Cantrips. Known. 1st2nd 3rd 4th 5th 6th 7th 8th 9th. 1st. +2. Infusion Casting, Craft Arcane Device. 3. 2 — — — — — — — —. 2nd. +2. Infuse Potions. As an artificer, you might be a formal stundet of magic who became interested in . When an artificer makes an attack using a thrown weapon. game. For these reasons, it is not legal in D&D Adventurers. League events. An artificer who hears news of a newly discovered magic item must act fast to get.
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not legal in D&D Adventurers League events. A gnome sits hunched over a Makers of magic-infused objects, artificers are defined by their. the artificer, feel free to send them to [email protected] tvnovellas.info Include the subject line “Artificer. Playtest Feedback” in the subject line, and be. Artificer is an arcane leader class in Dungeons& Dragons 4th Edition introduced in Dungeons & Dungeons 4e Wiki Monster Manual Extra leader class in Dungeons & Dragons 4th Edition introduced in Eberron Player's Guide.
Please log in to add or reply to comments. Upgrades might include things like size, speed, skills, abilities, special attacks, even ability to cast spells from schematics. See more of times equal to int modifier per long rest. You can only have one modification to the original model at a time, but the modification itself makes it better in a certain area of expertise. Upgrading the Homunculus even more than one of these mods would make it very strong. It's already a versatile companion, giving essentially a bonus attack or a help action, another target to mow down and take hits and distract other monsters, and all other benefits that summons and hirelings usually provide.
The Infusions tried to replicate that sort of idea to a certain degree. You could always create more infusions, I just made a list I thought was flavorful and mechanically sound. The homunculus stat block was straight from the MM except that I increased the damage See more of the XXX to 1d4 instead of a flat 1, because everyone likes to roll dice! Feel free to ask more questions if they come up! Whether you choose to nova and be overpowered for 2 combats and then mediocre for the rest or the be solid for every fight is up to the player.
Personal Weapon Augmentation gives the class cantrip level damage with a more martial flavor. It also adds a lot of damage to a BE that can stack attacks easily with access to Haste potions, The massive amount of utility and flexibility makes the Artificer hold it's own with the other classes, even though its class features don't add much to combat power directly as much as it does for the other half-caster classes.
July 14, pm UTC PURCHASER thanks for that But a point quickly, potions in 5e that emulate spells requiring concentration still require you to concentrate on the spell as though you had cast it as explained in the sage advice from wizards of the coast. Cause you can't just keep make craft reserve items endlessly, and a 7th lvl spell made with a spell scroll will still cost you with the class feature counted in between gold to make 50 to days , plus being that it takes an hour without the breakthrough See more feature to make any 1 potion or scroll using reserve your not going to get the chance to use up all you reserve unless you preping well in advance of combat.
That does change a lot.
Adding more craft reserve probably wouldn't be too game breaking then. My biggest reason for limiting it was to prevent too much potion and spell stacking abuse.
I'm not entirely sure how to add it in, other than saying "Starting at 11th level, you gain 2 Craft Reserve points per level, including this one. That probably wouldn't be too bad. Or I could start that effect at level 15 and add 5 more to the capstone, to make staying pure more attractive.
I know the capstone isn't flashy, but it is powerful.
Though that many spells and potions may be too strong. Maybe 35 is the sweet spot? That makes it 7 5th level spells or 5 7th level spells. I would probably try the first option I stated for the I would probably try the first option I stated, because 6 craft See more reserve vs a 1 level dip is a pretty hard decision as it is, let alone Item schematics are supposed to be an easy way to obtain such formulas.
One schematic is supposed to be the formula for only one specific magic item, so you need different schematics for a wand of fireball and a wand of polymorph by DMG guidelines. Of course, consult your DM to see how he or she wants to handle magic item creation.
If he says yes you can simply replace the feat to one that is more useful once you reach the point this feat is less useful than the slot it occupies. Alternatively if not, and you have a wizard or cleric within your ranks that is capable of casting certain 8th level spells one of which is chaotic , for a process that cost the spell caster a total of xp.
He can cast embrace the dark chaos, replacing a feat of yours feat, with an Abyssal Heritor Feat. Then casting Shun the Dark Chaos, will let you replace said Abyssal Heritor feat with any feat you qualify for. Creation Feats[ edit ] If you are patient, the Artificer will get vitually all of the creation feats for free as class abilities. Craft Construct is very useful if you want to make golems and other construct defenders, beyond your homunculi.
