Artificer Specialist
Spellscrawler
The magic of artifice takes many forms; some mechanical, some alchemical, and others artful. Artificers who practice Spellscrawling learn to shape magic through intricate art and designs made with special ink. By inking their flesh, or by scribing upon a weapon, artificers can make even the most mundane subject a thing of arcane wonder.
Arcane Ink
When you choose this specialization at 3rd level, you gain proficiency with painter's supplies. Using these tools, you have learned to create a special mixture of arcane ink that allows you to channel magic through your designs. You start with 3 vials of special ink, and may refill any missing ink at the end of a long rest. The number of vials you may have increases to 4 at 5th level, 5 at 7th level, and 6 at 9th level.
Once per day, you may spend 1 minute transmuting up to 3 vials of ink into a single spell slot of a level equal to the amount of vials you expend. Alternatively, you may instead refill vials by spending one spell slot up to 3rd level, regaining 1 vial per spell slot level spent.
Spellscrawl Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spellscrawl Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Spellscrawl Spells
Artificer Level | Spellcrawl Spells |
---|---|
3rd | Illusory Script, Mage Armor |
5th | Immovable Object, Magic Weapon |
9th | Elemental Weapon, Glyph of Warding |
13th | Death Ward, Stoneskin |
17th | Skill Empowerment, Teleportation Circle |
Enchanted Sigil
Also at 3rd level, you can inscribe a special empowering sigil onto a weapon before you. As an action, you may spend 1 vial of ink and touch a non-magical weapon, making it magical for the purpose of overcoming resistances and giving it one of the following options for 1 minute. When the effect ends, the sigil fades from the weapon.
- The weapon deals an extra 1d6 force damage.
- The damage type of the weapon changes to fire, cold, or lightning, your choice.
- The wielder may add your intelligence modifier to their attack rolls.
Artful Infusion
At 5th level, you learn to quickly infuse objects through symbols of power. You may infuse an item at the end of a short rest by spending one vial of ink. When an infusion ends on an object, the ink dissipates from the surface.
Enhanced Enchantments
At 9th level, whenever you use your Echanted Sigil feature as an action, you may add up to 3 sigils of your choice to one weapon, spending a vial for each additional sigil added. You may also choose additional sigils from the list below.
- The weapon gains the reach property if it is a melee weapon, or has its range doubled if it is a ranged weapon.
- You may return the weapon to your hand as a bonus action if it is within 1 mile of you.
- You have advantage on strength, dexterity, or constitution saves while wielding this weapon, your choice upon creation.
Honed Craft
At 15th level, you have learned to magically create vials of arcane ink in a hurry to suit your needs.
- Whenever you roll initiative, you may restore up to 2 vials of ink, if you have any missing.
- Transmuting your ink through the Arcane Ink feature instead takes 1 action.
Additionally, the sigils you create last much longer, as the ink becomes more stable. Whenever you use your Enchanted Sigil feature, the effects last for 10 minutes.
Created By: Underpaid_Goblin
Art By: Jin Xiaodi
Published by: Re-brew