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# Revising the Artificer ###### Making the Artificer more unique with better spellcasting ## Spellcraft ### Replaces 1st level artificer feature Spellcasting You learn the studied the workings of magic and can now weave it into your mechanical contraptions. Those are your spell items, and they can be used for amazing effects. #### Crafting Spell Items To craft a spell item, you must first choose a spell of first level or higher from the Artificer Spell List for which you have the schematics for (see the section on "Schematics"). The maximum spell level that you can imbue a spell item with is shown in the Spellcraft table, as well as the number of spellcharges you have per level. To craft the item for the selected spell, you must spend a number of minutes equal to the spell level crafting it using any kind of artisan's tools that you are proficient in, and you must imbue a minimum of spellcharges equal to the spell level for it to be crafted. You can imbue more spellcharges on any given item if you want, but the total amount of spellcharges in your Spell Items and in yourself must never surpass the amount of spellcharges shown in the table. If the spell has expensive material components, or any other components that are consumed by the spell, those components (or equally valuable replacements, if allowed by the DM) need to be provided on the crafting process, becoming part of the item. The created Spell Item has an appearance determined by you, and it has a weight in pounds equal to the spell level of the correspondant spell. You can create a spell item attached to any object you have, but an object must not be attached to no more than one Spell Item at a time. You can use an action to detach any Spell Item you have from an object. Doing this destroys the spell item #### Using Spell Items You can use a spell item you have to cast the correspondant spell. The casting of spells using Spell Items obeys all the usual spellcasting rules as in the Chapter 10 of the Players Handbook, except that all spells have an SM component instead of their usual components, and the material component is the Spell Item itself. To cast a spell, you consume a number of spellcharges imbued in the item equal to the spell's level. If you wish to cast the spell as if using a higher level slot, you can spend a number of charges equal to the level of the desired slot. The level of the spell cannot exceed the spell level shown for your level in the Spellcraft Table. If the spell has material components that are consumed during the casting, the components that you imbued in the item during the crafting process are then consumed. To cast the spell again, you must replace the consumed components, which you can do as part of the action of casting the spell, as long as you have a free hand other than the one holding the Spell Item. \columnbreak ##### Spellcraft Table | Level | Max. Spell level | N. of Spell Charges | N. of Spell Trinkets |:---:|:-----------:|:--------:|:----------| | 1 | 1 | 2 | 2 | 2 | 1 | 4| 2| 2 | 3 | 2 | 6| 2 | 4 | 2 | 8| 3 | 5 | 3 | 10| 3 | 6 | 3 | 12|3 | 7 | 4 | 14| 3 | 8 | 4 | 16| 3 | 9| 5| 18| 3 |10|5| 20| 4 | 11|5| 21| 4 |12| 5| 22| 4 | 13| 5| 23| 4 |14| 5| 24| 4 |15| 5|25| 4 |16| 5| 26| 4 |17|5| 27| 4 |18|5| 28| 4 |19|5| 29| 4 |20| 5| 30| 4 #### Recharging Spell Items When you finish a long rest, you regain all spellcharges not currently bound in Spell Items. To recharge a spell item, you must spend an amount of minutes equal to the number of charges touching the item. This can be done while in a short or long rest. You can also transfer charges from a Spell Item to another by touching the Spell Items together for the same time, which can also be done during a Short or Long rest. #### Spell Trinkets You can create small Spell Items to cast cantrips, which are called Spell Trinkets. The amount of Spell Trinkets you can have at any time is shown in the Spell Craft table. Creating spell trinkets follows the same rules as crafting spell items, and they take one minute to be crafted. You can craft a Spell Trinket for any cantrip in the Artificer Spell list. You can also use any kit of Artisan's tools you have as a Spell Trinket for the mending cantrip, which doesn't count against the number shown in the Spellcraft table \pagebreak #### Spellcasting Ability Intelligence is your spellcasting ability for the spells you cast using your Spell Items; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an spell cast from your items refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DCfor an spell you cast with your Items 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
##### Schematics To transform a spell into a Spell ITem, Artificers require a deep understanding of the mechanisms involved. Those are represented in the Schematics that Artificers use as templates for their magic. All Artificers carry a *Schematics Folder*. When you begin in this class at first level, you have the Schematics for 4 first level spells of your choice. Whenever you gain a level in this class, you can add 1 schematic of your choice to the folder. You can also create schematics from studying magic. When you find a Wizard's Spell Book, a Spell Scroll, or any other form of written magic, you can attempt to breakdown the magic into a Schematic, as long as the spell isn't of a higher level than shown in the Spellcraft Table for your level. The process of creating a Schematic this way takes 2 hours per level of the spell and 50gp per level of the spell, those costs coming from all the materials and prototypes you'll need to develop.
