target the Artificer or have him as one of the targets. Only the Artificer may activate the Invention. Beneficial Inventions aren’t considered magical effects (so they can’t be dispelled and work on anti-magic zones). Once used the Invention is spent and can’t be used again. EXAMPLE - NORMAL INVENTION: An Artificer builds a Cure Wounds Invention. He spends a whole minute building it. After that he can store his invention for later or use right now. EXAMPLE - NORMAL INVENTION: An Artificer builds a Burning Hands Invention. The invention works like the spell, with a 15ft cone starting in his space. EXAMPLE - EQUIPMENT INVENTION: An Artificer builds a Mage Armor Invention. Mage Armor is a beneficial spell with a range of Touch and a duration longer than 1 round, so it must be built as a cumbersome Equipment. Since it’s an Equipment the Artificer has to wear it before he can activate it (in this case let’s say he built it as heavy bracers) and he must include himself among the targets; mage armor has only one target so he can only target himself with his Quantum Forcefield Bracers.
THE SUBCLASS “TRICK” The above is true for every Artificer’s Inventions, but each subclass has a nice ability to build their signature inventions in a different and improved way. The following are the stepby-step guides of each subclass. ALCHEMIST The Alchemist can build Tonics from beneficial spells with a range of Self or Touch. Tonics are used as normal Inventions. He can also “prepare” a number of inventions from his design book exactly like a wizard prepares
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spells, but only from those that can be made as Tonics; he can build the tonics he prepared with a single actions instead of one minute. EXAMPLE - TONIC: An Alchemist builds a Mage Armor Invention. Other Artificers must build it as an Equipment, but he has the option to build it as a Tonic. He must draw and use it, but Tonics are used as normal Inventions and don’t have the limitations of Equipments. EXAMPLE - PREPARING: An Alchemist prepares Mage Armor after his long rest. During the adventure day he really needs a mage armor tonic, and since Mage Armor is one of his prepared inventions he only need a single action to build it, instead of the normal 1 minute. Later he needs a Cure Wounds invention, but he didn’t choose it as one of his prepared inventions for the day, so Tonic or not he still needs 1 minute to build it.
GUNSMITH Besides being able to create Prototype Guns the Gunsmith can build Special Ammo. This special ammo is built exactly like any normal Invention, but can be only used from a Prototype Gun. The Invention uses the long range of the Prototype Gun in place of the spell’s range. He can only build harmful spells that cause damage or have an area of effect as ammo. EXAMPLE - SPECIAL AMMO: A Gunsmith builds a Hypnotic Pattern Invention. Since the spell has an area of effect (a 30ft cube within 120t) he has the option to build it as Ammo. He does, and must shoot it through a Prototype Gun, using the gun’s Long Range in place of the spell’s original range.
GRENADIER The Grenadier may build offensive area spells as Bombs. Bombs are throw weapons with a 20/60ft range. He can also “prepare” a number of inventions from his design book exactly like a wizard prepares spells, but only from those that can be made as Bombs; he can build these Bombs as a single action. EXAMPLE - BOMB: A Grenadier builds a Burning Hands Invention. Other Artificers must build it as a normal invention, but he can build it as a Bomb. As a Bomb he can throw it with a 20/60 range and the 15ft cone starts where the bomb lands instead of at him. EXAMPLE - PREPARING: A Grenadier prepares Burning
Hands after his long rest. During the adventure day he really needs a burning hands bomb, and since Burning Hands is one of his prepared inventions he only need a single action to build it, instead of the normal 1 minute. Later he needs a Lightning Bolt invention, but he didn’t choose it as one of his prepared inventions, so Bomb or not he still needs 1 minute to build it.