Such creatures can provide invaluable physical offense and defense, and give the party another flanking companion. Bind Elemental is incredibly powerful, if hard to come by. This may be particularly valuable if you are a Gnome. The Etch Schema feat, on the other hand, will allow you to create scroll-like items that cast a spell once per day, as opposed to once ever. A few schema covering your more commonly applied spells will help decrease your operating costs, while a few utility schema can help bypass unusual obstacles or provide versatility.
Eberron General[ edit ] Heroic Spirit vs. Action Boost[ edit ] If you come down to having to choose between having more Action Points, and having more powerful Action Points, the Artificer is better off having more AP. Many infusions are slow to cast, but can be sped up by burning an Action Point. However, the Mark of Finding will grant you a free Identify spell per day, which is always useful, and the Mark of Healing will let you be a much more effective healer for the party.
Artificer Specific[ edit ] The Artisan Feats[ edit ] First things first, please be sure you know that the errata fixed these and no longer allows them to stack with themselves. That out of the way, you should seriously consider at least one of these feats. This will stretch your Craft Reserve more on this later even farther, meaning you can make more magical items without having to spend any of your own xp.
If time is that essential in your game, you would be far better served by constructing a Dedicated Wright and letting it work on your items while you are out adventuring. At 20th level, it normally takes days to go through your free xp pool, and that's without breaking down vendor trash for free xp. Ask your DM if there will be a lot of down time in your campaign.
Additionally, this is a prerequisite for epic feats.
Attune Magic Weapon[ edit ] This one is practically a no-brainer, as long as you have the spare feats for it. As an Artificer, you are virtually the ONLY person in the party that is guaranteed to have a magical weapon. Its everything that Weapon Focus is, applies to any kind of weapon, and even throws in half of Weapon Specialization, for any weapon.
The only reason you would want to take Weapon Focus when Attune Magic Weapon is available is because they stack with each other. Extra Rings[ edit ] This is a strong feat. Very strong. It lets you benefit from four magic rings at one time instead of just two. Especially since you will have the ability to craft your own rings, this feat is invaluable.
Wand Mastery[ edit ] Good for Blastificers in particular, but good for any Artificer that's going to rely a lot on wands. Ups the save DC and effective caster level of wands you use by 2. Means its harder for your opponent to make a save against them, and it means you get more damage out of each shot. As in, if your wand is crafted as a 5th level Fireball wand, this feat will make the wand do damage as if it were a 7th level Fireball wand.
Given how expensive it is to up the caster level on wands, this one can go a long way. Not a must have, but definitely something to keep in mind if you just need a feat to take. Improved Homunculus[ edit ] If you plan on making good use of your Homunculi, like a pack of Iron Defenders, this is an important feat to have. You can upgrade the movement options of your homunculus like giving your iron defender the ability to fly , letting them deliver Sneak Attacks, or any number of other VERY useful abilities.
Rapid Infusion[ edit ] This one is a must have feat. Lets you speed up infusions as if you had spent an action point without actually spending one. Sure, its limited to once a day, but it will drastically cut down on your reliance on AP just to stay in the fight. Wand Surge[ edit ] A must have feat for Blastificers. Etch Schema[ edit ] Not exactly a must have feat for anyone, but a good feat for everyone at the same time. It lets you craft Minor Schema, which are essentially like Eternal Scrolls.
Schema are very important in Eberron, so its nice to be able to make and use them. Very flavorful. Plus, anyone with the spell stored in the schema can use the schema, so its actually an infinite scroll that the other spellcasters in your party can use without fuss or muss.
Sure, you could pay full price for a base item, but why bother when you can make it yourself for less, and you get to customize how it looks? Plus the fact that you can actually enchant something as you build it, you come out on top in terms of both money and time.
Weapon and Armor smithing[ edit ] Figure out what kind of weapons and armor you and your party is going to be using. You won't need more than that. Armorsmithing may or may not be a skill you want to keep maxxed out, see below. Note, Masterwork components have a craft DC of 20, which is higher than required for any standard armor or weapon.
Armorsmithing, Blacksmithing, Gemcutting, and Sculpting[ edit ] These are the skills that allow you to repair a Warforged character. In addition to repairing a WF, armorsmithing lets you make armor for yourself and your party, and there is a useful homunculus that requires Sculpting, so you should keep that in mind.
And, depending on what you make, your DM may ask for a Blacksmithing check for making metal objects like amulets and rings, if you want to make your own instead of buying them.
Knowledge Arcana [ edit ] Eberron is a world filled with ancient magic and powerful schemas, along with all sorts of lost magic, so this skill will serve you well. Its important, but not something you need to keep maxxed out. Spellcraft[ edit ] If you have the time, Spellcraft checks can help you identify the functions of magical items just by looking and playing with them. It will help you identify magical effects and find weaknesses in those effects that your other skills and powers can exploit.
