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## Artificer Specialist: Awakener An Awakener is a specialist at rousing intelligence in non-sentient beings. #### Tool Proficiency *3rd-level Awakener feature* You gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Awakener Spells *3rd-level Awakener feature* You always have certain spells prepared after you reach particular levels in this class, as shown in the Awakener Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ##### Awakener Spells | Artificer Level | Spell | |:----:|:-------------| | 3rd | Speak with Animals, Wrathful Smite | | 5th | Detect Thoughts, Mind Spike | | 9th | Speak with Plants, Tongues | | 13th | Confusion, Staggering Smite | | 17th | Animate Objects, Modify Memory | #### Awakened Weapon *3rd-level Awakener feature* You know how to rouse intelligence in a weapon, a conduit for your psychic abilities. When you finish a long rest, you can use calligrapher's supplies to paint special sigils onto a weapon and thereby turn it into your Awakened Weapon. The sigils disappear from the object if you later paint them on a different item. The sigils otherwise last indefinitely. Your Awakened Weapon has the following properties: **Battle Implement.** You can use your Awakened Weapon as a spellcasting focus for your artificer spells, and are proficient with using it as a weapon. When you attack with your Awakened Weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. **Sentience.** Your Awakened Weapon is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you while within 1 mile of you, and can speak, read, and understand any language you know. **Personality Traits.** Your Awakened Weapon starts with a basic personality, and grows more complex as you gain levels in this class. Choose a trait from the Personality Traits table. Each personality trait allows you to make checks with that skill at advantage, with the exception of Knowledgeable, which allows you to choose one of the following skills to gain the benefit: Arcana, History, Nature, Religion. You may only choose a personality trait once, and this bonus only applies while your Awakened Weapon is within 1 mile of you. You may choose another trait at 5th, 9th, 13th, and 17th level in this class. ##### Personality Traits | Trait | Skill | |:---:|:-----------:| | Duplicitous | Deception | | Knowledgeable | See Above | | Flamboyant | Performance | | Friendly | Persuasion | | Gentle | Animal Handling | | Meticulous | Investigation | | Mischievous | Sleight of Hand | | Nimble | Initiative | | Observant | Perception | | Oppressive | Intimidation | | Poised | Acrobatics | | Rugged | Survival | | Sneaky | Stealth | | Surgical | Medicine | | Sympathetic | Insight | #### Psychic Savant *5th-level Awakener feature* You work in tandem with your Awakened Weapon, enhancing the psychic damage you create through it. Whenever you hit a target with your Awakened Weapon, or cast a spell using your Awakened Weapon as the spellcasting focus, you gain a bonus to one damage roll of the attack or spell. If a spell, that roll must deal psychic damage. The bonus is 1d6 plus your Intelligence modifier (minimum of +1) psychic damage. When you reach 11th level in this class, the extra psychic damage increases to 3d6 plus your Intelligence modifier. #### Information Overload *9th-level Awakener feature* Whenever you hit a target with your Awakened Weapon, or cast a spell using your Awakened Weapon as the spellcasting focus, you can expend one spell slot to try to overload the target's mind with information. The target takes an extra 2d6 psychic damage for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The target must make an Intelligence saving throw. On a failure, the next attack roll made against it before the end of your next turn has advantage. You can use this feature without expending a spell slot a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
THE AWAKENER
\pagebreak #### Speak with Objects *9th-level Awakener feature* Whenever you cast the spell *speak with plants,* you imbue all objects within the spell's range with limited sentience and animation, not just plants. If a construct creature is in the area, you can communicate with it as you would with a plant creature, by the spell's description. In addition, while you have your Awakened Weapon on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries. #### Psychic Master *15th-level Awakener feature* You gain resistance to psychic damage, and immunity to the charmed and frightened conditions. In addition, the extra damage of your Information Overload when not expending a spell slot, or when expending a spell slot of 1st- or 2nd-level, increases to 4d6 (still to a maximum of 5d6), and a creature becomes stunned until the end of your next turn on a failed Intelligence saving throw. #### True Awakener *15th-level Awakener feature* You learn the spell *awaken.