The Revised Arti Icer

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The Revised Arti Icer The Revised Artiicer by Artificer Games In the silence of the night, a crack like thunder roars. A laughter bellows from the back alleys of the city with desperation and excitement. "It's complete..." the halling sighs. The massive machine before her, of brass, bronze and gold, whirrs silently. The Wishing Engine was complete. After marveling at the completed machine, she starts pulling the levers, turning the wheels, inputting the wish into a form that the engine understands. She starts turning the crank, feeding power into the massive machine, and the whirr of the machine becomes louder and louder. Years of work before her, she intently pulls the inal lever. The whirring stops, and silence ills the room. A puff of smoke appears, and within it... Magic, Applied Magic items are to artiicers as glass is to a glassblower. Business as usual. They have long searched and mastered the craft of artiice, the art of creating magic items. While many artiicers tend to stay in their workshops, many ind meaning in uncovering the secrets of the world themselves. Though they bear no magical ability themselves, they have a wealth of magical energy with them wherever they go. They support both their allies and themselves by supplying them with magic items, becoming more powerful mostly by the items they acquire and create. However, their other talents shouldn't be underestimated. They are experts of manual dexterity, and often have a wealth of knowledge on a variety of topics. Magic items often have a wealth of lore to them, and thus learning said lore can be important to understanding the place and purpose of an item. Gifted Artisans The art of the artiice is not something anyone can do. The rigor and discipline required for it is equivalent to a wizard learning to cast spells from scratch. After the grueling training and many failed attempts, each artiicer inadverdently creates their own style and approach to the artiice. It's a matter of shortcuts, item preferences and effect styles, and often relects their personality. Artiicers are often found sticking together in guilds and large settlements. They are well-liked, but magic items are a dificult topic for many. Who should have them, and how much power should they behold, are questions often left unanswered. Crafting on the go To artiicers, the world is the largest and most complex machine in the world. Uncovering its secrets is naturally in their interest. They often take supporting roles in adventurers' expeditions. But if a situation comes to blows, they can handle themselves. The artiicer's sleeves are often illed with tricks and traps. Artiice is a craft is usually seen as done in laboratories and workshops, not in tents and dungeons. However, a skilled artiicer is not picky, and carries and utilizes their tools wherever they go. 1 Creating an Artiicer The Arficer The most important question for your artiicer is why are they adventuring? They have discovered the craft of artiice, they Proficiency Aunement would be set for life if they settled down. What drives them Level Bonus Features slots forward to be an adventurer? 1st +2 Analysis, Arfice, Experse 3 Are they after some speciic artifact of personal or univeral 2nd +2 Fascimile 3 importance? Did they get stuck in their research and seek Arficer Specialty, Arfice answers from the wider world? Or are they overcome with 3rd +2 3 restlessness and wanderlust? Improvement Secondly, it is important to understand the style of the Ability Score Improvement, 4th +2 4 artiicer. Do they create magic stones with runes? Wild Aunement contraptions of brass and steel? Jewelry and ornate weaponry? 5th +3 Quick Finger 4 Quick Build 6th +3 Experse 4 You can make an artiicer quickly by following these Arfice Improvement, 7th +3 4 suggestions. First, Intelligence should be your highest ability Arfact Mastery score, followed by Constitution. Second, choose the guild artisan 8th +3 Ability Score Improvement 5 background. Third, choose potion of healing and bottle of capturing as your common schematics, and wand of magic 9th +4 Arficer Specialty Feature 5 missiles as your uncommon schematic. 