Stealthscout
2015-03-27, 11:35 AM
In a fierce battle, the bedraggled gnome spits out ‘That Does It!’ and pulls a contraption from his belt while his fellows go wild-eyed and dive away. A ways off an archer hits enemy reinforcements with an empowered arrow, leaving a noxious cloud to cover the party’s escape. The trap smith grumbles that any Real Dwarf could seal a door better without resorting to five conjoined runes encircling the dead bolt, then pulls out his dispelling picks sighing ‘just a wizard ward - this shouldn’t take long’.
Artificers make things and improve them. In a world of magic, this is far from mundane.
Master Craftsmen
Artificers are craftsmen with a practical streak, mixing magic and raw skill to create novel items faster than anyone else. By maintaining their own equipment, they can create personalized magical items or mimic spells through portable setups called ‘schema’ for their own use.
Artificers rely on multiple talents, from spellcasting philosophy to discovering new materials to craft from. They are universally hungry for knowledge or resources and are usually from large settlements or cities where they can trade for what they need.
Civilization's Progeny
An Artificer’s creations are valued by everyone so they are welcome most places, though public relations is often lacking. Wizard mishaps occur in the lonely tower outside of town, but artificers do it at 2am in the west wing of the palace and refuse to stop working long enough to explain things.
Despite their extensive knowledge and drive, Artificers are practical to a fault so it is rare to see an artificer being active in a religion or become the face of a cause. Of course, they are often employed by others for that same reason.
Play an Artificer if you want to:
Make your own stuff
Have a combination of magic, physicality, and unique traits
Play a stylized steampunk character, not just a caster
Chassis: Use Warlock, with changes:
Proficient in light/medium armor and shields
Automatically proficient with artisan’s tools or thief’s tools (pick any two)
Choose two skills from the following list: Arcana, History, Insight, Investigation, Nature, Religion, Medicine
Proficient in Intelligence and Constitution saves
Hit Dice, Invocation(Masteries) known, Spell (Schema) Slots, and Cantrips known remain the same
Starting equipment:
(a) Artificer’s Pack
(a) 2 sets of Artisan tools if proficient or (b) Artisan Tools and Thief’s Tools if proficient
(a) One simple melee weapon and light crossbow (20 bolts) or (b) Two daggers and Longbow (20 arrows) if proficient
(a) Leather armor or (b) chain shirt and shield or (c) chain mail and shield if proficient
(a) Dungeoneering Pack or (b) Explorer’s Pack or (c) Scholar’s Pack
Class Features:
Level
Features
1
Spell list access (Any 1 class), Field Training
2
Sequester, Masteries
3
Specialization Bonus, Bound Item
4
Ability Score Improvement
5
Spell List Access (Any 2 classes), Push It
6
Reset Preparations, Crafter’s eye, Extra Tool proficiency
7
Specialization Bonus
8
Ability Score Improvement
9
Personal Item Discovery
10
Spell list access (any 3 classes), Improved Sequester
11
Greater Schema (6), Extra Tool Proficiency
12
Ability Score Improvement
13
Greater Schema (7)
14
Specialization Bonus
15
Greater Schema (8), Spell List Access (any 4 classes)
16
Ability Score Improvement
17
Greater Schema (9)
18
19
Ability Score Improvement
20
Legendary Item Discovery
Equipment pack:
An artificer uses a pack to trigger schema and cannot trigger them without it. It weighs 15 lbs and is a mess of wadding, catalysts, runes, springs, and unsavory materials distributed over their entire body. It is hard to remove the pack from the artificer without removing everything else. A pack can be reconstructed fairly easily – materials can be purchased for 5gp at a general store but require 4 hours to organize properly.
Spell list access:
Artificers can learn schema and trigger magical items tied to certain classes. At first level, the artificer has access to one casting class which contains cantrips. At 5th, 10th, and 15th, the artificer gains access to another spell list they choose. Note a ‘spell list’ doesn’t include spells given only due to class features.
Cantrips:
The artificer learns cantrips from their accessed spell lists. These are true spells, but are always tied to the artificer’s Intelligence.
