School of Artifice

by Geph

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School of Artifice

Adherents of this Arcane Tradition believe that innovation is best served through experimentation. To an artifice inventor, understanding magic is an evolving art on the cutting-edge of discovery and mastery that leaps further ahead with each passing year. Inventors value novelty and discovery and this penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artifice inventors win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

An inventor who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good inventors uncover or create items on adventures or trade with those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want. Almost every artifice inventor has at least one rival, someone whom they seek to outdo at every turn. By the same token, inventors with similar philosophies and theories band together into guilds or societies. They share their discoveries and work together to verify their theories or projects to keep ahead of their rivals.

Knowledge and Craft

At 2nd level add proficiency with Tinker's tools and choose any two additional toolge or vehicle proficiencies. Add an additional proficiency at 6th and 10th level.

For the inventor tools and gizmos function as a spellcasting focus. These contraptions open up new opportunities but also limit the range of kinds of magic the Inventor can learn. You are only able to learn one spell at each level above 4th. For example, a 12th level Wizard of the Inventor Arcane Tradition would know one 5th and one 6th level spell. They still receive spell slots as usual, and may cast lower level spells using higher level spell slots as per the usual rules.

Safety Protocols

Invention is a dangerous profession. At 2nd level you have learned to defend yourself from accidents and saboteurs. Add proficiency with light armor and weapon proficiency from the following: hand crossbow, net and whip. Choose one of these weapons and add it to your inventory.

Signature Apparatus

At 2nd level you may exchange the Arcane Recovery Wizard class feature for one from the following:

  • Weapon - Choose any kind of simple or martial weapon, melee or ranged. You are proficient with this Signature Apparatus weapon and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, choose one of the following damage types: acid, cold, fire, lightning, poison or thunder. This Signature Apparatus weapon deals an additional 1d6 of damage of this type on hit. This increases to 2d6 at 5th, 3d6 at 11th and 4d6 at 17th level respectively. Please note that only the artificer knows how to operate the weapon as intended. In the hands of others it acts like an ordinary weapon of whatever kind it may be. This additional damage may not be used with weapon attack cantrips such as booming blade or green-flame blade.

  • Gadget - A device of your choosing is able to create the effect of any two (2) different cantrips, cast as per normal but without components of any kind other than the Signature Apparatus device itself. Please note that only your artificer knows how to operate and understand this gadget, it can be given to others but will not function with magical effects.

  • Construct Creature - Select any CR1/4 (or less) creature of type beast. Your Signature Apparatus is a construct version of this creature, able to respond to commands. If the Signature Apparatus creature is reduced to 0 HP it is rendered non-functional until repaired after a long rest. Use all properties and capabilities of your chosen creature except it has the following modifications:
    • Attributes: Intelligence 4, Wisdom 8, Charisma 4
    • Damage Immunities: poison, psychic
    • Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
    • Proficiency bonus: matches yours, determine bonus to-hit based on ability modifier + proficiency bonus
    • Hit Points: the construct create gains 1d6 + constitution modifier HP per level in this class above 2nd

  • Arcanomechanical Armor - You have developed a suit of arcane armor as a risk-management strategy. Construct or paint a suit of medium weight "arcanomechnical" armor that only you can wear and lasts 8 hours until needing maintenance. While you are wearing it, it grants you resistance to two of the following types of damage: acid, cold, fire, lightning, poison or thunder. It provides an AC of 11 + your intelligence modifier. You are considered to be proficient in this armor and it can be considered an Arcane Focus for spellcasting purposes. If it is destroyed you can create a new suit at the end of a long rest and full day of work. The cost of the armor and components required to create and maintain it are determined by your GM.

  • Vehicle - Choose a GM-approved vehicle appropriate for your campaign. When you pilot this Signature Apparatus vehicle you may use it to cast the equivalent of two (2) cantrips. Furthermore, you automatically gain proficiency and expertise (double proficiency bonus) with this vehicle. Anyone else who tries to use the vehicle will be unable to use its magical functions.
  • Workshop - Your character has a GM-approved workshop or lab appropriate for your campaign. When doing work in this Signature Apparatus space you are able to use it to:
    • Create the effect of one (1) cantrip within the bounds of the workshop
    • Roll with advantage on any intelligence or wisdom skill checks used within the workshop
    • Cast any spell you know as a ritual within the workshop, once per day
    • You may cut the time and cost of learning a new spell in half
    • No one else may use the spells and skill benefits of your workshop

Spontaneous Invention

Beginning at 6th level, you can swiftly create the perfect device for your current situation. As a bonus action, you choose one skill based on Strength or Dexterity, or a any tool. You instantly invent a new device to assist in the task at hand. For the next minute, you may roll with advantage for any ability check for that skill or tool. Once you use this feature, you must finish a long rest before you can use it again.

Aether Scanner

Starting at the 6th level and beyond you have developed a detection device and keen sense for the presence of magic. Add detect magic and identify to your list of known spells if you do not have it already. You may cast this spell as a bonus action once per short or long rest. Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes.

Signature Apparatus Upgrade

At 10th level you may select an additional new signature apparatus from the list or choose to improve an existing one:

  • Weapon - This weapon now has a +1 to hit and deals an additional 2d6 damage (of the original chosen type from acid, cold, fire, lightning, poison or thunder) and provides the wielder resistance to the type of damage it does.
  • Gadget - Your device can now also create the effect of 1st level spells. Choose two from the following: absorb elements, cause fear, expeditious retreat, feather fall, fog cloud, grease, jump, silent image. You may cast each spell with the Signature Apparatus. Spells with a range of Touch may only be cast on yourself. You need to take a short or long rest before using this feature again.
  • Construct Creature - CR1 creatures are now possible, all stats remain the same except hit points, which start at the base creature score and gain 1d8 + constitution modifier per level.
  • Arcanomechanical Armor - The armor is now AC 12 + your intelligence modifier and provides resistance to an additional type of damage of any type.
  • Vehicle - Your vehicle can now also create the effect of one 1st level spell, emanating from the vehicle. It takes time to prepare or reload - you need to take a short or long rest before using this feature again. Additionally, the vehicle's hit points are doubled.
  • Workshop - Create the effect of one spell of 3rd level or lower within the bounds of the workshop, no spell slots required.

Jury-Rigging Upcycler

From 14th level you may forgo the normal effects of a short rest to disassemble a gadget to create a different one. Until you take a short or long rest, you may cast a spell you currently do not know once. The spell you choose must be on the wizard spell list and of a level for which you have an available spell slot, which is expended on use of this feature. You must provide any components that cost gold.

Transferable Inventions

Beginning at the 14th level, you can give others your spell-casting inventions. You may spend an action to infuse a spell of 3rd level or below into a device, which can be triggered by another and uses your Spell Save DC and/or Casting Modifier. Devices retain magical charge for up to 24 hours and require 10 minutes of instruction per level prior to use.

Authors
Inspiration

The abilities featured in this homebrew subclass are inspired by a variety of sources, including Kibbles' Artificer and the Wizards of the Coast Artificer and School of Invention.

Art Credits
Changelog

1.1 - Added weapon scaling, buffed vehicle.
1.0 - First public release.

 

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