##### Multiclassing Spellcraft When multiclassing a character with Spell Craft, you follow the Spellcraft table as normal counting only your levels in Artificer. If you have Spell Slots from other classes, you use those Spell Slots to charge your spell items, each slot being worth its level in Spell Charges (you still respect the level restrictions when casting the spells). You can also use unspent Spell Charges to cast spells you have from other sources. spending a number of charges equal to the spell level when casting.
## Artificer Specialist Implementing Spellcraft into the game will require shifts in the features of the subclasses. First, it is recommended that the level in which you gain your Artificer Specialist is lowerd to level 1 or 2. #### Additional Spells Every Artificer Specialist option grants you extra spells. To convert those to the Spellcr aft system, change the feature to the following text: "The X spells table bellow shows a spells related to this subclass separated per level. If those spells aren't already in the Artificer spell list, than they are added to the spell list for you. When you reach a level in this class when you are able to craft those spells into items (as shown in the Spellcraft Table), you automatically gain the Schematics for the spell. You also take only half of the usual time to craft and recharge spell items of spells in this list". The table is than replaced with a simple table showing the spells per level 1-5th. #### Alchemist: Alchemical Savant/Artilleristt: Arcane Firearm: The bonuses for spells granted by those features apply to any spells cast through your Spell Items that fit the conditions (except the ones involving spellcasting focuses) #### Alchemist: Restorative reagents The text of the second point gets changed to: "You can use Alchemists Supplies to craft a Spell Item for the *lesser restoration* spell, without needing to have the schematics or to imbue charges. A spell item crafted this way can be used to cast the spell without charges a number of times per day equal to your intelligence modifier. The item regains this capability after you finish a long rest" #### Alchemist: Chemical Mastery The text of the second point gets changed to: "You can use Alchemist Supplies to craft a spell Item for the *greater restoration* and *heal* spells, without needing to have the schematics, embue charges, or provide any expensive material components. The items crafted this way can be used once to cast the spell without the expending components or requiring charges. Them item regains the this capability after you finish a long rest. Using the Item to cast the spell more times will require charges and expensive material components to be provided" #### Other features If any feature says that you must spend a spell slot of Nth level of higher, you can spend N number of charges for the same effect. ## Masterwork Items ### Replaces Artificer 11th level feature spell-storing item Your understanding of the mechanics of magic is now unrivaled, and you are able to create magical wonders beyond imagination. When you reach 11th level in this class, you can select one spell of 6th level from the artificer spell list to create a Masterwork Item from. Masterwork Items work under the same rules are your normal spell items, but they accept no charges and can't be made into schematics. \pagebreak Instead, when you build a Masterwork Item for the spell you chose, the spell can be cast once through the item, and it regains the ability to do so again after you finish a long rest. You gain the ability to create to create new Masterwork Items when you reach higher levels in this class: one for a 7th level spell of your choice at 13th level, one for a 8th level spell of your choice at 15th level, and one for a 9th level spell of your choice at 17th level. #### Expanded Artificer Spell list ##### 6th level * Arcane Gate * Blade Barrier * Chain lightning * Contingency * Disintegrate * Freeziing Sphere * Programmed Illusion * Wall of Ice ##### 7th level * Crown of stars * Delayed blast Fireball * Forcecage * Prismatic Spray * Project Image * Reverse Gravity * Teleport ##### 8th level * Clone * Demiplane * Earthquake * Illusory Dragon * Incendiary cloud * Mindblank ##### 9th level * Gate * Imprisonment * Invulnerability * Prismatic wall * Time stop