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Lapidarist

When an artificer delves deep into the essence of mana itself, their research often brings them to the arcane rifts of wild magic. This volatile form of magic is raw and unpredictable, while the random and living spells it creates are awe inspiring, the long exposures leave these artificers with permanent twists in the magic they cast in exchange. They cut flawless gems and stones in the hopes they can capture the lifelike form of spells, with the newfound "blessing" from the rifts.

The Effect of this subclass function as Primal in addition to Arcane.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Chaotic Secrets

At 3rd level, your experiments with the rift give you a special affinity for magic beyond your normal Artificer Knowledge. You may add a number of spells equal to your proficiency bonus from the wizard, cleric or druid spell list to the list of spells you can prepare. You may add or change out any of these spells whenever your proficiency bonus increases, one of these spells counts as being prepared at all times without reducing your prepared spells.

Whenever you cast any spell of 1st level or higher, roll a d20. If the result is (1 + 2 per spell slot level) or lower, the spell goes wild as per the wild magic surge rules. If it is a spell you gained through chaotic secrets, the "threshold" is (5 + 2 per spell slot level)

Refractive Pylon

Also at 3rd level, you've learned how to create an arcane pylon that can capture magical energy to recreate the living spells that are present around rifts. Using jewelers tools, over the course of a short rest you can magically create a Small or Tiny refractive pylon in an unoccupied space on a horizontal surface within 5 feet of you. A Small refractive Pylon occupies its space, and a Tiny one can be held in one hand. Once you create a pylon, you can't do so again until you finish a long rest or until you expend a spell slot to create one on another short rest. You can have only one pylon at a time and can't create one while your pylon is present.

The pylon is a magical object. Regardless of size, the pylon has an AC of 15 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points, You can dismiss it early as an action.

When you create the pylon , you determine its appearance and whether it has legs, tracks or small propellors to hover 2-3ft off the ground. You also decide which type it is, choosing from the options on the refractive pylon table. You may choose when casting a spell to target the pylon (even if it would normally not count as a target for that spell) and "animate" the spell. In order for you to animate the spell, it must be of the same type as your Pylon's mode, and it must not already be animating a spell. The spell lasts until you complete a short or long rest, the pylon is reduced to 0 hp, or you cast another spell into it. Use the "Animated Spell" templates and examples at the end of this class when animating spells. The spell you "animate" must be a level equal to half your proficiency bonus rounded up or lower.

On each of your turns, you can take a bonus action to cause the animated spell to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the pylon to walk or hover up to 15 feet to an unoccupied space, provided it has locomotion . After a number of rounds equal to the spells level has past, you may "Release" the animated spell as a bonus action, doing so triggers a roll for wild magic as if you had cast a spell of equal level, Creates an effect based off the Pylon mode, and the animated spell ends.

Pylon ModeActivation
Targeting LensDamage spell | Makes attack rolls | larger effect on "release"
Linking LensBuff/Debuff Spells | One creature in range, save if unwilling | Release is all creatures in aoe are affected
Projecting LensAOE Spells | Affects its internal Aoe with the aura effect | Release is massive area
Diffusing Shield

At 5th level, You learn how to integrate your focusing gems into your defense, as conduit to redirect enemies magic. When you finish a long rest, you can use jeweler's tools to cut special gems and mirrors and integrate them into a shield thereby turn it into your Diffusing Shield. The gems crumble to dust and fall from the object if you later apply them on a different item, They otherwise last indefinitely.

You can use your diffusing shield as a spellcasting focus for your artificer spells. Whenever a spell attack roll misses you by 5 or more, you may choose another target for the spell within 30ft of you.

Mirrored Pylons

Starting at 9th level, you gain more pylons to animate, and more control over them:
- You may now create a second pylon whenever you would create one, having it active at the same time. This second pylon can be the same or different type as the initial one.
-As a Bonus action, you may expend a flash of genius to change its form to a different Reflective Pylon. You may only do so if the pylon is not animating a spell.

