Grek
2015-04-06, 11:01 PM
What this is: An Archtype available to 5e Bards, Clerics, Druids, Sorcerers and Wizards to make them feel like Eberron setting artificers. It aims to let you do artificer/magitech stuff like making magic items and industrializing magic without actually disrupting the 5e "Magic Items are at DM discretion only" economy too badly. It does this by letting you give rituals, concentration spells and cantrip-casting wands to non-magical characters: stuff that was already available to the other PCs for a feat if they were interested, but which is generally not available to D&D's hypothetical 1st level commoner outside of magitech settings. The War Wand is basically an invention of my own. It seems like the sort of thing that would have existed during the Last War, but has no particular support in the Ebberon setting as far as I know. Likewise, infusions aren't exactly the same thing as artificer infusions in 3.5e, and I feel like that is probably for the best.
Crafting Proficiencies: At 2nd level (or at 3rd if you are a bard) you gain proficiency in the use of a herbalism kit and two sorts of artisan's tools. If your DM allows players to create magic items, you know how to create kinds made using tools you are proficient with.
Prepare Infusion: At 2nd level (or at 3rd if you are a bard) you learn to prepare infusions. An infusion is a magical drink similar in nature to a potion, but of a far more temporary nature. An infusion contains one spell of duration of 'concentration' and a range of 'self'. The drinker of the infusion gains the benefit of the spell for as long as they continue to concentrate. Drinking an infusion disrupts concentration on existing concentration spells. Preparing an infusion requires a vial of water, the use an herbalism kit, ten minutes and a casting of the spell to be infused. An infusion remains potent until the spell slot used to cast it is regained.
Etch Schema: Starting at 6th level, you gain the ability to etch magical schema of any ritual spell you know. A schema is a magical writing similar in nature to a scroll, but written on permanent materials such as stone tablets or metal plates. Each schema contains step by step instructions for casting a single spell, allowing anyone, spellcaster or not, to cast the spell as a ritual once per day. Etching a schema takes an hour and costs 200 gold per spell level of the spell contained within. Schema for cantrips cost 50 gold to make.
Craft War Wand: At 10th level, you are able to create spellcasting weapons usable by magical and nonmagical characters alike. These weapons, known as war wands, are constructed from ordinary spell foci and been imbued with two spells: one cantrip and one other spell. Both must be of instantaneous duration and lack expensive material components. By attuning to the war wand, the wielder may treat both spells as if they were known and currently prepared. Although no magical ability is required to cast a cantrip from a war wand, higher level spells require spell slots as normal and may be of little use to noncasters. Crafting a war wand takes one hour, a spell focus and 100 gold per level of the noncantrip spell to be imbued. A war wand containing two cantrips requires only the time and the spell focus. Despite the name, any spell focus may be used - wands are merely the most common form.
Create Warforged: Starting at 16th level, you rediscover the secrets of creating living constructs. With standard tools, it takes full month of effort and 1000 gold to assemble and enchant a single warforged. By spending six months and 10000 gold constructing a Creation Forge, you may cut the time to do so down to a single day. Regardless of the method used in their creation, these living constructs are not mindless servants. Though often quite fond of their creators, warforged have minds of their own and will leave if mistreated or if better opportunities clearly await them elsewhere. Note that in many settings the creation of warforged is illegal or restricted. With DM permission you may discover some other major innovation instead of or in addition to this one.
Crafting Proficiencies: At 2nd level (or at 3rd if you are a bard) you gain proficiency in the use of a herbalism kit and two sorts of artisan's tools. If your DM allows players to create magic items, you know how to create kinds made using tools you are proficient with.
Prepare Infusion: At 2nd level (or at 3rd if you are a bard) you learn to prepare infusions. An infusion is a magical drink similar in nature to a potion, but of a far more temporary nature. An infusion contains one spell of duration of 'concentration' and a range of 'self'. The drinker of the infusion gains the benefit of the spell for as long as they continue to concentrate. Drinking an infusion disrupts concentration on existing concentration spells. Preparing an infusion requires a vial of water, the use an herbalism kit, ten minutes and a casting of the spell to be infused. An infusion remains potent until the spell slot used to cast it is regained.
Etch Schema: Starting at 6th level, you gain the ability to etch magical schema of any ritual spell you know. A schema is a magical writing similar in nature to a scroll, but written on permanent materials such as stone tablets or metal plates. Each schema contains step by step instructions for casting a single spell, allowing anyone, spellcaster or not, to cast the spell as a ritual once per day. Etching a schema takes an hour and costs 200 gold per spell level of the spell contained within. Schema for cantrips cost 50 gold to make.
Craft War Wand: At 10th level, you are able to create spellcasting weapons usable by magical and nonmagical characters alike. These weapons, known as war wands, are constructed from ordinary spell foci and been imbued with two spells: one cantrip and one other spell. Both must be of instantaneous duration and lack expensive material components. By attuning to the war wand, the wielder may treat both spells as if they were known and currently prepared. Although no magical ability is required to cast a cantrip from a war wand, higher level spells require spell slots as normal and may be of little use to noncasters. Crafting a war wand takes one hour, a spell focus and 100 gold per level of the noncantrip spell to be imbued. A war wand containing two cantrips requires only the time and the spell focus. Despite the name, any spell focus may be used - wands are merely the most common form.
Create Warforged: Starting at 16th level, you rediscover the secrets of creating living constructs. With standard tools, it takes full month of effort and 1000 gold to assemble and enchant a single warforged. By spending six months and 10000 gold constructing a Creation Forge, you may cut the time to do so down to a single day. Regardless of the method used in their creation, these living constructs are not mindless servants. Though often quite fond of their creators, warforged have minds of their own and will leave if mistreated or if better opportunities clearly await them elsewhere. Note that in many settings the creation of warforged is illegal or restricted. With DM permission you may discover some other major innovation instead of or in addition to this one.