The Artificer, a 5th edition Dungeons and Dragons Archetype
So quite a while ago, WOTC released the Eberron UA, which was cool, I'd never even heard of Eberron, but it sounded cool. I didn't understand why people didn't like the Artificer wizard tradition, it was pretty sweet. Recently I did some research, and was considering running an Eberron campaign, so I did my research, and read the 3.5 Eberron guide. THAT was when I saw just what the Artificer was supposed to be. So I did my sacred duty to the silver flame, and converted it to 5th edition. Instead of the Wizard Chassis, I decided to go with something completely different, The artificer didn't really have that many spells, and it was described as a dabbler in magic of all sorts. The bit about the dabbler, and some of the features lending themselves to skill checks, made me think of the rogue, and I gave it a shot. Tell me what you think in the comment box, I tried to make it balanced, but If you guys think it's screwy lemme know so I can fix it.
Artificer Roguish Archetype
Skilled in the magical arts: starting at 3st level you gain proficiency with tinker's tools, alchemist's tools, and the arcana skill.
Artificery: At 3rd level, you gain the ability to create useful magical devices, potions, and single use wands. by spending 1 minute combining reagents and assembling components, you can create a Magical Device that duplicates the effect of any spell of 1st level. you select the spell that the Magical Device duplicates during the creation of it. Use of the device takes as much time as casting the spell who's effect it replicates, and it is destroyed after a single use(though it's effects might linger if the spell has a duration). You have a number of uses of this feature equal to your Inteligence modifer halved (round up), and regain all uses after a short rest. you may have one Magical Device in existence at a time, and any attempt to create a second one fails (if your device creates an effect with a duration, this does not prevent you from creating a new device). at level 7, the device you create can replicate any spell of 2nd level or lower. At level 13 the device can replicate any spell of 3rd level or lower, and at level 19 it can replicate any spell of 4th level or lower. In addition to yourself, any creature who is physically capable of manipulating the Magical Device can use it as long as the spell it replicates does not target self. For example, a fighter could not use an Artificer's Magical Device to cast Shield on himself, as the spell has a target of self. Only the Artificer who made the Magical Device can use it if it replicates a spell with a target of self.
Infused Weaponry: at 9th level, you can infuse a single weapon with magic in a 10 minute ritual, it gains a +1 bonus to attack and damage, and is treated as a magic weapon for all purposes. if your infused weapon is ever lost or destroyed, you can infuse a new one, rendering the old one non-magical
Use Magical Device: at 13th level, you ignore all class, race, and level requirements on the use of magic items
Greater Artificery: On reaching 17th level, your mastery of magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item. to create an item requires you to suceed on a DC 15 Arcana(Intelligence)The DC of the check is based on the rarity of the item you wish to create, and is listed on the Greater Artificery Crafting chart if you fail either of the checks, you must wait a month before attempting to use this feature again. At your DM's descretion, you may be able to expend rare and valuble components to craft an item not listed on the Magic Item Tables A and B
Greater Artificery Crafting
Item Rarity Gold expenditure All Check DCs
Common 50 16
Uncommon 250 18
Rare 2500 20
Very Rare 25000 23
Legendary 250000 25
Artificery: At 3rd level, you gain the ability to create useful magical devices, potions, and single use wands. by spending 1 minute combining reagents and assembling components, you can create a Magical Device that duplicates the effect of any spell of 1st level. you select the spell that the Magical Device duplicates during the creation of it. Use of the device takes as much time as casting the spell who's effect it replicates, and it is destroyed after a single use(though it's effects might linger if the spell has a duration). You have a number of uses of this feature equal to your Inteligence modifer halved (round up), and regain all uses after a short rest. you may have one Magical Device in existence at a time, and any attempt to create a second one fails (if your device creates an effect with a duration, this does not prevent you from creating a new device). at level 7, the device you create can replicate any spell of 2nd level or lower. At level 13 the device can replicate any spell of 3rd level or lower, and at level 19 it can replicate any spell of 4th level or lower. In addition to yourself, any creature who is physically capable of manipulating the Magical Device can use it as long as the spell it replicates does not target self. For example, a fighter could not use an Artificer's Magical Device to cast Shield on himself, as the spell has a target of self. Only the Artificer who made the Magical Device can use it if it replicates a spell with a target of self.
Infused Weaponry: at 9th level, you can infuse a single weapon with magic in a 10 minute ritual, it gains a +1 bonus to attack and damage, and is treated as a magic weapon for all purposes. if your infused weapon is ever lost or destroyed, you can infuse a new one, rendering the old one non-magical
Use Magical Device: at 13th level, you ignore all class, race, and level requirements on the use of magic items
Greater Artificery: On reaching 17th level, your mastery of magic allows you to produce a variety of magic items. You can create a single item chosen from Magic Item Tables A and B in chapter 7 of the Dungeon Master’s Guide. It takes you 1 week to produce such an item, and you must rest for 1 month before using this ability to craft another item. to create an item requires you to suceed on a DC 15 Arcana(Intelligence)The DC of the check is based on the rarity of the item you wish to create, and is listed on the Greater Artificery Crafting chart if you fail either of the checks, you must wait a month before attempting to use this feature again. At your DM's descretion, you may be able to expend rare and valuble components to craft an item not listed on the Magic Item Tables A and B
Greater Artificery Crafting
Item Rarity Gold expenditure All Check DCs
Common 50 16
Uncommon 250 18
Rare 2500 20
Very Rare 25000 23
Legendary 250000 25