This one you should keep maxxed out, or at least keep it higher than you do Knowledge Arcana. Do you have a Rogue in the party?
Is he going to be doing this sort of thing? If so, you can skip these completely, let the Rogue do it. Craft Skills in General[ edit ] The Homunculi all require various craft checks to create their bodies, but the DCs for these checks are relatively low. Figure out which Homunculi you want to make, and put just enough ranks in the appropriate crafting skills that you can succeed automatically by Taking With your high Int score, you can get away with just having ranks in these skills.
Or skip them entirely if you plan on paying somebody else to build the bodies for you. Appraise[ edit ] While not exactly a critical skill, its good for roleplaying.
Typically, you are going to be working with magic items, and you've got Identify for figuring out the details of any magic items you run across.
However, Appraise checks can be quite helpful for when you are scanning a room. Identify can be expensive, especially at low levels, however an Appraise check is free, and can at least help you narrow down the field of things that need checking. If you're going to be a master of all things trinket, you should at least be able to tell if said trinket is pure gold, or a dime a dozen Synergies[ edit ] A mark of a truly advanced Artificer player is one that knows how to work their skill points to the fullest, via skill synergies.
So, by spreading your skill points around a bit, you can get not only the benefits of the skill itself, but get an added bonus to other checks as well. Class Abilities[ edit ] Class abilities are what sets one class apart from another. Obviously the Artificer gets most of the Craft feats for free as class abilities, but they have other useful abilities as well.
Infusions[ edit ] While its true that Artificers are not spellcasters, and that they do not have spell lists, they do have Infusions, and those infusions act very much like spells. The main differences between spells and infusions is that an infusion can ONLY be placed on an item or a construct. Infusions never affect living beings directly although you could infuse a buff into an item, and then give the item to another character to wear, and let them benefit that way.
The only exception is the Warforged, who fall under the Construct category, which can be infused directly. The downside of infusions is that they often have long casting times, measure in minutes instead of actions or rounds although the Artificer can spend an Action Point to turn those minute long infusions into full round actions.
Even when sped up, it takes the Artificer a while to get into full swing. However, when they have time to prepare, the Artificer can be particularly deadly. Most effective, especially at low levels, is Personal Weapon Augmentation. You can basically think of Infusions as a kind of temporary magic item.
And while these may sound powerful, infusions are much more likely to have costly very costly! Which generally means you are going to rely on only a select few infusions with no costly components, and leave the expensive ones for emergency situations, or for later levels when you can actually afford them.
You can infuse all day long wearing your medium armor without fear of messing up. Something that has to be remember though is that infusions NEVER count as prereqs for crafting normal magic items. It does not matter that the Artificer has an infusion that duplicates the light spell, they still must make a UMD check to fake casting light. On top of this, it is also important to remember that infusions are not spells. They cannot be researched by any known means.
Learning new Infusions should never be allowed to be something that is done casually. Craft Reserve[ edit ] This is what really makes the Artificer stand out as being the best item creation expert in the game. Normally, the crafter must spend his or her hard earned xp when making a magical item. The Artificer, however, has their Craft Reserve, a set amount of points that can be used in the place of xp when crafting.
Something important to remember with your Craft Reserve though is that it is not additive. You get a set amount of craft points per level, and if you do not use them, you lose any unused points when you level up. You do not carry them over to add to the new total for that level. However, you can opt to simply not level up until after you have used all of your Craft Reserve. But, depending on your game, you may end up not getting full use of your Reserve if you are spending a lot of time in the field with no downtime to craft in.
Use an Appraise or Spellcraft check to see if you think something might be magical, then make an Artificer Knowledge check to find out for sure. Then you can use Identify without the risk of wasting that pearl on something non-magical. Disable Trap[ edit ] Its just like the Rogue ability. Lets you disable traps with a DC higher than Useful for when you are replacing a Rogue. Item Creation[ edit ] The bread and butter of the Artificer class is the ability to make any magic item in the game via UMD checks.
In other words, if you want to make a Wand of Fireball, you would craft normally, then make a DC 25 UMD check because the lowest level anyone can cast Fireball at is lvl 5.
And to make it even easier on the Artificer, they can make the check multiple times. The other important thing to remember is that the Artificer, through the virtue of being an Artificer, can create items 2 levels sooner than everyone else. For example, an Artificer can make a Scroll of Fireball at 4th level, when a Wizard has to wait until 6th because of the caster level. The Artificer would still count as being 4th level for determining how much damage that fireball would do, but he can still make the scroll 2 levels sooner than anyone else can.