MACHINIST Besides being able to created Mechanical Armor, the Machinist can “prepare” a number of inventions from his design book exactly like a wizard prepares spells, but only from beneficial spells with a range of Touch or Self. These spells are Armor Upgrades. While using his Mechanical Armor he can activate these Armor Upgrades without the need to build them first, but he can only target himself with them. EXAMPLE - ARMOR UPGRADE: A Machinist prepares Fly after his long rest. During the adventure day he really needs a Fly effect on himself, so he just spends a daily invention slot and activates it without the need to spend 1 minute building it. Later he needs a Cure Wounds invention, but he didn’t choose it as one of his prepared inventions, so he still needs 1 minute to build it. EXAMPLE - NOT ARMOR UPGRADE: A Machinist didn't prepare Fly after his long rest. During the adventure day he really needs a Fly effect on himself but he didn’t choose it as one of his prepared inventions, so he still needs 1 minute to build it as a jetpack (an Equipment) . However you can't wear Equipments while using a Mechanical Armor, so he's outta luck.
WHAT ABOUT ROLEPLAY? You can roleplay your inventions exactly as you want. One might roleplay a Fireball Invention like an explosive potion; another might roleplay it as a single-use disposable handcannon. The system is designed so you can create lots of technological gadgets using the simple and familiar framework of spells. Hand-cannon? Fireball Invention. Parachute? Feather Fall Equipment. Keeping with the feel of 5e, your imagination and the setting you’re playing are the only limits.
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THE ARTIFICER (OF ALANCIA)
FIREARMS designed in a way to allow you to use any rules on firearms. His Prototype Gun uses whatever firearms are in the setting and just makes some changes to it (mostly removing the loading property and allowing INT based attacks). I'm adding here my own firearms, but as I said above you may use any firearms rules in conjunction with this class.
Firearms are a really debated topic on gaming circles, with everyone around here and their grandmothers coming with their own better rules. What, in fact, is better or more consistent / realistic / fun / whatever word you think is better, when considering firearms? My answer is: Whatever the DM tells you to use. With that in mind the Gunsmith rules were
Name
Cost
Pistol, light
50 gp
Arquebus
150 gp
Blunderbuss
100 gp
Grenade
500 gp
Pistol, military
75 gp
Ammunition - Bullets (10) - Pellets (10) Ammo Bandoleer
1gp 1gp 1gp
Damage Weight Properties Simple Ranged Weapons 1d6 3 lb Ammunition (range 30/120), firearm, light, piercing loading Martial Ranged Weapons 1d10 9 lb Ammunition (range 100/400), firearm, heavy, piercing loading, two-handed 1d8 8 lb Ammunition (range 30/120), firearm, heavy, piercing loading, special, two-handed 4d6 1 lb Explosive (radius 20), throw (range 50) piercing 1d8 5 lb Ammunition (range 80/320), firearm, loading, piercing two-handed Adventuring Gear -
2 lb 3 lb 1 lb
Ammo for blunderbuss.
Tools Artisan's tools - Gunsmith's tools
50 gp
5 lb
NEW WEAPON PROPERTIES EXPLOSIVE A weapon with this property doesn’t require an attack roll. Instead you throw the weapon within its range and the weapon explodes
within its given radius. Creatures within the radius of the explosion must make a Dexterity saving throw DC 8 + your Dexterity modifier + proficiency bonus if applicable. Creatures take full damage on a failed saving throw, half on a successful one.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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THE ARTIFICER (OF ALANCIA)
FIREARM A weapon with this property fires gunpowder propelled bullets, that become useless if wet. On a natural roll of 1 the weapon misfires and jams. If wet or jammed you need to spend an action cleaning and reloading the weapon. SPECIAL WEAPONS
BLUNDERBUSS The blunderbuss is a firearm designed for close combat. Instead of bullets, a handful of pellets may be loaded into the gun. When pellets are loaded, the blunderbuss does not attack normally. Instead all creatures in a 15 foot cone must make a Dexterity saving throw DC 8 + your Dexterity modifier + proficiency bonus if applicable. Creatures take full damage on a failed saving throw, half on a successful one.
Not for resale. Permission granted to print or photocopy this document for personal use only.
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THE ARTIFICER (OF ALANCIA)
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