10th +4 Ability Score Improvement 6 11th +4 Enchantment 6 Class Features 12th +4 Ability Score Improvement 7 As an artiicer, you gain the following class features 13th +5 Arficer Specialty Feature 7 Hit Points 14th +5 Reliable Talent 7 Hit Dice: 1d8 per artiicer level 15th +5 Arfice Improvement 7 Hit Points at 1st Level: 8 + your Constitution modiier 16th +5 Ability Score Improvement 8 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 17th +6 Arficer Specialty Feature 8 modiier per artiicer level after 1st 18th +6 Analysis Improvement 8 Proiciencies 19th +6 Ability Score Improvement 9 Armor: Light armor, medium armor, shields Weapons: Simple weapons 20th +6 Arfice Improvement Infinite Tools: Tinker's tools, alchemist's supplies, choose one type of artisan's tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Sleight of Hand, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon (a) alchemist's supplies or (b) tinker's tools (a) an explorer's pack or (b) a dungeoneer's pack Leather armor, any simple weapon, and a material pouch A single common magic item of your choice Alternative Wealth: 6d4x10 gp, 1 common magic item, material pouch 2 Analysis Long Rest Acons At 1st level, you have learned to notice and identify magical Item Rarity Inspecon Craing DC items and effects. You have advantage on Arcana checks to Common 1 acon 1 acon 12 identify whether an item or contraption is magical. Additionally, you can use one minute to inspect a magical item or contraption Uncommon 10 acons 3 acons 14 within 5 feet of you and learn its properties and whether it's Rare 30 acons 10 acons 16 cursed. Very Rare 300 acons 30 acons 18 At 18th level, your skills of analysis become even faster, and you can use an action to inspect a magical item or contraption Legendary 3000 acons 300 acons 20 within 30 feet to learn its properties and whether it's cursed. You also instinctively know if an item would affect you if you touched it. Materials and Tools When crafting an item, you must have access to either Artiice alchemist's supplies or tinker's tools. You have trained the usage of magic materials, runes and When crafting an item, it has a cost of creation, that is, the alchemy, learning the art of artiice, crafting magic items. You base material you use to craft it and materials from your have special schematics which you can use to craft magic items material pouch. To make a magical dagger, for example, you during rest. need to have a dagger at hand, and materials to make it magical. You have all the necessary materials in your material pouch, except for items rare and rarer, which might require exotic Your Schemacs Folder materials you must seek out before you can inish crafting them. The schemacs that you add to your schemacs folder These exotic materials can be found in the magic item index at as you gain levels reflect the arcane research you the end of this chapter. conduct on your own, as well as intellectual breakthroughs you have had about the nature of the Learning New Schematics mulverse. You might find other schemacs during Each time you gain a level in the Artiicer class, you gain two your adventures. You could discover a schemac new schematic to your Schematics Folder. Each new schematics recorded on a scroll in an arficer’s chest, for example, or by studying a magic item in your possession. must be for a magic item rarity deined by the Schematic Rarity Inspecting a magic item. If you take me to inspect table. and write down the specifics of a magic item, you can Memorized Schematics. On 1st level and each level after, create a schemac for it. The me it takes to do this is mark one schematic you already have (you cannot mark a affected by the item's rarity, shown in the Long Rest schematic you just learned during level-up). That schematic is Acons Table. memorized, and you don't need your schematics folder to craft Replacing the Folder. You can copy a schemac from it. your own folder into somewhere else—for example, if you want to make a backup copy of your folder. You Schemac Rarity need spend only 1 hour to do so. If you lose your Level Rarity folder, you can use the same procedure to transcribe schemacs you have memorized to the new one. For 1st Common this reason, many arficers keep backup folders in a 3rd Uncommon or lower safe place. 9th Rare or lower 15th Very Rare or lower Schematics Folder 20th Legendary or lower At 1st level, you have a schematics folder with three schematics, 2 for common magic items and 1 for an uncommon magic item. Artiice Ability Long Rest Actions You use Intelligence as your ability to craft and use magic items. During a long rest, you can use a long rest action. Using an entire In addition, you use your Intelligence modiier when setting the day (including the long rest) to one of these actions equals to 3 saving throw DC for magic items you create, and you use your days worth of work. Choose one of the following: intelligence to attack with them. Inspect. You study a magic item and come closer to making a schematic for it.
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