Artificer
Masters of invention, Artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an Artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of Artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as they can.
In Alemi, explosives are still a minor technology, fraught with danger and slow to evolve. As such, there are very, very few--if any--firearms.
Artificer's are thin in popular culture. Gepetto comes to mind, as does JF Sebastian (the character in Blade Runner who cannot leave the world and creates automata). And, maybe, MacGyver or even Leonardo da Vinci.
Artificers tend to demand creative roleplay, as a lot of their appeal is in the how of their magical acts--are they brewing potions or creating automotons or sigils or what? As such, there is a ton of leeway in how they are flavored.
INT is the most important ability for Artificers, followed by DEX and CON.
Alchemist
Alchemists specialize in potions and elixirs.
Armorer
Armorers specialize in customizing armor for both offensive and defensive purposes.
nb, the Artillerist speciality is not allowed in Alemi.
Artificer Specialities
Artificers choose a Specialty at 3rd Level, and gain features from it at 3rd, 5th, 9th, and 15th Level.Remember
These are meant as a summary of the class. The official rules should be consulted, either directly or through the DM with any questions or clarifications.
Scroll down for full class details.
Scroll down for full class details.
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