Artificer 2

Class GroupWizard
Ability Score RequirementsIntelligence 12
Constitution 15
Prime RequisiteIntelligence
Races Allowed

Humanoids

Alignments AllowedAny
The ArtificerSpellSlotsperSpellLevel
LevelXP NeededHit Dice (d4)THAC0/BAB123456789
10120/+01+11
23,000220/+02+11
36,000320/+02+111+11
412,000419/+13+112+11
524,000519/+14+112+111+11
648,000619/+14+112+112+11
772,000718/+24+113+112+111+11
8105,000818/+24+113+113+112+11
9160,000918/+24+113+113+112+111+11
10285,0009+117/+34+114+113+112+112+11
11425,0009+217/+34+114+114+113+113+11
12850,0009+317/+34+114+114+114+114+111+11
131,235,0009+416/+45+115+115+114+114+112+11
141,610,0009+516/+45+115+115+114+114+112+111+11
151,985,0009+616/+45+115+115+115+115+112+111+11
162,370,0009+715/+55+115+115+115+115+113+112+111+11
172,755,0009+815/+55+115+115+115+115+113+113+112+11
183,140,0009+915/+55+115+115+115+115+113+113+112+111+11
193,525,0009+1014/+65+115+115+115+115+113+113+113+111+11
203,910,0009+1114/+65+115+115+115+115+114+113+113+112+11
1This bonus spell slot can only be used to prepare a spell of the school of Artifice. The artificer gains this benefit only if they have regular access to a working laboratory.

Class Features

Hit Points

Hit Dice (Levels 1-9): 1d4 + HP Adjustment per level
Hit Dice (Levels 10+): +1 HP per level

Starting Equipment

Start with a spellbook and (1d4+1) x 10 gp to purchase starting equipment with. Can keep left over money.
Using the Alternate Starting Wealth house rule, the artificer can instead begin play with a spellbook and 30 gp or the following pre-selected equipment:

Combat Proficiency

  • Cannot wear armor and cast spells at the same time.
  • Allowed to use daggers, quarterstaves, darts, knives, slings and light crossbows.

Proficiencies

Non-Weapon Proficiencies

  • Starts with 4 Non-Weapon Proficiencies.
  • Gains a Non-Weapon Proficiency every multiuple of 3 levels (level 3, 6, 9, 12, 15, 18).
  • Can choose a Non-Weapon Proficiency at normal cost in the General and Wizard categories.
  • Can choose a Non-Weapon Proficiency at +1 cost from any other category.

Weapon Proficiencies

  • Starts at Level 1 with 1 Weapon Proficiency Slot
    • -5 Penalty to hit with weapons without proficiency.
  • Gains a Weapon Proficiency Slot every multiple of 6 levels (level 6, 12, 18).

Spellbook

Restricted Schools

Artificers cannot learn spells from the schools of Necromancy or Enchantment unless that spell is also from the school of Artifice.

Learn Spells Roll

The learn spell roll can be found by looking up the Intelligence Ability Score table.

Starting Spells

There are multiple rules for how to obtain your starting spells, and your GM will choose which option you will be using.
Guaranteed Versatility
  • At 1st-level the spell book contains 5 spells.
    • 1 of the starting spells must be read magic
    • The artificer then gains one offensive, one defensive, and one other spell. The final spell is a randomly chosen spell from the school of Artifice.
    • The artificer need not make a Learn Spells roll for any of these spells as they are assumed to have learned them over the course of their long apprenticeship.
Fast Learner
  • At 1st-level the spell book contains 3d4 1st-level spells.
    • 2 of the starting spells must be read magic and detect magic.
    • The rest of the starting spells can be chosen from universal magic spells (1st-level spells only) without making a learn spells roll. Or make learn spells rolls for non-universal magic spells. The Artificer can also choose one spell from the school of Artifice (1st-level spells only) without making a learn spells roll.
    • The GM may assign you spells instead to start with.
Spells of Choice
  • At 1st-level, the artificer chooses 1st-level spells they wish to gain and must roll learn spells checks for each spell, stopping when all 1st-level spells have been exhausted or when the artificer has learned their maximum number of spells.
    • No spells are guaranteed using this method, and there is a chance that the artificer starts with 0 spells, having to resort to finding spells through other means and fighting with weapons until that point.

Learning New Spells

  • Can only learn spells of a level for which you have spell slots.
  • Can learn a spell from another's spell book with a learn spells roll.
  • Gain 1 spell when leveling up. This spell must be from the school of Artifice, and must be approved by the DM.
  • The maximum number of spells you can learn per level can be found by looking up the Intelligence Ability Score table.