Fused Anima

By 15th level, you’re a master at channeling living spells using your Refractive Pylons:
- The base ranges, and AOE's are doubled for each "Pylon Mode"
- You may cast a second spell into a pylon, adding one of its traits/effects onto the base activation of the pylon. This spell must be of the same type as the Pylon Model.

Animated Template:

For a large number of these spells and abilities, your dm will choose which "category" and "subcategory" the spell falls under to determine its stats while animated. Some spells may have multiple options to choose from and the dm may choose to tweak of a base one works to better fit the spell

Targeting Lens:

Requirement: Any spell that chooses creatures as targets, provokes a saving throw, or makes an attack roll AND Deals damage of some sort

Sub Categories:
Attacks:
- Multi Attack: Spell that requires multiple attack rolls When you activate the animated spell, it makes pb/2 /\ attacks. On hit an attack deals 2d4 damage of the same type the spell deals. The "Release" of the animation allows it to make attacks against all creatures within its reach
- Precise attack: Spell that requires a single attack roll When you activate the animated spell, makes a single attack roll. On hit an attack deals 1d12 damage of the same type the spell deals, at double its range. The "Release" of the animation causes its attack to be made at advantage, deals 3d12 damage and applies any "secondary effects" the spell normally deals.

Range:
-Melee: Spell that makes a melee spell attack, or targets a creature within 5ft/touch. Attacks have a range 5 feet, you add your int mod to the damage dealt on one of the sources.
-Projectile: Spell that targets a creature at a range. Attacks are made with a range of 15 ft.

Linking Lens:

Requirement: Any spell that chooses creatures as targets, provokes a saving throw, or makes an attack roll AND Applies a condition or effect of some sort

Sub Categories:
Type:
- Buff: Spell That targets a willing creature. When you activate the animated spell, choose one creature within 15ft to gain the "buff" that the spell normally provides until the start of your next turn. The "Release" of the animation grants this benefit to all creatures of your choice within 15ft of the pylon until the start of your next turn.
- Debuff: Spell that targets an unwilling creature, forcing it to make a save. When you activate the animated spell, choose one creature within 15ft to make a save based on the spell, on failure gaining the "debuff" that the spell normally provides until the start of your next turn. The "Release" of the animation forces all creatures of your choice within 15ft of the pylon to make this save.

Projecting Lens:

Requirement: Any spell effects all creatures within an area.

Sub Categories:
Type:
- Harming: Spell That deals damage to the creatures within its area. When you activate the animated spell, all creatures within the area of the Pylon take pb damage of the same type as the spell. The "Release" of the animation casts whatever spell is being animated, originating from the point of the Pylon
- Hindering: Spell that applies an effect to creatures within its area. When you activate the animated spell, all creatures within the area of the pylon are under the condition until the start of your next turn. The "Release" of the animation casts whatever spell is being animated, originating from the point of the Pylon.

Area:
- Cone: Spell that creates a cone area. The "area" of the pylon is a 15ft cone in the direction of your choice.

- Line: Spell that creates a line area. The "area" of the pylon is a 30ft line in the direction of your choice.

- Aura: Spell that creates a radius area. The "area" of the pylon is any creature within 5ft of the pylon.

Additional:
- Safe: Spells that allow you designate "unaffected creatures". Creatures of your choice ignore the effects of the pylon on activation.
- Devastating: Spells that do additional effects if a target meets a criteria. The any target that meets the criteria they suffer the additional effect, as long as it is not additional damage
- Encompassing: Bigger AOE?

Example Spells

1st:
- Expeditious Retreat: (Linking) - Buff
- Faerie Fire: (Projecting) - Hindering, Aura
- Tasha's Caustic Brew: (Targeting) - Precise, Ranged
- Arms of Hadar: (Projecting) - Harming|Hindering, Aura
- Armor of Agathys: (Linking) - Buff

2nd:
- BarkSkin: (Linking) - Buff
- Darkness: (Projecting) - Hindering, Aura, Safe
- Melfs Acid Arrow: (Targeting) - Precise, Ranged
- Shatter: (Projecting) - Harming, Aura, Devastating
- Rimes Binding Ice: (Projecting) - Hindering|Harming, Aura

3rd:
- Fireball: (Projecting) - Harming, Aura


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