Arcane Inventor

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Additional Industrial Vision

Detailed here is an additional Industrial Vision: Arcane Inventor. You may choose this Industrial Vision when you reach 3rd level as an industrialist and gain additional features from that Industrial Vision at 6th, 11th, and 17th level.

Arcane Inventor

You desire to see the world embrace both technology, and magic, hoping to see the furthering of civilisation by the combination of the two. You have split your study between both disciplines, and have gained the ability to augment your inventions with arcane power.

Spellcasting

When you reach 3rd level, you have learned to augment your inventions with the ability to cast spells. See chapter 10 for the general rules of Spellcasting and chapter 11 for the wizard spell list.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 11th level.

Casting Spells of 1st-Level and Higher The Arcane Inventor Spellcasting table shows what level of Spell slots you can use; all of your Spell Slots are the same level. To cast one of your Arcane Inventor Spells of 1st level or higher, you must expend a power charge.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice. The Spells Known column of the Arcane Inventor Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.


Spell Save DC = 8 + your proficiency bonus + your

Intelligence modifier.


Spell Attack Modifier = your proficiency bonus + your Intelligence modifier.


Imbued Inventions

Starting when you choose this industrial vision at 3rd level, you have learned to imbue your inventions with arcane power. When you cast a spell that requires an attack roll, or for the target to make a saving throw, you can choose to imbue it's power into one of your inventions.

Arcane Inventor Spellcasting
Industrialist level Cantrips Known Spells Known Spell Slot Level
3 2 3 1st
4 2 3 1st
5 2 3 1st
6 2 3 1st
7 2 4 1st
8 2 4 1st
9 2 4 2nd
10 2 4 2nd
11 3 5 2nd
12 3 5 2nd
13 3 5 2nd
14 3 5 2nd
15 3 6 2nd
16 3 6 3rd
17 3 6 3rd
18 3 6 3rd
19 3 7 3rd
20 3 7 3rd

If you do so and hold an invention throughout the casting, you expend the spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that invention for later use if the invention doesn’t already contain a spell from this feature. The next attack roll made with that invention releases the effects of the spell. If the attack misses, the spell is lost.

A spell that requires an attack roll automatically hits, so long as the attack roll with the invention hit. Roll damage for the invention, as normal, and add the effect, or damage dealt by the spell.

A spell that requires the target to make a saving throw functions normally. Roll damage for the invention, as normal, and have the target hit with the attack, and any creatures in the affected area of the spell (including you), roll a saving throw against your spell save DC. On a failure, they are affected by the spell.

When you imbue an invention with magic in this way, it must be used within a number of hours equal to your Intelligence modifier. After that time, the magic fades, and the spell is lost.

Additionally, you can use an invention as a spellcasting focus, and gain proficiency in the Arcana skill.

Energy Empowerment

Beginning at 6th level, you have learned how to strengthen spells that use the same element as your power charges. When you expend a power charge to cast a spell that deals damage of the same type as your uncovered energy feature, it ignores resistance to damage of that type.


When you reach 17th level, spells you cast that deal damage of the same type as your uncovered energy feature treat immunity to that damage type as resistance.

Expanded Study

At 11th level, you have expanded your studies with different types of spellcasting, and experimented with their affects whilst bound to your inventions. Choose two spells from any class. A spell you choose must be of a level you can cast, as shown on the Arcane Tinker Spellcasting table, or a cantrip.

The chosen spells counts as arcane inventor spells for you, but they don't count against the number of spells you know.

Whenever you gain a level in this class, you can replace the two spells you learned with this feature with two spells of your choice from any spell list. The new spells must be of a level you can cast.

Arcane Overcharge

At 17th level, before you cast a spell with a casting time of an action, you can use a bonus action to overcharge the power charge used in the casting of that spell. When you cast the spell, the spell is considered to have been cast with a 5th-level spell slot. You can use this feature once, and regain the ability to do so after finishing a long rest.

 

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