Artificer: Effigy Artisan

by kelph1

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Artificer: Effigy Artisan

An Effigy Artisan is an Artificer who meticulously crafts miniature effigies, weaving and carving their influence into the world. These creations, more than mere dolls, are mystic conduits linked to the beings they replicate. Through these effigies, the Artisan can control, afflict, or hinder those represented, pulling the strings of fate with each twist, pull, or careful placement of a pin. Each piece a unique testament to their skill, from carefully woven cloth dolls to meticulously carved wooden figurines, embodying the puppeteer's grip over the world around them.

Tools of the Trade

At 3rd level, a Effigy Artisan gains proficiency with Weaver's tools or Woodcarver's tools, your choice. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Effigy Artisan Spells

At 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Effigy Artisan Spells table. These spells count as Artificer spells for you, but they don’t count against the number of Artificer spells you prepare.

Artificer Level Spells
3rd Bane, Charm Person
5th Hold Person, Ray of Enfeeblement
9th Bestow Curse, Vampiric Touch
13th Dominate Beast, Locate Creature
17th Dominate Person, Modify Memory

Effigy Creation

At 3rd level, you can spend 1 hour to craft a blank miniature effigy. This can be done during a short or long rest. The effigy is a Tiny object, and you can have a number of effigies equal to your Intelligence modifier at a time.

As an action, you can use your Weaver's tools or Woodcarver's tools to alter an effigy to resemble a creature you can see, expending a spell slot of 1st level or higher. Once an effigy is linked to a creature, it can't be linked to another creature. The link between an effigy and its creature lasts for a number of days equal to half your proficiency bonus (rounded down), or until the linked creature dies or the effigy is destroyed.

As a bonus action, you can channel your magic into an effigy, causing a harmful effect on the creature it represents, who must be within 60 feet of you. When you do so, choose one of the following effects:

  • Twist Leg: The creature must make a Strength saving throw or have its speed halved until the end of its next turn.
  • Veil Sight: The creature must make a Wisdom saving throw or be blinded until the end of its next turn.
  • Weak Grasp: The creature must make a Dexterity saving throw or get disadvantage on its next attack roll it makes before the end of its next turn.

You can alter a number of effigies equal to your Intelligence modifier (minimum of once) per long rest.

Spell-Woven Effigies

At 5th level, when you cast a spell targeting only one creature, you can choose to cast it on one of your effigies instead. If you do so, the spell affects the creature that the effigy represents, even if the creature is out of the spell's range or you can't see it. The creature must be within a number of miles equal to your Intelligence modifier to be affected by the spell. If a spell that deals damage is cast upon the effigy, or the effigy is targeted by an attack roll, the linked creature takes psychic damage equal to a number of d6's equal to your proficiency bonus, and the effigy is destroyed.

Advanced Effigy Manipulation

Starting at 9th level, your skill at manipulating your effigies has grown stronger, granting you more options for inflicting harm and afflicting your targets. When you reach this level, choose two effects from the following options, adding them to the existing effects you can invoke through Effigy Creation:

  • Shatter Mind: The creature must make an Intelligence saving throw or take psychic damage equal your Intelligence modifier times the spell slot level used to create the effigy.
  • Frail Body: The creature must make a Constitution saving throw or suffer levels of exhaustion equal to half the spell slot level used to create the effigy (rounded up).
  • Mute Voice: The creature must make a Charisma saving throw or be unable to speak until for a number of rounds equal to the spell slot level used to create the effigy.

Shattering Puppetry

Starting at 15th level, your command over your effigies reaches its pinnacle. As an action, you can shatter one of your effigies. The creature that the effigy represents must be within 60 feet of you and must make a Constitution saving throw against your spell save DC. On a failure, the creature is stunned until the end of its next turn.

Additionally, your shattering of the effigy releases a burst of magic. Choose one of the following effects to occur:

  • Forceful Shatter: Each creature within 10 feet of the shattered effigy must succeed on a Dexterity saving throw or take 2d6 force damage.
  • Blinding Shatter: Each creature within 10 feet of the shattered effigy must succeed on a Constitution saving throw or be blinded until the end of its next turn.
  • Deafening Shatter: Each creature within 10 feet of the shattered effigy must succeed on a Constitution saving throw or be deafened until the end of its next turn.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again.

Art Credit: Rodrigo Ramos

 

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