Schema:
Schemas are notoriously unstable rigs used in magical study. An example is two opposing holy symbols pressed close to each other while whispering to both at the same time. Putting a rod in a wire frame focuses the conflicting energy into a ray. The same effect could be created with awakened crystals in a copper tube and some springs or an alchemal combination using spit as a catalyst. If not done right it just doesn’t work… or explodes.
Schema are not spells and don't use components or foci once prepared. Even if the artificer can cast spells, they don’t necessarily have access to that effect. That said, they function as the spell they mimic, including casting time, costly materials, an unoccupied hand, etc. Schema are always based on the artificer’s Intelligence.
An artificer knows 6 schemas at 1st level from the spell list the artificer has access to and 3 more with each level increase. Extra schemas can be researched from accessible spell lists as a wizard does for extra spells. After any short rest, the artificer chooses 2 + 1 for every 2 artificer levels (round up) schema to prepare for use. The artificer can trigger a prepared schema by using a schema slot if one is available.
Once used, a schema slot is refreshed with any short or long rest but cannot be triggered again until the previous effect also ends (or is ended as an action). For this reason, some effects can be a drain on the Artificer such as Mage Armor, Charms, or Animate Dead. As soon as the effect ends, the slot can be used for a schema again so long as a rest occurred.
Greater Schema:
Effects using 6th level slots and above are much trickier. These schema are prepared after any long rest and ‘break’ after one use that day, unable to be reused until after another long rest.
Field Training:
All Artificers supplement their craft with real-world training to survive. At 1st level, the character must choose between the following options. The schema are automatically added to your known schema list and considered readied for free:
Melee Training: Gain proficiency in one melee weapon of your choice and heavy armor.
Schema: Shield, Cause Wounds, Healing Word, Shield of Faith
Ranged Training: Gain proficiency in all crossbows. If you don’t take a move action on your round, you don’t have disadvantage for attacking at long range.
Schema: Magic Missile, Hail of thorns, Fog Cloud, Cordon of Arrows, Magic Weapon
Support Training: You can use the help action at range with cantrips. You can choose to either give advantage or let the target use your intelligence modifier instead of their ability modifier. This bonus applies through your next round, modifying up to two die rolls. (ex. two attacks, skill checks, etc.)
Schema: Guiding Bolt, Cure Wounds, Bless, Enhance Attribute, Lesser Restoration
Sequester:
For a short time, Artificers can focus their efforts and magical tricks on crafting. They can do this only when the artificer meets the following conditions:
Access to an appropriate location and tools for what they are creating
Working alone for 16 hours a day and sleeping for 8. No distractions or interaction with others.
Sequester up to 7 days in a row and take 3 days off per day of sequester before doing it again.
The crafted item is worth at least 50gp and requires artisan’s tools (ex. alchemal items, statues, complex machinery, magical items)
During sequester, an artificer crafts 50gp per day instead of the normal 5gp. Magical items can be created by crafting the mundane item and incorporating a schema effect that you know.
At 10th level, your sequester can be 14 days long with only 1 days off per day in sequester. Additionally, you can combine your crafting rate with one or more artificers in your workspace, so long as you are both crafting the same item. No crafter can be involved if they are not also artificers.
Bound item:
During a long rest you can mystically bind certain items to yourself, enhancing them in the process. In all cases, you can summon it with a bonus action so long it is within 100 feet of you. Each gains an additional property depending on the type of item it is:
Armor or shields can be put on/taken off when you summon it
Weapons or sets of ammunition (ex. ‘my arrows’) are considered magical
An object with one or more openings (ex. a vest or backpack) can carry 100 lbs material in extra dimensional pockets. You find any item as a bonus action or draw ammunition/weapons as part of your attack action.
If you have more than one bound item, you must use a separate action for each one. If the item is destroyed or you bind to another item, any special abilities gained are immediately lost and a pack’s items spill out.
Masteries:
Masteries are skills or schema permanently joined with the Artificer’s body and/or mind (ex. tattoos, implanted foci, potions in your blood). Each is a constant effect unless otherwise specified.
Amorphic Homunculi (req min lvl 8, Homunculus master only): Your homunculi can break down in such a way that it can reshape into another object you could otherwise create as an action. (ex. changing from a humanoid doll to a toy snake) and squeeze through cracks as small as 2” wide.