* It counts as an artificer spell for you, but it doesn't count against the number of artificer spells you prepare, and when you cast it, the material component cost is halved. You can't cast it with a spell slot until you reach 17th level in this class You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest. Finally, you can cast it on any object or a construct with an Intelligence score of 3 or less. ### Infusions #### Awakened Object *Prerequisite: 10th level, Awakener Specialist* *Item: Any object or construct of size huge or smaller* Using this infusion, you awaken an object or construct. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is an object, it gains the ability to move its legs or appendages if it has any, and it has blindsight with a radius of 30 feet and is blind beyond that radius. Your GM chooses statistics appropriate for the awakened object, such as the statistics for an animated object of its size from the *animate objects* spell. The awakened construct or object is charmed by you for 24 hours or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. It dies instantly should this infusion end. When you reach 14th level in this class, you can choose this infusion a second time, targeting a different object or construct. You can do so again at 18th level. \columnbreak #### Awakened Sibling *Prerequisite: 6th level, Awakener Specialist* *Item: Any object of size medium or smaller (requires attunement)* Using this infusion, you create a younger sibling for your Awakened Weapon. You paint sigils onto the object similar to those on your weapon. This item has the following properties: **Sentience.** The *awakened sibling* is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through the senses of the creature attuned to it. It communicates telepathically with the creature while within 1 mile of it, and can speak, read, and understand any language the creature knows. **Personality Traits.** The *awakened sibling* starts with a basic personality that mimics your Awakened Weapon. Choose a trait from the Personality Traits table that your Awakened Weapon already has. Each personality trait allows the creature attuned to the weapon to make checks with that skill at advantage, with the exception of Knowledgeable, which allows you to choose one of the following skills to gain the benefit: Arcana, History, Nature, Religion. You may only choose a personality trait once, and this bonus only applies while the *awakened sibling* is within 1 mile of the creature. When you reach 10th level in this class, you can choose another personality trait that your Awakened Weapon already has for the *awakened sibling* to gain. You can do so again at 18th level in this class. #### Enhanced Awakened Weapon *Prerequisite: 10th level, Awakener Specialist* *Item: Awakened Weapon (requires attunement)* You may use this infusion on your Awakened Weapon to provide it with additional personality traits. If your Awakened Weapon already requires attunement from another source, all instances of attunement only require one attunement slot. You may choose another trait as outlined in the Personality Traits effect of your Awakened Weapon feature. You can choose another trait when you reach 14th level in this class, and can do so again when you reach 18th level in this class. #### Intellect Tattoo *Prerequisite: Awakener Specialist* *Item: tattoo (requires attunement)* Using this infusion, you paint a tattoo of sigils onto a creature. The rarity of this tattoo is common for the purposes of determining tattoo coverage. A creature's Intelligence score is 15 while it has this tattoo. It has no effect on the creature if its Intelligence is already 15 or higher without it. When you reach certain levels in this class, you can choose for the Intelligence score to increase when you use this infusion, though the rarity for the purposes of determining tattoo coverage increases with it. You can choose it to be 17 (uncommon) at 6th level, 19 (uncommon) at 10th level, 21 (rare) at 14th level, and 23 (very rare) at 18th level.
THE AWAKENER
\pagebreak #### Overloading Weapon *Prerequisite: 10th level, Awakener Specialist* *Item: A simple or martial weapon (requires attunement)* This magic weapon grants a +2 bonus to attack and damage rolls made with it. When a creature hits a target with this weapon, they can choose to expend a charge to try and overload the target's mind with information. The target takes an extra 2d4 psychic damage, and must make an Intelligence saving throw. On a failure, the next attack roll made against it before the end of your next turn has advantage. This weapon has 3 charges, and regains all expended charges daily at dawn. When you reach 18th level in this class, the bonus increases to +3, and the number of charges increases to 5. #### Shadow Weapon *Prerequisite: Awakener Specialist* *Item: A simple or martial weapon (requires attunement)* This magic weapon grants a +1 bonus to attack and damage rolls made with it, and its damage type becomes psychic. When a creature uses the weapon to attack a target that is in dim light or darkness, the creature makes the attack roll with advantage. As a bonus action, a creature attuned to this weapon can cause it to appear in their hand. The bonus increases to +2 when you reach 10th level in this class, and increases again to +3 when you reach 18th level in this class.
THE AWAKENER