Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Artifice Sorcerous Origin
- Some scholars of magic have no capacity for research or meditation. While many might consider the call of the Bard, there are a select few who eschew the vagabond-nature of such a persuit, finding the magic of music too aloof, even for them. These souls are filled with manic drive and vision akin to a grand artist or architect, and indeed many are. The Artificer is one such Mage, one who calls upon crafts of brilliance and magical nature to act as his conduit to the Mysterium.
- Arcane Insight
- When you pick this Sorcerous Origin at 1st level, you learn Detect Magic, Detect Good and Evil, and Identify. They do not count against your Sorcerer spells known. In addition, you gain additional sorcery points equal to your intelligence modifier (minimum 1) and gain the Ritual Caster feature.
- Alchemist
- At 1st level, you gain the ability to concoct powerful elixirs and unguents. At the end of a long rest you may create up to two potions, though creating them is somewhat taxing and consumes sorcery points during creation as you alchemically imbue or transmute the solution into the desired concoction. You may select the potion created based on the sorcery points used in its creation.
- Alchemist Table
- 2: Climbing, growth, or healing
- 3: Alchemist Fire/Acid, Cure Poison, or greater healing
- 5: Cure Disease, superior healing, or water breathing
- 6: Resistance (select type), Oil of Sharpness, or Grand Healing
- 7: Potion of Stone Giant strength, Potion of telepathy, Potion of Invisibility,
- Artificer
- At 6th level you become capable of imbuing items with magical power. You may spend 6 Sorcery Points to grant a non-magical weapon or suit of armor a magical +1 Bonus that lasts until your next long rest. Additionally, you may expend 3 Sorcery Points to imbue one of the following effects on an article of clothing. Items enchanted this way can be attuned to once per day as a free action.
- Artificer Sorcery Points Enchantment Table
- Headware: The wearer gains +30 Feet Dark Vision or Waterbreathing. Must choose at time of enchantment.
- Cloak: The wearer may glide for 10 minutes. They must move 60 feet forwards and 10 feet down.
- Clothing: The wearer can keep up to 200 pounds of containers with gear under the clothing without causing distortion or excessive bulk.
- Boots: The wearer can jump 15 feet up or 30 feet forwards as an Action.
- Gloves: The wearer may summon or banish one Light melee weapon. A weapon must be banished by the gloves to summon one. The weapon appears in the gloves when the enchantment ends.
- Mastercrafter
- At 14th level your study of your craft has broken new ground. You are now able to craft magical items and weapons, though at great personal exhaustion. Once per month, you can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s
- Guide. During your free time, you begin work on the item, which is completed at the end of the first week. At your DMs discretion, you may craft other items if you gain any fantastical components from your adventures. If you spend a week recuperating and doing nothing else in a comfortable lifestyle, you may craft a second magic item during the month.
- Philosophers Stone
- At 18th level, you have learned to craft the powerful Philosophers Stone. The Philosophers Stone is an Arcane Foci that may be utilized in any form that a Foci can take, be it worn in a Ring, mounted upon a staff, or held within the palm as you would an orb. Spells cast using the Philosophers Stone have all gold-value component requirements halved. In addition, you may spend a day in isolation to transmute one pound of Lead into Gold.
- If you would die, your Philosophers Stone may be consumed upon failing all three Death Saving Throws to be Revivified at full health.
- A lost, broken, or consumed Philosophers Stone may be replaced with 100 platinum of components and a week of isolation.
Add Comment
Please, Sign In to add comment