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The Artificer focuses his arcane knowledge into protecting his allies and enhancing their weapons and equipment.

Artificer Class Features

The Artificer gains the following class features:


Weapon Proficiencies

As a wizard, the Artificer is proficient with blades and bludgeons.


Armor Proficiencies

As a wizard, the Artificer is not proficient with any type of armor.


Magic Proficiencies

As a wizard, the Artificer can cast arcane spells and metamagics using the Arcana skill, and may dispel appropriate conditions from himself as an automatic reaction at the end of each of his turns.
His magic damage bonus is equal to his Intelligence modifier.
As a wizard, the Artificer gains a spellbook, within which he stores the formulas for his spells. At level 0, his spellbook contains a number of Rank 1 spells equal to his Arcana proficiency.


Skill Proficiencies

As a wizard, the Artificer is proficient in Arcana and Perception.
Additionally, wise healer grants proficiency in Heal,
and arcane craftsman grants proficiency in Craft.


Starting Feats


Wise Healer

(Artificer class feature)

Basics

(Level 0)

  • You gain training in the Heal skill.
  • You gain a +1 class bonus to your Fortitude defense.
  • When a spell or effect that you control allows an ally to spend healing reserves, that ally gains a class bonus to their heal value equal to your Wisdom modifier.

Class Metamagic

  • You gain the following metamagic:

Reinvigorate

(per-encounter immediate reactionhealing metamagic)

Prerequisites:

Wise Healer

Trigger:

You cast a spell on yourself or an adjacent ally. You may choose to perform this metamagic at an higher effective Rank to choose one additional ally that was targeted by that spell per effective Rank.

Effect:

The target may spend a healing reserve, and may choose to regain +1d6 additional hit points or make a saving throw as an automatic reaction with a stance bonus equal to your Intelligence modifier.

Special

You may use this metamagic during a short rest to brew a number of healing elixirs, each of which allows the imbiber to spend a healing reserve and choose to either regain +1d6 additional hit points or make a saving throw as an automatic reaction with a stance bonus equal to your Intelligence modifier. If you do, the elixirs last until the end of the next encounter or until imbibed, and you lose a per-encounter feat use until your next short rest whose rank is one lower than the number of potions brewed.

Arcane Craftsman

(Artificer class feature)

Basics

(Level 0)

  • You gain training in the Craft skill.
  • You gain a +1 class bonus to your Will defense.
  • When you take a short rest, you may spend time preparing and enhancing your party’s defenses to grant yourself and each of your allies a number of temporary hit points equal to your Intelligence modifier until the end of your next encounter.

Class Metamagic

  • You gain the following metamagic:

Infuse Spell

(daily extended actionspellbook metamagic)

Prerequisites:

Arcane Craftsman

Target:

One held weapon, armor or item per spell.

Effect:

During an extended rest, you may prepare one Rank 1 arcane spell from your spellbook. You expend that feat as you prepare the spell (and thus will be able to perform one fewer Daily feat during the next day for each daily spell that you prepare), but you imbue the target item with the spell's energies. During the next day, the item functions as an arcane wonder, and the spell becomes a single-use expendable power of that item. If the spell targets a single ally and can be sustained, that ally may sustain the spell as a move action in addition to the spell's normal sustain action.

During a short rest, you may prepare one spell of an appropriate Rank from your spellbook for each per-encounter feat you may perform during an encounter. You expend that feat as you prepare the spell (and thus will be able to perform one fewer Ranked feat during the next encounter), but you imbue the target item with the spell's energies. During the next encounter, the item functions as an arcane wonder, and the spell becomes a single-use expendable power of that item.

  • Attack and Strike powers must be imbued into weapons or ammunition, which target the spell's defense or DC instead of the weapon's normal defense. When you or an ally uses such an item to make an attack, use the higher of the attacker's weapon proficiency or your Arcana proficiency to make the attack roll.
  • Defensive and Utility Powers must be imbued into potions, armor, shields, or alchemical items, which last until drunk or expended, or until the end of the encounter. When you or an ally uses such an item, they gain temporary hit points equal to your Intelligence modifier.
 
 

Special

This feat gains the following abilities at higher levels.

  Level 1:

Your prepared daily arcane spell may be Rank 1 or Rank 2.

  • Sustainable Rank 1 spells prepared with this feat which target a single ally may be sustained by that ally as an immediate action.

  Level 5:

You may prepare an additional arcane spell from your spellbook during an extended rest, for a total of two prepared daily spells. Each spell may be up to Rank 3.

  • Sustainable Rank 1 spells prepared with this feat which target a single ally may be sustained by that ally as a free action.
  • Sustainable Rank 2 spells prepared with this feat which target a single ally may be sustained by that ally as an immediate action.

  Level 9:

You may prepare an additional arcane spell from your spellbook during an extended rest, for a total of three prepared daily spells. Each spell may be up to Rank 4.

  • Sustainable Rank 1 spells prepared with this feat which target a single ally automatically last until the end of the encounter, but may be dispeled automatically by that ally as a free action.
  • Sustainable Rank 2 spells prepared with this feat which target a single ally may be sustained by that ally as a free action.
  • Sustainable Rank 3 spells prepared with this feat which target a single ally may be sustained by that ally as an immediate action.


Leveling Up

At each level, you gain new features and bonuses to increase your arcane prowess:

Level 1

(1,000 XP)

Level 2

(3,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 3

(6,000 XP)

Level 4

(10,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 5

(15,000 XP)

Level 6

(21,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 7

(28,000 XP)

Level 8

(36,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 9

(45,000 XP)

Level 10

(55,000 XP)

  • You gain a new at-will spell, or gain training in one proficiency of your choice.
  • You gain +1 to one ability score of your choice.
Level 11

(65,000 XP)

  • You become a paragon hero, and your adventures pass beyond the scope of these rules.
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