Augment Bound Item (min lvl 8): During a short rest, you can empower one bound weapon or armor with an additional +1 enhancement (max +3). The bonus only applies to you.
Cantrippery: You gain three cantrips from any spell list(s) that you know.
Construct Arm: One of your arms is replaced or covered up by an artificial arm. It functions as either a bound weapon or a shield in combat. You can manipulate items in that hand at the same time as using it as a weapon/shield.
Contingency Planning: You learn and always have prepared the following effects: Absorb Energy, Create Food and Water, Darkvision, Expeditious Retreat, Featherfall, Waterbreathing. Once per day, you can trigger one of these schema effects without spending a schema slot.
Disable Item (min level 12): Once per short rest with an action a magical item within 60’ of you becomes nonmagical for one hour and any ongoing effects from it are removed. This is automatically successful if you created the item, but other items require a dispel check. This ability may not affect certain powerful items.
Dual Wand User (min level 5): You can use a bonus action to activate a wand in your off hand.
Early Spell List Access: Access another spell list that you don’t already know. If you gain access by leveling up, you can switch this mastery for another one.
Empowered Alchemy: Mundane alchemal items (ex. alchemal fire or a healing potion) deal or heal your intelligence modifier in extra damage
Extra Bound Item: You can bind an extra item and affect all bound items with one bonus action. Any other mastery that improves bound items affects this extra item as well.
Schema Dialante: You can prepare double the number of schema at any time. You can also utilize any magical foci usable by the class tied to a spell lists by either using it in your second hand or incorporate it into any one schema during a short rest. For instance, if you find a wand that enhances fire effects, your Fireball emitter schema can use it as a component.
Illumination Goggles (min lvl 5): You gain darkvision to 60’ or extend it by 60’ and low light vision. You see normally in extremely bright light and gain advantage on saves from similar spells (ex. flash bang grenade or other planes with intense light)
Improved Pack: If you are bound to a pack, the capacity and summon range is tripled. If desired, only you can access the special pockets within the pack.
Integrated Armor:You can summon/dismiss weightless armor with a bonus action granting AC 13+Dexterity. The armor is bound to you and it cannot be destroyed or dispelled.
Integrated Schema:Your schemas are linked to your equipment and don’t require hands to use. By using stealth or deception, you can even trigger one without giving away the source. Note the DM may declare some spells cannot be hidden (ex. scorching ray)
Phased Binding (min lvl 8): With a bonus action, choose what a bound item interacts with - all things, all things except you, all things except creatures, only creatures, or nothing. ‘Creatures’ includes anything living/dead/animated or used by them (ex. orcs and their weapons, trees, but not walls). If interacting with only creatures you must be in contact with it or it reverts to ‘nothing’, where it is considered on your person and unavailable until it changes states.
Potion splash: You make potions react on contact. Applying is a bonus action for willing and an attack for unwilling creatures. Thrown vials do 1 point of damage before the potion takes effect.
Quick Rig: If you spend an extra 10 minutes to set it up, you can trigger any schema you know (even if not prepared) which mimics a ritual without using a schema slot.
Recharge Items (min lvl 8): With an action and a schema slot, one wand you are holding regains a charge. Once per day, you can recharge any permanent magical item which is not a wand with an action as though a long rest was taken. In both cases the item can be activated at the same time. Certain items may not be able to be recharged at the DMs discretion.
Schema Traps: With an action you create a seal on a closed object or a 5’ square containing a cantrip you know. If the seal or area is violated, the cantrip targets the violator and dissipates. The rune is considered the caster using your intelligence modifier and you can have your intelligence modifier of traps active at any time.
Scholar: Choose two skills from the following list that you have proficiency in. You gain expertise: Arcana, History, Insight, Investigation, Nature, Religion, and Medicine
Specialized tool set: Choose a skill you don’t have expertise in. You gain proficiency or (if already proficient) expertise in that skill whenever you have your artificer’s pack.
Survivalist Gear (min lvl 5): You create a personal ward. It keeps you comfortable in natural heat/cold and grants advantage against poisons or diseases. Once per day, you can extend this ward to everyone within 10’ of you for one hour. Lastly, it can produce one Goodberry per point of intelligence per day as the spell.
