Artificer

Class Changes

   

Level 2: Replicate Magic Item

For this feature, each item you create that does not have charges has the following resonance score.    
  • Common: 1
  • Uncommon: 2
  • Rare: 2
  • Epic/Very Rare: 3
  • For an item with charges, each charge of a charged item should be equal to half the cost of the item's rarity divided by the number of charges. For the cases where the charged item directly casts a magical spell, the cost should be equal to the spell scroll value. If both these are true, the higher cost should be used. Charged items do not cost gold to create, but are created with no active charges. If instead you spend half of the gold cost of the max charges when you create the item, it comes with full charges.  

    Level 6: Magical Item Tinker

    In addition to the other abilities gained this level, you also gain the ability to instantly absorb your Quintessence back from an item. When you must roll to break attunement from a magical item and fail, you may choose to succeed instead. You may use this a number of times equal to your prefieicny bonus. You regain all uses after completing a long rest.  

    Level 10: Magical Item Adept

    Instead of gaining an additional attunement slot, you instead increase your Quintessence Score by 3.  

    Level 14: Magical Item Savant

    Instead of gaining an additional attunement slot, you instead increase your Quintessence Score by 4.  

    Level 18: Magical Item Master

    Instead of gaining an additional attunement slot, you instead increase your Quintessence Score by 5.

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