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School of Artifice (2020)

A
dherents of this Arcane Tradition believe that For example, a 12th level Wizard of this Arcane Tradition
innovation is best served through would know one 5th and one 6th level spell. They still receive
experimentation. To an artifice inventor, spell slots as usual, and may cast lower level spells using
understanding magic is an evolving art on the higher level spell slots as per the usual rules.
cutting-edge of discovery and mastery that leaps
further ahead with each passing year. Inventors Safety Protocols
value novelty and discovery and this penchant Invention is a dangerous profession. At 2nd level you have
pushes them to seek a life of adventure. A hidden ruin might learned to defend yourself from accidents and saboteurs. Add
hold a forgotten magic item or a beautifully crafted mirror proficiency with light armor and weapon proficiency from the
perfect for magical enhancement. Artifice inventors win following: hand crossbow, net and whip. Choose one of these
respect and renown among their kind by uncovering new lore weapons and add it to your inventory.
or inventing new methods of creation.
An inventor who hears news of a newly discovered magic Signature Apparatus
item must act fast to get it before any rivals do. Good
inventors uncover or create items on adventures or trade At 2nd level you may select one from the following:
with those who possess items they are keen to own. Evil ones Gadget - A device of your choosing is able to create the
have no problem committing crimes to claim what they want. effect of any one (1) cantrip. You may reconfigure your
Almost every artifice inventor has at least one rival, someone gadget to swap this cantrip out for any other during a long
whom they seek to outdo at every turn. By the same token, or short rest. Please note that only your artificer knows
inventors with similar philosophies and theories band how to operate and understand this gadget, it can be given
together into guilds or societies. They share their discoveries to others but will not function with magical effects.

and work together to verify their theories or projects to keep

ahead of their rivals. Vehicle - Choose a GM-approved vehicle appropriate for


Knowledge and Craft your campaign. When you pilot this Signature Apparatus
vehicle you may use it to cast the equivalent of two (2)
At 2nd level add proficiency with Tinker's tools and choose cantrips. Furthermore, you automatically gain proficiency
any two additional tool or vehicle proficiencies. Add an and expertise (double proficiency bonus) with this vehicle.
additional proficiency at 6th and 10th level. Anyone else who tries to use the vehicle will be unable to
For the inventor tools and gizmos function as a spellcasting use its magical functions.

focus. These contraptions open up new opportunities but also

limit the range of kinds of magic the Inventor can learn. You
are only able to learn one spell at each level above 4th.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Workshop - Your character has a GM-approved workshop Signature Apparatus Upgrade
or lab appropriate for your campaign. When doing work in
this Signature Apparatus space you are able to use it to: At 10th level you may select an additional new signature
Create the effect of one (1) cantrip within the apparatus from the list or choose to improve an existing one:
bounds of the workshop
Roll with advantage on any intelligence or wisdom Gadget - Your device can now also create the effect of a
skill checks used within the workshop 1st level spell. Choose one from the following: absorb
Cast any spell you know as a ritual within the elements, expeditious retreat, feather fall, fog cloud,
workshop, once per day grease, jump. You may cast this spell with the Signature
You may cut the time and cost of learning a new Apparatus as many times as equal to your proficiency
spell in half modifier. Spells with a range of Touch may only be cast on
No one else may use the spells and skill benefits of yourself. You need to take a short or long rest before using
your workshop this feature again.

Spontaneous Invention Vehicle - Your vehicle can now also create the effect of
one 1st level spell, emanating from the vehicle. It takes
Beginning at 6th level, you can swiftly create the perfect time to prepare or reload - you need to take a short or long
device for your current situation. As a bonus action, you rest before using this feature again. Additionally, the
choose one skill based on Strength or Dexterity, or a any tool. vehicle's hit points are doubled and its speed is increased
You instantly invent a new device to assist in the task at hand. by 50%.

For the next minute, you may roll with advantage for any

ability check for that skill or tool. Once you use this feature, Workshop - Create the effect of one spell of 3rd level or
you must finish a long rest before you can use it again. lower within the bounds of the workshop as a ritual, once
per long rest.

Aether Scanner
Starting at the 6th level and beyond you have developed a Jury-Rigging Upcycler
detection device and keen sense for the presence of magic. From 14th level you may forgo the normal effects of a short
Add detect magic and identify to your list of known spells if rest to disassemble a gadget to create a different one. Until
you do not have it already. You may cast this spell as an action you take a short or long rest, you may cast a spell you
once per short or long rest. Additionally, you have advantage currently do not know once. The spell you choose must be on
on all Intelligence (Arcana) checks to understand the the wizard spell list and of a level for which you have an
workings of magical traps, effects, or runes.
available spell slot, which is expended on use of this feature.

You must provide any components that cost gold.


Transferable Inventions
Authors
Jeff Ginger Beginning at the 14th level, you can give others your spell-
Andrew Rehn
casting inventions. You may spend an action to infuse a spell

of 3rd level or below into a device, which can be triggered by
Art Credits another and uses your Spell Save DC and/or Casting
Welding Sparks by Raymond Swanland
Modifier. Devices retain magical charge for up to 24 hours
Voltaic Brawler by Raymond Swanland and require 10 minutes of instruction per level prior to use.
Saheeli Rai by Willian Murai

Changelog
1.0 - Forked from Original. Fixed broken images.
Removed language proficiency and Arcane
Recovery restriction. Signature Apparatus no longer
overlaps with Artificer. Adjusted apparatus
upgrade, nerfed Aether Scanner.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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