View Full Version : D&D 3.x Class An Abundance of Artificer Additions [PEACH]

2014-06-14, 11:42 PM
In case it is not already clear, I love the artificer class, so I have a copious amount of homebrew for the class. I've decided to create a thread in which I can put it all and where you guys can critique it or possibly add to it. Let's begin.


Arcane Infusion (Metamagic)
Prerequisite: Ability to create infusions
Benefit: When you apply this metamagic feat to an infusion, it is treated as an arcane spell instead of an infusion, and gains all of the properties as an arcane spell. This means that it can be used on living creatures, but is susceptible to spell resistance and immunity.

Incarnum Crafting
Prerequisite: Artificer level 3rd, Con 13
Benefit: You gain an essentia pool of 3. In addition, you may use your Item Creation class feature to replicate the effects of spells with the Incarnum Descriptor.

Practiced Artifice
Prerequisite: Use Magic Device 4 Ranks, Craft (Any) 4 Ranks
Benefit: Treat your Artificer level as 4 levels higher for the purpose of determining your craft reserve and item cretion class features. Your artificer level for determining said features cannot exceed your HD.*However, even if you canít benefit from the full bonus immediately, if you later gain non-artificer-level HD you may be able to apply the rest of the bonus.


Specialist Artificer

While most who follow the path of the Artificer are jack-of-all-trades craftsmen, magical craftsmen do exist that have poured much of their energy into the mastery of a single school of magic. These "Specialist Artificers," as they are called, are unparalleled in their specific pursuit, forging magical artifacts with impeccable skill.

Item Creation: Choose one school of magic, which will be considered your specialist school. You gain a +2 bonus to Use Magic Device checks when using or crafting items of with an aura corresponding o this school. In addition, your effective caster level for meeting the crafting prerequisites of items with an aura corresponding to your specialist school is your artificer level +4 instead of your artificer level +2.
Choose two other schools of magic, which will be your opposition schools. You take a -2 penalty of Use Magic Device Checks made to activate items with auras corresponding to these schools unless it also corresponds to your specialist school. In addition, your effective caster level for meeting the crafting prerequisites of items whose aura corresponds to these schools of magic is your artificer level rather than your artificer level +2.


Necromancy is a powerful and complex art, one that requires great care if one wishes to develop it to a great degree. There are some that devote themselves to studying such an art, learning how to better construct undead entities and armies through the techniques of an artificer. These individuals are known as necroficers, and use their crafting expertise to raise undead armies with unrivaled efficiency

Class Skills: A necroficer adds knowledge (religion) to his list of class skills, but loses Open lock and disable device as class skills.

Rebuke Undead: A Necroficer gains the ability to rebuke undead as an evil cleric of equal level. This is usable a number times per day equal to 3 + the Necroficerís Charisma modifier. Like a cleric, you receive a +2 bonus on turning checks if you have five or more ranks in knowledge (religion). This ability replaces artificer knowledge.

Infuse Undead: Necroficers gain the ability to imbue infusions directly into undead creatures as they are able to imbue them into constructs. This ability replaces disable trap.

Bonus Feats: A necroficer may select the following feats whenever it gains a bonus feat in addition to normal artificer bonus feats: Corpsecrafter, Bolster Resistance, Deadly Chill, Destructive Retribution, Hardened Flesh, Nimble Bones, Necromantic Presence, Profane Vigor, Tomb-Tainted Soul, and Graft Flesh (Undead) (All feats taken from Libris Mortis).

Spellstitching: Starting at 4th level, a Necroficer gains the ability to create spellstitched creatures as if he were a wizard. They may use their item creation ability for the purpose of spellstiching, and any undead they spellstitch is treated as having a wisdom score of two points higher. This ability replaces craft homonculus.

Improved Commanding: Starting at 5th level, Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level. In addition, Mindless undead perceive you as a undead creature and will not attack you. This ability replaces retain essence, and does not stack with the bonus granted by the deathbound domain

2014-06-16, 08:40 PM
Why does nobody ever have any opinions on the things I create?

2014-06-16, 09:15 PM
If it makes you feel better, I bookmarked it.
The only thing it could use is more :smalltongue:

2014-06-17, 12:11 AM
Some Infusions I created. I actually see a lot of use for these.

Mark of Possession
Level: Artificer 1, Cleric 1, Duskblade 1, Paladin 1, Sorcerer/Wizard 1
Components: S, M
CastingTime: 1 minute
Range: Touch
Target: Item touched (see text)
Duration: Permanent
Saving Throw: None (object)*
Spell Resistance: No (object)

You place an invisible mark on an item that allows you to locate it when needed. By uttering a command word, you can cause the mark to glow, making it become visible even through barriers or magical wards. You may only place a mark on an object no more than two sizes larger than you are.
Material Component: 20 gp of magical ink with which to make the mark.

Call Object
Conjuration (Summoning) [see text]*
Level: Artificer 4, Cleric 4, Duskblade 4, Paladin 3, Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 minute/level (D)*
Saving Throw: See Text
Spell Resistance: No

You conjure items of yours to your side, enabling you to use them when needed. Once the casting of this infusuion is completed, you summon up to 1/2 caster levels items. These items must be marked with a Mark of Possession that you have inscribed. If you use this spell to conjure armor or wearable items, you may choose to have them appear already equipped to an individual. An individual is given a reflex save to avoid immediately donning armor or items if they do not want to wear them. The item can be dismissed with dismissal or banishment, but not dispel magic.

(note: yes, this is useable on constructs)

2014-06-17, 10:59 AM
Just what I needed! I'm actually making a new warforged artificer ((gestalt with gramarie)). So this is excellent.

2014-06-20, 02:41 PM
Got more stuff on the way. In the meantime, I think one old homebrew of mine is applicable here for organization purposes.