Artificer Archetype: The Spark

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Artificer Archetype: The Spark

A Spark is a mad scientist. The term comes from The Spark, short for "the spark of genius", the mental attribute which is the sine qua non of a mad scientist.

--https://girlgenius.fandom.com/wiki/Spark




Sparks usually have to create their own tools and equipment, as most of what they could buy isn't properly calibrated for their needs. When you choose this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Spark Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spark Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Spark Spells
Artificer Level Spell
3rd chaos bolt, command
5th crown of madness, locate object
9th call lightning, haste
13th compulsion, confusion
17th awaken, legend lore

✱ If *Explorer's Guide to Wildmont" is available, substitute wristpocket for locate object.

The Madness Place

Sparks study engineering, mechanics, chemistry, and biology in much the same way that other Artificers do, but their real power comes not from their knowledge, but from what is known as The Madness Place. While in The Madness Place, the Spark is hyperfocused to a degree not achievable by most others, bizarely strong, . Also called "sparking," a Spark in the Madness Place is an unstoppable force of creation--but is also dangerously chaotic and prone to both mania and violence.

On your turn, you can enter The Madness Place as a bonus action. To do so, you must have a Project: an item (either mundane or magical) that you are trying to plan (create a schema), build, fix, alter, break, or otherwise manipulate. If you finish your Project, you may choose another one on your next turn.

• When you first enter The Madness Place, you may choose a tool kit. You may double your proficiency bonus for any skill checks you make with that kit during this time.

• You can use the Help and Use An Objection actions as a bonus action.

• You can't be charmed or frightened, and have advantage on Wisdom saving throws against any effect that would alter your emotions.

• You have advantage on Strength (Athletics) checks, Charisma (Intimidation) checks, death saving throws, and Constitution saving throws to avoid losing concentration.

• You can double the amount of weight you can carry, lift, or push.

The Madness Place lasts for 1 minute. If you spend this time building, fixing, or altering an object, you may choose to spend one Hit Die (if it's a nonmagical object) or three Hit Dice (if it's a magic item). If you do so, it counts as having spent an entire day Crafting that item, and you only have to spend half the normal amount of gold needed.

It ends early if you are knocked unconscious, if your turn ends and you haven't worked on your Project since your last turn, or if you are soaked by a bucket of cold water. You can also choose to leave The Madness Place on your turn as a bonus action, but if you do so, you must succeed on a DC 13 Charisma saving throw. On a failure, you leave, but you also take one level of exhaustion.

You may enter The Madness Place twice, and then you must finish a long rest before you can enter it again. You may enter The Madness Place one additional time at 5th level (three times), 9th level (four times), 13th level (5 times), and 17th level (6 times). At 20th level, you may enter The Madness Place an unlimited number of times.

Spark Specialist Feature: Recalibrations

If you cast a spell that inflicts cold, fire, lightning, or thunder damage, you can choose to change that damage to to one of the other listed types.

In addition, if you are using a magic item that inflicts one of those damage types, you can use your bonus action to recalibrate it so it inflicts one of the other listed types. The recalibration lasts for 1 minute or until you change it again.

If the spell or magic instead inflicts acid or poison damage, you can change it to the other type of damage.

Spark Specialist Feature: Insta-Minions

At 9th level, your innate Sparkiness attracts people to you and makes them want to help you out. When you enter The Madness Place, choose a creature you can see within 30 feet of you and order it to help. If the creature's Intelligence is 5 or higher and can understand your language, it may make a Wisdom saving throw or be charmed by you and become your Minion. The creature remains your Minion until you leave The Madness Place, and for 1d4 rounds after.

On each of your turns, you can order your Minion (no action required by you) to use its action to Help you, Use an Object you order it to use, fetch you an object of your choice, or to defend you from an attack. While defending you, the Minion must remain within 5 feet of you and can use its reaction to impose disadvantage on an attack made by a creature that is within 5 feet of both you and the Minion.

You may attempt to charm one additional Minion at 13th level, and two additional Minions (for a total of four) at 17th level.

Spark Specialist Feature: True Minions

At 15th level, when you cast command, you may choose to affect any number of creatures you can see within 30 feet of you. The spell otherwise acts as normal. Once you cast this spell in that way, you can't do so again until you complete a long rest.

If you cast the spell tiny servant, you can create two servants instead of one.

Finally, you also learn the spell create homunculus. The homunculus you create can be made out of machine parts, if you like. You may have a number of homunculi at a time equal to your Charisma modifier (minimum of 1 homunculus).

Your tiny servants and homunculi may be Small instead of Tiny, if you choose. This doesn't affect their stat blocks.


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