One odd restriction though. The reason behind this odd rule is that, by the rules, the Artificer can make a scroll of any spell he can make the UMD check for. The Wizard can learn any spell he can get his hands on a scroll of. To prevent that abuse, the higher ups put in this rule, meaning that the Wizard cannot scribe them over. Here is an example of how to price wands made by an Artificer: Here is the corrected and revised pricing for wands.
The proper formula for calculating the values are: x Caster Level x Effective Spell Level including any built in metamagic levels! Yes, that k Item really does take xp to make! Yes, a K item does take 7 months! Consider a Wand of Doodle. These feats all work off the base pricing, they do not work off of each other.
Market or base cost! Scorching Rays top out at caster level 11 for damage. Fireballs and Lightning Bolts top out at 10th. Force Orbs top out at 10th. Forceballs and Elemental Orbs top out at Charge Cost: 90 gp Multiply the numbers bolded by. Cost 10,, xp , 21 days to make. Charge Cost: Edited to 7th CL per Cost minimums. Charge Cost: gp. Cost, 15, You can Empower this, Maximize this, Quicken this Normally crafting a homunculus requires the Craft Construct feat, but the Artificer gets the ability for free, and they can come in very handy, should you choose to use them.
When making an Artificer, you should look through the various Homunculi and see which craft skills are required to make them, and take enough ranks in those skills that you can make them without difficulty. Which homunculus you make, and when you make it depends a lot on personal preference. My recommendation for your first Homunculi, should you choose to build them, is the Expeditious Messenger.
Its cheap and easy to build, can fly, and has a perfect telepathic link to it's master. The writeup in the book discusses using them essentially as a radio to send messages back and forth.
Let them fly up and ahead to scout the area, and keep you informed as to whats there. Being of size Tiny also means they get a huge bonus to Hide checks, which means they can hide in a room and relate back to you everything that is said in it, great for spying. Next on the list, overall, is the Dedicated Wright.
The job of the Artificer is to build things. However, its no fun to always be stuck in your laboratory spending a month to craft that magic sword while everybody else is either out having fun, or sitting around twiddling their thumbs waiting for you.
Enter the Dedicated Wright. You come in, make the initial checks, and you can leave to do whatever you want while this homunculus does the tedious day to day crafting. Set him to work, go adventuring, and have your new magical item finished for you when you get back. The next one is a matter of personal taste. Perfect for more martially oriented Artificers, or those that tend to get picked on by the monsters for all the Scorching Rays you're firing off from your wands.
If you take the Improved Homunculus feat however, you can get a lot of options to make the Iron Defender a much more powerful choice.
It can turn a mediocre pet at higher levels into something to be feared, which is a good thing for the Artificer. With its ability to sneak around and steal things, nothing is outside of your grasp. BBEG has a cool wand on his belt? Send your Filcher out to to literally climb his leg and take it away from him.
Chances are, he'll never notice it was gone. And although it lacks the real time intelligence gathering ability of the Messenger, its much better at hiding and creeping around, so its a good choice for spying as well.
Magic of Eberron introduces several new homunculi as well. The Arbalester, despite its picture, is a crossbow. It's good for ranged support, and with its high Balance check, it can usually sit on your shoulder and plunk away at the enemy.
The Persistent Harrier is good for making Sneak Attacks for you, however it is made obsolete the instant you have Improved Homunculus as you can give that same ability to your Iron Defender. The Packmate is a walking treasure chest homunculus, but one earns its keep in a way none of the others do. Retain Essence[ edit ] This lets the Artificer essentially deconstruct any magic item and suck the XP used to create it out and put into their craft reserve.
While you may still prefer to sell those excess magic items off for gold, the Artificer gets the option to suck them dry so that he can create more magical items than he normally could. Or another way to look at it, if you find a suit of armor with an enchantment you want, you can Retain Essence on it, then enchant the armor you already have with that xp, essentially transferring the enchantment.
Only catch is that you have to be able to craft the item normally before you can use Retain Essence on it as in, you cannot Retain Essence on a magic ring until you actually get Forge Ring. However, it does require you to sit there for 24 hours, in which time who knows what could attack you.
But, if you manage to bypass traps on the way in, you win the big fight, and have lots of time to kill on the way out, you might as well stop and Retain those traps you bypassed earlier. They let you apply any metamagic feat you know to spell trigger and spell completion items aka wands and scrolls. With it, you can pick up a normal wand, and by burning more charges per shot, pile on metamagic such as Empower, Twin Spell, or Energy Admixture to whats already there.