Tool Mastery (min lvl 12): Choose a tool you are proficient in. Material costs are halved and you craft at double speed for items primarily made with that tool.
Translator: You can ‘learn’ a language spoken by another creature by listening to it speak for a full minute. You can store up to two languages this way.
Weapon Training(min lvl 5): You gain a second attack when using the attack action. If you have the ranged field training style, you can also make multiple attacks with a crossbow.
Crafter’s Eye:
During a short rest, an artificer proficient in a tool used to create a given item can study it and learn the item’s general function and current number of charges become known (if applicable). If proficient in more than one tool used to create it, they also know the exact trigger to activate it, plus any hidden or unusual functions (if applicable).
Example: Brash is proficient in metalsmithing and gemcutting. She could analyze a sword or wand with a gemstone setting. A sword with several gems in the pommel would be much easier. A powerfully runed wooden club or sequined cloak would intrigue her, but she would need some other source of information.
Push It:
You can trigger a prepared effect after all your slots are expended by dangerously cutting corners. Roll a die. On an even number, it works. On an odd number it backfires, causing 1d8 damage to you per spell level involved and half that to anyone else within 5 feet. This damage cannot be resisted or reduced by any means. In either case, all other readied schema are disrupted until you take a short rest.
Greater schema cannot be pushed or deactivated with this ability.
Extra tool proficiency:
You gain proficiency in another artisan’s tool or thief’s tools.
Personal Item Discovery:
The artificer discovers a unique magical item design.
Choose one uncommon, permanent magical item of 500gp or less. After one week’s time of crafting, it is yours at no cost. It is considered an extra bound item and enjoys all of the effects that come with it (ex. summoning, applicable masteries) and can be re-created if lost or destroyed. If the artificer dies, the item becomes nonmagical, but regains all properties if the Artificer is raised.
Legendary Masterpiece
At 20th level, the artificer finds out how to create a truly legendary magical item which is their crowning achievement. With one week of work they can create one permanent magical item of up to 5000gp which is bound to them for free and can be summoned from any distance or across planar boundaries. If it is ever destroyed, it can be re-created for 500gp and another week of sequestered work. If the artificer ever dies, this item continues to exist and likely becomes a legend of its own.
Artificers make things and improve them. In a world of magic, this is far from mundane.
Master Craftsmen
Artificers are craftsmen with a practical streak, mixing magic and raw skill to create novel items faster than anyone else. By maintaining their own equipment, they can create personalized magical items or mimic spells through portable setups called ‘schema’ for their own use.
Artificers rely on multiple talents, from spellcasting philosophy to discovering new materials to craft from. They are universally hungry for knowledge or resources and are usually from large settlements or cities where they can trade for what they need.
Civilization's Progeny
An Artificer’s creations are valued by everyone so they are welcome most places, though public relations is often lacking. Wizard mishaps occur in the lonely tower outside of town, but artificers do it at 2am in the west wing of the palace and refuse to stop working long enough to explain things.
Despite their extensive knowledge and drive, Artificers are practical to a fault so it is rare to see an artificer being active in a religion or become the face of a cause. Of course, they are often employed by others for that same reason.
