Artificer Specialization - Refractionist

by TheBricycle

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Artificer Specialist

At 3rd level, an artificer gains the Artificer Specialist feature. The following option is available to an artificer, in addition to the options available in Eberron: Rising from the Last War.

Refractionist

The principals of light and magic are key to a refractionist, who dedicate their craft to understanding these principals and applying them to their spells. Becoming invisible, creating illusions, and focusing powerful beams of light are some such applications of a refractionist’s skill set.

Tool Proficiency

3rd-level Refractionist feature

When you adopt this specialization, 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.

Refractionist Spells

3rd-level Refractionist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Refractionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Refractionist Spells
Artificer Level Spell
3rd color spray, silent image
5th invisibility, mirror image
9th hypnotic pattern, major image
13th confusion, greater invisibility
17th mislead, wall of light

Arcane Prism

3rd-level Refractionist feature

You learn how to create an arcane prism. Using jeweler's tools, you can take an action to magically create a polyhedral gemstone, a glass figurine, or some other clear item. The item is magic, and can be held in one hand, or attached to clothing or armor. You can have only one prism at a time and can't create one while your prism is present.

As an action, you can hear and see through the prism until your concentration ends (as if concentrating on a spell). While looking through the prism, you see in vibrant, multicolored hues.

When you cast an artificer spell on your turn, you can cast it as if you were in the prism's space, instead of your own. You can also cast a spell with a range of touch on the holder of the prism.

You can cast a spell in this way a number of times per day equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Credits
  • Written by u/TheRealBricycle
  • Art by Wizards of the Coast

Refractive Tactics

5th-level Refractionist feature

You are able to focus your magic through your arcane prism, enhancing the effects of your spells. When you cast an artificer spell, you can choose to refract the magic of the spell through your arcane prism. The prism must be in the range of the spell to do so, and the spell cannot have a range of touch or self. When you refract a spell in this way, the range of the spell increases by 30 feet, and you can roll a d8. You gain a bonus to one of the spell's damage rolls equal to the number rolled.

Master of Prisms

9th-level Refractionist feature

Your practice with the refraction of magical energy allows you to better focus your magic through prisms. You can now create a second arcane prism. When you refract a spell using your Refractive Tactics ability, you can refract the spell through any number of prisms you have created that are within range, increasing the range of the spell by 30 feet each time. Additionally, you can use any of your prisms as a spellcasting focus.

When you reach 15th level, you can create a third arcane prism.

Prismatic Beam

15th-level Refractionist feature

You have mastered the refraction of magical energy, and can now bend light itself into a form of chaotic destruction. As an action, you fire a beam of multicolored light at a target within 120 feet of you that you can see, making a spell attack roll to determine the attack. On a hit, the beam deals 5d10 damage. The types of damage are acid, cold, fire, lightning, and poison, dealing 1d10 of each. If you refract the beam through one or more arcane prism that you have created, you roll an additional 1d10 for each prism, choosing from acid, cold, fire, lightning, or poison damage for each damage roll.

Once you have used this action, you can’t use it again until you finish a long rest, or until you expend a spell slot of 4th level or higher to use it again.

 

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