Artificer: Maverick - Revised (5e)

by AstroDragon

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Artificer: Maverick - Revised

In the world of artifice, the Maverick is a jack of all trades and master of none. A Maverick is always experimenting with new designs, forever abandoning yesterday’s work in pursuit of a new obsession. While often dismissed by other artificers as eccentric amateurs, in their refusal to follow established tradition, a Maverick may stumble on remarkable breakthroughs—though their idiosyncratic techniques can rarely be replicated by others.

Bonus Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency with one artificer skill and one type of artisan's tools of your choice.

Arcane Breakthroughs

Starting at 3rd level, you gain amazing insights into spell effects beyond the reach of most artificers. Choose one of the following classes: bard, cleric, druid, paladin, ranger, sorcerer, warlock, or wizard. This class’s spells become part of your Breakthrough spell list. You can choose an additional class and add its spells to your Breakthrough spell list at 5th, 9th, 13th, and 17th levels.

You gain an additional spell slot of 1st level, and as you gain levels in this class, you gain additional spell slots. At 4th level, you gain an additional 2nd level spell slot, a 3rd level slot at 7th level, a 4th level slot at 10th level, and a 5th level slot at 14th level. You can prepare spells of those levels at that time.

When you change your list of prepared artificer spells after a long rest, you can prepare 2 additional spells per spell level. These spells must be from your Breakthrough spell list. These prepared spells don’t count against the number of artificer spells you prepare.

When you cast a spell you’ve prepared using this feature, it’s considered to be an artificer spell for you, and Intelligence is your spellcasting ability for it.

Cantrip Specialist

You excel at producing minor magical effects—and at abandoning your current projects to pursue new ideas. Starting at 3rd level you gain the following benefits:

• You know 1 additional cantrip beyond what’s normally allowed for an artificer of your level. You gain an additional cantrip at 5th level.

• When you finish a short or a long rest (instead of when you gain a level in this class), you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list or your Breakthrough spell list. This cantrip is considered an artificer cantrip for you, and Intelligence is your spellcasting ability for it.

Cantrip Savant

Starting at 5th level, you continue to develop your talent for the simplest spells. You gain the following benefits:

• When casting an artificer cantrip, you gain a +1 bonus to attack rolls and to your artificer spell save DC. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level.

• As an action, you can replace an artificer cantrip you know with a different cantrip from the artificer spell list or your Breakthrough spell list. Once you use this feature, you can’t use it again until you finish a long rest.

• You can cast a cantrip that has a casting time of 1 action as a bonus action. You can do this a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Infusion Boost

You have discovered a way to use your infusions as an arcane channel for your spellcasting. Starting at 5th level, whenever you cast an artificer or Breakthrough spell on your turn, you can cast it as if you were occupying the space of a creature holding or attuned to one of your infusions, as long as they are within 100 feet of you. In addition, when you cast a spell with a range of self, you can instead target a creature holding or attuned to one of your infusions.

You can cast through your infusions a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Superior Breakthroughs

Starting at 9th level, when you cast one of the Arcane Breakthrough or artificer spells you have prepared, you can do so as if the spell was cast using a spell slot two levels higher than the spell slot you expend.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses after you finish a long rest.

Work in Progress

Starting at 9th level, you can ready half-formed projects for easy completion when needed. You can create and use one additional Infused Item over your normal limit.

Whenever you finish a short rest (instead of a long rest), you can infuse items.

As an action, you can replace any prepared artificer spell with any other spell from the artificer spell list, which then counts as a prepared spell for you. Once you use this feature, you can’t use it again until you finish a short or a long rest.

Final Breakthrough

Starting at 15th level, you have learned to tap into the fundamental powers of magic with your artifice allowing you to bend reality to your will.

After you complete a long rest, you can touch an item that bears one of your infusions or is a spell casting focus for your artificer spells and imbue it with magical power. Choose a 6th level spell from your Breakthrough spell list to infuse into the item. If the spell requires a material component with a gold cost, it must be supplied during the infusing process. While holding that item, you can cast the stored spell without components. Once cast, the spell is no longer stored in the item. This infusion can be in only one object at a time. At 17th level, you may imbue an additional item with an infused 7th level spell.

Credits
  • Created By: AstroDragon
  • Made Using: GM Binder
  • Inspired By: Exploring Eberron by Keith Baker
 

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