Casting Spells

  • A wizard cannot just cast any spell they have learned. They must memorize these spells into appropriate spell slots ahead of time.
  • The wizard can only cast spells that they have memorized. The wizard cannot cast that spell again once cast, until they return to their spell book and memorizes it again.
  • A wizard cannot choose to forget a memorized spell to replace it with another one. They can, however, cast a spell just to cleanse his mind for another spell.

Special Features

  • +15% Spell Learning Chance when learning spells from the school of Artifice.
  • -15% Spell Learning Chance when learning spells from other schools.
  • Learns one Artifice spell at level up.
  • 20% chance at 1st level to identify the general purpose and function of any magical item simply by examining it for one full turn.
    • Based on the artificer's ability to analyze the construction and enchantments on the item, not the item's historical significance.
    • This chance increases by 5% per level, so a 5th-level artificer can identify items with a 40% chance of success. This can reach a maximum of 80% at 13th-level.

    Artificer's Laboratory and Workship

    The artificer must maintain a well-equipped laboratory and workshop. A 1st-level artificer begins play with a suitable facility in their base of operations unless inapplicable, as decided by the DM. Building a new laboratory costs at least 1,000 gp per character level, and existing laboratories cost 50 gp per level to maintain each month. An artificer without a laboratory loses access to the bonus spell provided by specialization, and can't conduct research, make magical items, or add new spells to their spell book.

    Storing Spells

    At 4th level, the artificer gains the ability to store spells in prepared items. Once placed in an item, a stored spell may be indefinitely retained for ready casting. The spell to be stored must be one which the wizard knows and can cast; at any given time, a wizard may have no more total spell levels stored than their own character level, so a 5th-level artificer could store up to five levels of spells.   Preparing an item to receive one stored spell requires one uninterrupted week of work, and the actual process of casting the spell into the item requires one day and 500 gp per level of the spell. The item must be of the finest workmanship, worth at least 100 gp; after the spell it holds has been discharged, the artificer can re-enchant it.   Only the artificer may release the stored spell, with a casting time of 1; in all other respects the spell is treated as if the artificer had cast it normally. Also, an item can only contain one spell at a time. Any attempt to cast another spell into the item will simply replace the current spell. In effect, this ability allows the artificer to create one-shot magical items such as a ring enchanted with feather fall or a cloak prepared with protection from normal missiles.

    Creating Temporary Magical Items

    At 7th level, the artificer may create a temporary magical item. Any magical item in the (DMG) not specifically restricted to nonwizards is allowed, but the item will function only for the artificer. This is a special ability unrelated to the enchant an item spell.   First, the artificer must successfully research the item creation process, taking one week per 500 XP value of the item and spending at least 100 gp per week. This time is halved if the artificer has a sample of the item to copy or if they succeeds in a contact other plane, legend lore, or other research spell. The artificer must pass a learn spells check to succeed and may never know the processes for more magical items than their maximum number of spells per level.   Actually building and enchanting the item requires half the research time and 2d6 x 100 gp, plus the cost of the item itself. Fine materials must be used, but rare and exotic materials and processes aren't necessary for temporary items (see Chapter 7). After completing the work, the artificer must pass another learn spells check to successfully enchant the temporary item.   A temporary item lasts 1d6 days, plus one day per level of the artificer. Once the enchantment fades, the item can be re-enchanted with one uninterrupted week of work, the expenditure of 2d6 x 100 gp, and another learn spells check. If the temporary item normally possesses charges, the artificer automatically places one charge per level into the item when creating it.   Artificers may create permanent magical items using the normal magical item creation rules and the enchant an item spell when they reach the appropriate levels. (If an artificer creates a true magical item they once made a temporary version of, their research time and expense is reduced to its minimum value—see Chapter 7.) Artificers gain a +10% bonus to their chance to successfully enchant items.

    Saving Throws

    Experience LevelParalyzation, Poison, or Death MagicRod, Staff, or WandPetrification or Polymorph1Breath Weapon2Spell3
    1-51411131512
    6-10139111310
    11-151179118
    16-20105796
    21+83574
    1Excluding polymorph wand attacks.
    2Excluding those that cause petrification or polymorph.
    3Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

    Artificer Spells


    1st-Level


    2nd-Level


    3rd-Level


    4th-Level


    5th-Level


    6th-Level


    7th-Level


    8th-Level


    9th-Level

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