Artificer Profession in Thesa | World Anvil
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Artificer

Written by Duqer

Artificers are masters of invention, they use ingenuity and magic to unlock new capabilities in many objects. They are focused on off-battle buffs and like to prepare for fights with antecedence. Creativity is a must when playing an artificer, you must know how to take advantage of the worlds resources and be ready seize opportunities to collect many gems, plants and mushrooms.
Artificers see mana and magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. They use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer can.

Artificer's Level-up Table

Level Prof
Bonus
Features Infusions
Known
Infused
Items
Cantrips
Known
1 +2
Magical Tinkering
--- --- 2
2 +2
Infuse Item
4 2 2
3 +2
Specialization in Artificery, Tool Maker
4 2 2
4 +2
+AS, Chimp-Trap
4 2 2
5 +3
+SA
4 2 2
6 +3
Tool Expertise
6 3 2
7 +3
Flash of Genius
6 3 2
8 +3
+AS
6 3 2
9 +4
+SA
6 3 2
10 +4
Magic Item Specialist
8 4 3
11 +4
Spell-Storing Item
8 4 3
12 +4
+AS
8 4 3
13 +5
---
8 4 3
14 +5
Magic Item Specialist (upgrade)
10 5 4
15 +5
+SA
10 5 4
16 +5
+AS
10 5 4
17 +6
---
10 5 4
18 +6
Magic Item Specialist (upgrade)
12 6 4
19 +6
+AS
12 6 4
20 +6
Soul of Artifice
12 6 4
+AS = Ability Score Improvement.
+SA = Specialization in Artificery Feature.

Features List

Spellcasting

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature.
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
 
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell Slots Table

Level1st Level
Spell Slot
2nd Level
Spell Slot
3rd Level
Spell Slot
4th Level
Spell Slot
5th Level
Spell Slot
12------------
22------------
33------------
43------------
542---------
642---------
743---------
843---------
9432------
10432------
11433------
12433------
134331---
144331---
154332---
164332---
1743331
1843331
1943332
2043332

Magical Tinkering

... ... [CLANK]... ... [WRENCH NOISES]... ... ... ... ... [TLINK]... ... ... "Bok"... Hehe... Oh hey, sorry, didn't think you would come in early, look what I did, it's a robot chicken. On the third Bok it explodes, aint that cool?... "Bok"...
— Great Forger Horon
You learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
 
  • The object sheds bright light in a 1.5m radius and dim light for an additional 1.5m.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 3m away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 3m away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
  • The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
 
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Infuse Item

You gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known: When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item: Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Tool Maker

You learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 1.5 meters of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Chimp-Trap

Your magical tinkering has evolved to the point you prepare certain machinations ahead of time. Now you can spend 10 seconds crafting a chimp-trap with your prepared equipment. The Chimp-Trap is a time-bomb, it makes a loud sound and explodes after 20 seconds, dealing 1d20 thunder damage in a 1.5 meter radius, anyone affected by the explosion must do a CON Saving Throw and take half-damage on a success and full-damage on a fail.
The damage increases as you level-up, dealing 2d20 thunder damage in a 3 meter radius at 6th level and 3d20 thunder damage in a 4.5 meter radius at 15th level.

Tool Expertise

Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Magic Item Specialist

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
 
  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
At 14th level your skill with magic items deepens more:
 
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Finally, when you reach the 18th level you can attune to up to six magic items at once.

Spell-storing Item

You learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).
While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Soul of Artifice

You develop a mystical connection to your magic items, which you can draw on for protection:
 
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Type: Full Caster
Subclass: Specialization.
Main Ability: Intelligence.
Hit Dice: 1d8 + CON mod.
Proficiencies:
  • Saving Throws: Constitution, Intelligence.
  • Two Skills From:
    1. Arcana.
    2. History.
    3. Investigation.
    4. Nature.
    5. Perception.
    6. Sleight of Hand.
  • Armor: Light, Medium and Shields.
  • Weapons: Simple Weapons.
  • Tools: Thieves’ tools, tinker’s tools, one other type of artisan’s tools.
Equipments: 5d4 * 10 gold OR:
  • Any two simple weapons.
  • A light crossbow and 20 bolts.
  • (a) studded leather armor or (b) scale mail.
  • Thieves’ tools and a dungeoneer’s pack.
Subclasses:

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