Play an Artificer if you want to:
Make your own stuff
Have a combination of magic, physicality, and unique traits
Play a stylized steampunk character, not just a caster
Chassis: Use Warlock, with changes:
Proficient in light/medium armor and shields
Automatically proficient with artisan’s tools or thief’s tools (pick any two)
Choose two skills from the following list: Arcana, History, Insight, Investigation, Nature, Religion, Medicine
Proficient in Intelligence and Constitution saves
Hit Dice, Invocation(Masteries) known, Spell (Schema) Slots, and Cantrips known remain the same
Starting equipment:
(a) Artificer’s Pack
(a) 2 sets of Artisan tools if proficient or (b) Artisan Tools and Thief’s Tools if proficient
(a) One simple melee weapon and light crossbow (20 bolts) or (b) Two daggers and Longbow (20 arrows) if proficient
(a) Leather armor or (b) chain shirt and shield or (c) chain mail and shield if proficient
(a) Dungeoneering Pack or (b) Explorer’s Pack or (c) Scholar’s Pack
Class Features:
Level
Features
1
Spell list access (Any 1 class), Field Training
2
Sequester, Masteries
3
Specialization Bonus, Bound Item
4
Ability Score Improvement
5
Spell List Access (Any 2 classes), Push It
6
Reset Preparations, Crafter’s eye, Extra Tool proficiency
7
Specialization Bonus
8
Ability Score Improvement
9
Personal Item Discovery
10
Spell list access (any 3 classes), Improved Sequester
11
Greater Schema (6), Extra Tool Proficiency
12
Ability Score Improvement
13
Greater Schema (7)
14
Specialization Bonus
15
Greater Schema (8), Spell List Access (any 4 classes)
16
Ability Score Improvement
17
Greater Schema (9)
18
19
Ability Score Improvement
20
Legendary Item Discovery
Equipment pack:
An artificer uses a pack to trigger schema and cannot trigger them without it. It weighs 15 lbs and is a mess of wadding, catalysts, runes, springs, and unsavory materials distributed over their entire body. It is hard to remove the pack from the artificer without removing everything else. A pack can be reconstructed fairly easily – materials can be purchased for 5gp at a general store but require 4 hours to organize properly.
Spell list access:
Artificers can learn schema and trigger magical items tied to certain classes. At first level, the artificer has access to one casting class which contains cantrips. At 5th, 10th, and 15th, the artificer gains access to another spell list they choose. Note a ‘spell list’ doesn’t include spells given only due to class features.
Cantrips:
The artificer learns cantrips from their accessed spell lists. These are true spells, but are always tied to the artificer’s Intelligence.
Schema:
Schemas are notoriously unstable rigs used in magical study. An example is two opposing holy symbols pressed close to each other while whispering to both at the same time. Putting a rod in a wire frame focuses the conflicting energy into a ray. The same effect could be created with awakened crystals in a copper tube and some springs or an alchemal combination using spit as a catalyst. If not done right it just doesn’t work… or explodes.
Schema are not spells and don't use components or foci once prepared. Even if the artificer can cast spells, they don’t necessarily have access to that effect. That said, they function as the spell they mimic, including casting time, costly materials, an unoccupied hand, etc. Schema are always based on the artificer’s Intelligence.
An artificer knows 6 schemas at 1st level from the spell list the artificer has access to and 3 more with each level increase. Extra schemas can be researched from accessible spell lists as a wizard does for extra spells. After any short rest, the artificer chooses 2 + 1 for every 2 artificer levels (round up) schema to prepare for use. The artificer can trigger a prepared schema by using a schema slot if one is available.
Once used, a schema slot is refreshed with any short or long rest but cannot be triggered again until the previous effect also ends (or is ended as an action). For this reason, some effects can be a drain on the Artificer such as Mage Armor, Charms, or Animate Dead. As soon as the effect ends, the slot can be used for a schema again so long as a rest occurred.
Greater Schema:
Effects using 6th level slots and above are much trickier. These schema are prepared after any long rest and ‘break’ after one use that day, unable to be reused until after another long rest.
Field Training:
All Artificers supplement their craft with real-world training to survive. At 1st level, the character must choose between the following options. The schema are automatically added to your known schema list and considered readied for free:
Melee Training: Gain proficiency in one melee weapon of your choice and heavy armor.
Schema: Shield, Cause Wounds, Healing Word, Shield of Faith
Ranged Training: Gain proficiency in all crossbows. If you don’t take a move action on your round, you don’t have disadvantage for attacking at long range.
Schema: Magic Missile, Hail of thorns, Fog Cloud, Cordon of Arrows, Magic Weapon
Support Training: You can use the help action at range with cantrips. You can choose to either give advantage or let the target use your intelligence modifier instead of their ability modifier. This bonus applies through your next round, modifying up to two die rolls. (ex. two attacks, skill checks, etc.)
