Artificer: Warmage (Need a better name!!!)
Before I begin:
- This is an attempt to hone this original idea I posted here last month.
- Several people on that other post pointed out the Warmage class created by Mage Hand Press. It’s very cool, but was hoping for something simpler that uses the Artificer chassis. So here I am again.
- I’m going to try to refrain from commenting in the post to reduce clutter. I’ll put some thoughts in the comments.
#LEVEL 3
Tools of the Trade:
- You have proficiency in Arcana and can choose any two cantrips from the Artificer spell list. These do not count against your known cantrips.
- Crafting time for any spellcasting focus (or wondrous item?) is halved
Cartographer Spells:
- At Artificer levels 3, 5, 11 and 15; you can choose any two cantrips or a cantrip and a ritual spell from the Artificer, Cleric, Wizard or Druid spell lists. These count as Artificer spells for you and do not count against your known spells or cantrips.
- Note: At level 11, you can elect to place any cantrip empowered with a 1st, 2nd or 3rd level spell slot into the Spell Storing Item.
Tactician:
- You may use your Intelligence instead of your Dexterity modifier for Initiative.
Cantrip Mysteries:
- Instead of “Weapon Masteries” … get it????
- These only apply to your Artificer cantrips
- Choose any 2 Cantrip Mysteries. You can switch out Mysteries after a long rest. You can learn an additional Mystery at levels 5, 9 and 15.
- You must expend an Artificer spell slot to empower a cantrip. If the effect has a duration, the length of the duration 1 round for a 1st level spell slot and 1 additional round for each level above 1st.
- If an enemy has resistance to a.damage type, rhey also have advantage on the save of any effect. If they have immunity to the damage type, they have immunity to the effect.
- The list of Mysteries is at the end of the document.
Empowered Cantrips: (This needs a different name)
- Unlike the Cantrip Mysteries, these are applicable to any cantrip that meets the requirement.
- When you deal damage with a cantrip, you can use your bonus action to increase the damage against one target by expending an Artificer spell slot. The damage is 1d8 for a 1st level slot and 1d8 for each level above 1st.
- When you cast a cantrip that requires concentration but does not deal damage (Blade Ward, Resistance or Guidance), you can expend an Artificer spell slot to remove the concentration requirement. In addition to removing the concentration requirement, each spell slot above 1st doubles any effect of the cantrip. (That is to say a 2nd level spell slot would make it so Resistance wouldn't require concentration and would reduce 2d4 damage of the associated damage type.)
- If a cantrip requires a saving throw, you may use your bonus action to expend a 1st level Artificer spell slot to change the save to Intelligence. Any spell slot level above 1st subtracts an additional 1d4 from the the saving throw. (That is to say, with a 2nd level spell slot, all targets would make an Intelligence saving throw with an additional 1d4 subtracted from it.)
#LEVEL 5
Helping Hand:
- You know the Mage Hand cantrip and always have it prepared. If you already know the Mage Hand cantrip, you may choose another cantrip from the Artificer spell list. It is a permanent summon unless destroyed.
- You can use a magic action to move it 30 feet and deliver any cantrip. This includes ranged, touch and AOE. In addition, you can deliver a cantrip with a range of self as if it were a range of touch. It cannot do this if it is holding something else.
- As an action or bonus action, you can command your Mage Hand to perform the "utilize" action with something it is holding or takes from you.
- Opportunity attacks trigger when leaving range of your Mage Hand.
#LEVEL 9:
Expanded Empowerment: (I hate this name)
- You can cast defensive or beneficial cantrips as a bonus action or as a reaction when you or an ally in range of you or your Mage Hand is attacked.
- When you expend an Artificer spell slot to empower a cantrip, it gains two effects (for example, extra damage and changing the save or removing concentration and a mystery).
#LEVEL 15:
Cooperative Cantrips
- If an ally within 30 feet of you casts a cantrip, you can use your reaction to expend an Artificer spell slot to empower the cantrip.
- If you cast a cantrip and do not use your bonus action an ally can use their reaction to expend one of their spell slots for empower your cantrip. You choose how the cantrip will be empowered.
Three Effects: (Need a better name)
- When you expend an Artificer spell slot to empower a cantrip, you can choose three effects.
#Cantrip Mysteries:
Note: I'm thinking about excluding any bladetrips from this both for flavor and to manage potency. Would like your thoughts.
- When you deal damage with a cantrip that does radiant damage, the target must succeed on a Constitution Saving Throw or all attacks on that target have Advantage for a duration depending on the level of the spell slot expended. (Starry Wisp, Word of Radiance, Sacred Flame)
- When a target fails the save against a cantrip that deals psychic damage (basically Mind Sliver), they have disadvantage on attacks against anyone but you for a duration depending on the level of the spell slot expended
- When you deal necrotic damage with a cantrip (basically Chill Touch and Toll the Dead) the target Frightened on a failed Wisdom save for a duration depending on the level of the spell slot expended
- When you deal Thunder damage from a cantrip (basically Thunderclap), the target is knocked prone if it fails a Constitution save for a duration depending on the level of the spell slot expended
- When you deal fire damage from a cantrip (Firebolt and Produce Flame), it causes 1d6 damage on subsequent rounds if the target fails a Constitution save for a duration depending on the level of the spell slot expended
- When you deal cold damage with a cantrip (Ray of Frost), it reduces movement to 0 for a duration depending on the level of the spell slot expended
- When you deal acid damage with a cantrip (Acid Splash), it reduces target’s AC by 1d4 on failed Constitution save for a duration depending on the level of the spell slot expended
- You can cast Light on an enemy’s armor (touch) to cause blindness on a failed Constitution save for a duration depending on the level of the spell slot expended
- Dancing Lights can be cast on a single enemy who will be Charmed (like Hypnotic pattern) if they fail a Wisdom saving throw . On subsequent rounds, if you move the Dancing Lights as a bonus action, the target will follow them. Each spell slot level expended above 1st either adds an additional round of Charmed or targets an additional creature Thorn Whip restrains the target for one round on a failed Dexterity save. Each spell slot level expended above 1st restrains the target for an additional round.
- Shocking Grasp stuns the target on a failed Constitution save for a duration depending on the level of the spell slot expended
- Spare the Dying brings the target back to 1 hit point. Each spell slot level expended above 1st level adds an additional [5 or 10] Temporary HP.
- If you use Message to communicate with an ally, you can whisper words of encouragement. They gain 1d10 temporary hit points for each spell level used.
- Cantrips that deal Force damage (Sword Burst) push the target back on a failed Strength save, 5 ft for every level of the spell slot expended