see a potential creation in everything. At 14th level, your influence over machinery has allowed you That clock over there? Could become a to augment your abilities with your creations. You choose one clockwork drone, with a little input of the following benefits, which can be changed during a long from myself” - Elias d’Cannith, Inventor rest. At 19th Level, you can have two benefits at a time. While Artificers require tools to invent machinery, Bearers of Augmentations the Great Mark of Making can use pure willpower to form Name Effect objects from their surroundings, or simply out of thin air. Armoured +2 To AC Your creations are manifestations of your imagination, and Artificial Strength Score Increases by 2 your familiarity with the power of artifice gives you a certain Might influence over magic items in general. Artificial Dexterity Score Increases by 2 Agility Inventor’s Expertise Artificial Constitution Score Increases by 2 At 1st Level, both your knowledge of magical items and your Fortitude tinkering abilities are magically enhanced. You add double your proficiency bonus to Intelligence (Arcana) and Dexterity Mental Intelligence Score Increases by 2, (Sleight of Hand) Checks. Database Enhanced Gain Proficiency with unarmed strikes, which Duplicate Object Strikes now deal 1d6 + (Strength or Dexterity) Bludgeoning Damage At 1st Level, you can create a convincing duplicate of a tiny object, as an Action. This duplicate is identical in appearance, Automobile Speed Increases by 10ft size, and weight, but does not share it’s magical properties, if it has any. The DC for identifying the duplicate is equal to Disenchant your spell save DC. The object lasts a number of days equal at 18th Level, you can use your power over magic items to to 1d4 + Your Charisma Modifier. Once you use this ability, remove enchantments from an object. As an action, you can you cannot use it again until you finish a long rest. touch a magic item, expending sorcery points according to the table. You and the owner of the item (or the item itself, if Formulate Weapon the DM deems it sentient) make opposed charisma checks. If At 6th Level, you have gained the ability to instantly create a you succeed, the item loses all its magical properties. weapon. As a bonus action, you can spend 2 sorcery points to Disenchantment roll on the table, and the resulting weapon appears in your hand (You always have proficiency with the weapon you Item Rarity Point Cost create). You can +1 to this roll for each extra sorcery point Common 1 you spend during this creation, to a maximum of +4. No Uncommon 3 matter the weapon type, it is magical, with a +1 bonus to attack and damage rolls. This bonus increases to +2 at 12th Rare 5 level, and +3 at 18th. The weapon lasts until you finish a short Very Rare 8 or long rest Legendary 12 Weapon Created Is Sentient +4 1d6 + Bonus Weapon 1 Dagger 2 Shortsword 3 Javelin 4 Quarterstaff 5 War Pick 6 Longsword 7 Battleaxe 8 Pike 9 Maul 10 Greatsword