Schema: Guiding Bolt, Cure Wounds, Bless, Enhance Attribute, Lesser Restoration
Sequester:
For a short time, Artificers can focus their efforts and magical tricks on crafting. They can do this only when the artificer meets the following conditions:
Access to an appropriate location and tools for what they are creating
Working alone for 16 hours a day and sleeping for 8. No distractions or interaction with others.
Sequester up to 7 days in a row and take 3 days off per day of sequester before doing it again.
The crafted item is worth at least 50gp and requires artisan’s tools (ex. alchemal items, statues, complex machinery, magical items)
During sequester, an artificer crafts 50gp per day instead of the normal 5gp. Magical items can be created by crafting the mundane item and incorporating a schema effect that you know.
At 10th level, your sequester can be 14 days long with only 1 days off per day in sequester. Additionally, you can combine your crafting rate with one or more artificers in your workspace, so long as you are both crafting the same item. No crafter can be involved if they are not also artificers.
Bound item:
During a long rest you can mystically bind certain items to yourself, enhancing them in the process. In all cases, you can summon it with a bonus action so long it is within 100 feet of you. Each gains an additional property depending on the type of item it is:
Armor or shields can be put on/taken off when you summon it
Weapons or sets of ammunition (ex. ‘my arrows’) are considered magical
An object with one or more openings (ex. a vest or backpack) can carry 100 lbs material in extra dimensional pockets. You find any item as a bonus action or draw ammunition/weapons as part of your attack action.
If you have more than one bound item, you must use a separate action for each one. If the item is destroyed or you bind to another item, any special abilities gained are immediately lost and a pack’s items spill out.
Masteries:
Masteries are skills or schema permanently joined with the Artificer’s body and/or mind (ex. tattoos, implanted foci, potions in your blood). Each is a constant effect unless otherwise specified.
Amorphic Homunculi (req min lvl 8, Homunculus master only): Your homunculi can break down in such a way that it can reshape into another object you could otherwise create as an action. (ex. changing from a humanoid doll to a toy snake) and squeeze through cracks as small as 2” wide.
Augment Bound Item (min lvl 8): During a short rest, you can empower one bound weapon or armor with an additional +1 enhancement (max +3). The bonus only applies to you.
Cantrippery: You gain three cantrips from any spell list(s) that you know.
Construct Arm: One of your arms is replaced or covered up by an artificial arm. It functions as either a bound weapon or a shield in combat. You can manipulate items in that hand at the same time as using it as a weapon/shield.
Contingency Planning: You learn and always have prepared the following effects: Absorb Energy, Create Food and Water, Darkvision, Expeditious Retreat, Featherfall, Waterbreathing. Once per day, you can trigger one of these schema effects without spending a schema slot.
Disable Item (min level 12): Once per short rest with an action a magical item within 60’ of you becomes nonmagical for one hour and any ongoing effects from it are removed. This is automatically successful if you created the item, but other items require a dispel check. This ability may not affect certain powerful items.
Dual Wand User (min level 5): You can use a bonus action to activate a wand in your off hand.
Early Spell List Access: Access another spell list that you don’t already know. If you gain access by leveling up, you can switch this mastery for another one.
Empowered Alchemy: Mundane alchemal items (ex. alchemal fire or a healing potion) deal or heal your intelligence modifier in extra damage
Extra Bound Item: You can bind an extra item and affect all bound items with one bonus action. Any other mastery that improves bound items affects this extra item as well.
Schema Dialante: You can prepare double the number of schema at any time. You can also utilize any magical foci usable by the class tied to a spell lists by either using it in your second hand or incorporate it into any one schema during a short rest. For instance, if you find a wand that enhances fire effects, your Fireball emitter schema can use it as a component.
Illumination Goggles (min lvl 5): You gain darkvision to 60’ or extend it by 60’ and low light vision. You see normally in extremely bright light and gain advantage on saves from similar spells (ex. flash bang grenade or other planes with intense light)
Improved Pack: If you are bound to a pack, the capacity and summon range is tripled. If desired, only you can access the special pockets within the pack.
Integrated Armor:You can summon/dismiss weightless armor with a bonus action granting AC 13+Dexterity. The armor is bound to you and it cannot be destroyed or dispelled.
Integrated Schema:Your schemas are linked to your equipment and don’t require hands to use. By using stealth or deception, you can even trigger one without giving away the source. Note the DM may declare some spells cannot be hidden (ex. scorching ray)
Phased Binding (min lvl 8): With a bonus action, choose what a bound item interacts with - all things, all things except you, all things except creatures, only creatures, or nothing. ‘Creatures’ includes anything living/dead/animated or used by them (ex. orcs and their weapons, trees, but not walls). If interacting with only creatures you must be in contact with it or it reverts to ‘nothing’, where it is considered on your person and unavailable until it changes states.
Potion splash: You make potions react on contact. Applying is a bonus action for willing and an attack for unwilling creatures. Thrown vials do 1 point of damage before the potion takes effect.
Quick Rig: If you spend an extra 10 minutes to set it up, you can trigger any schema you know (even if not prepared) which mimics a ritual without using a schema slot.
Recharge Items (min lvl 8): With an action and a schema slot, one wand you are holding regains a charge. Once per day, you can recharge any permanent magical item which is not a wand with an action as though a long rest was taken. In both cases the item can be activated at the same time. Certain items may not be able to be recharged at the DMs discretion.
Schema Traps: With an action you create a seal on a closed object or a 5’ square containing a cantrip you know. If the seal or area is violated, the cantrip targets the violator and dissipates. The rune is considered the caster using your intelligence modifier and you can have your intelligence modifier of traps active at any time.
Scholar: Choose two skills from the following list that you have proficiency in. You gain expertise: Arcana, History, Insight, Investigation, Nature, Religion, and Medicine
Specialized tool set: Choose a skill you don’t have expertise in. You gain proficiency or (if already proficient) expertise in that skill whenever you have your artificer’s pack.
Survivalist Gear (min lvl 5): You create a personal ward. It keeps you comfortable in natural heat/cold and grants advantage against poisons or diseases. Once per day, you can extend this ward to everyone within 10’ of you for one hour. Lastly, it can produce one Goodberry per point of intelligence per day as the spell.
Tool Mastery (min lvl 12): Choose a tool you are proficient in. Material costs are halved and you craft at double speed for items primarily made with that tool.
Translator: You can ‘learn’ a language spoken by another creature by listening to it speak for a full minute. You can store up to two languages this way.
Weapon Training(min lvl 5): You gain a second attack when using the attack action. If you have the ranged field training style, you can also make multiple attacks with a crossbow.
Crafter’s Eye:
During a short rest, an artificer proficient in a tool used to create a given item can study it and learn the item’s general function and current number of charges become known (if applicable). If proficient in more than one tool used to create it, they also know the exact trigger to activate it, plus any hidden or unusual functions (if applicable).
Example: Brash is proficient in metalsmithing and gemcutting. She could analyze a sword or wand with a gemstone setting. A sword with several gems in the pommel would be much easier. A powerfully runed wooden club or sequined cloak would intrigue her, but she would need some other source of information.
Push It:
You can trigger a prepared effect after all your slots are expended by dangerously cutting corners. Roll a die. On an even number, it works. On an odd number it backfires, causing 1d8 damage to you per spell level involved and half that to anyone else within 5 feet. This damage cannot be resisted or reduced by any means. In either case, all other readied schema are disrupted until you take a short rest.
Greater schema cannot be pushed or deactivated with this ability.
Extra tool proficiency:
You gain proficiency in another artisan’s tool or thief’s tools.
Personal Item Discovery:
The artificer discovers a unique magical item design.
Choose one uncommon, permanent magical item of 500gp or less. After one week’s time of crafting, it is yours at no cost. It is considered an extra bound item and enjoys all of the effects that come with it (ex. summoning, applicable masteries) and can be re-created if lost or destroyed. If the artificer dies, the item becomes nonmagical, but regains all properties if the Artificer is raised.
Legendary Masterpiece
At 20th level, the artificer finds out how to create a truly legendary magical item which is their crowning achievement. With one week of work they can create one permanent magical item of up to 5000gp which is bound to them for free and can be summoned from any distance or across planar boundaries. If it is ever destroyed, it can be re-created for 500gp and another week of sequestered work. If the artificer ever dies, this item continues to exist and likely becomes a legend of its own.