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C  L A  S S :   ARTIF I C E R                    QUICK BUILD
                                                           You can make an artificer quickly by following these
         Masters of unlocking magic in everyday objects, ar­  suggestions. First, put your highest ability score in Intel­
         tificers are supreme inventors. They see magic as a   ligence, followed by Constitution or Dexterity. Second,
         complex system waiting to be decoded and controlled.   choose the guild artisan background.
         Artificers use tools to channel arcane power, crafting
          magical objects. To cast a spell, an artificer could use al­  OPTIONAL RULE: MULTICLASSING
         chemist's supplies to create a potent elixir, calligrapher's   If your group uses the optional rule on multi classing in
         supplies to inscribe a sigil of power on an ally's armor,   the Player's Handbook, here's what you need to know if
         or tinker's tools to craft a temporary charm. The magic   you choose artificer as one of your classes.
         of artificers is tied to their tools and their talents.   Ability Score M  i n i m  um. As a multiclass character,
                                                                                                1
                                                           you must have at least an Intelligence score of  3   to take
         ARCANE S C I E N   C E                            a level in this class, or to take a level in another class if
                                                           you are already an artificer.
         I n   the world  f  Eberron, arcane magic has been har­
                   o
          nessed as a form of science and deployed throughout   P r oficiencies Gained. If artificer isn't your initial
         society. Artificers reflect this development. Their knowl­  class, here are the proficiencies you gain when you take
         edge of magical devices, and their ability to infuse mun­  your first level as an artificer: light armor, medium ar­
         dane items with magic, allows Eberron's most miracu­  mor, shields, thieves' tools, tinker's tools.
         lous projects to continue.                          S p ell Slots. Add half your levels (rounded up) in
           During the Last War, artificers were marshaled on a   the artificer class to the appropriate levels from other
         massive scale. Many lives were saved because of the in­  classes to determine your available spell slots.
         ventions of brave artificers, but countless lives were also   C  L A  S S   FEATUR E S
         lost because of the mass destruction unleashed by their
         creations.                                        As an artificer, you gain the following class features.
         SEEKERS  OF  NEW LORE                             HIT POINTS
                                                           Hit Dice:  ld8 per artificer level
         Nothing excites an artificer quite like uncovering a new
         metal or discovering a source of elemental energy. In   Hit Points at  1st Level: 8 + your Constitution modifier
                                                                                           +
         artificer circles, new inventions and strange discoveries   Hit Points at Higher Levels:  ld8 (or 5)  y our Constitu-
         create the most excitement. Artificers who wish to make   tion modifier per artificer level after 1st
         their mark must innovate, creating something fresh,   PROFICIENCIES
         rather than iterating on familiar designs.        Armor: Light armor, medium armor, shields
           This drive for novelty pushes artificers to become ad­  Weapons: Simple weapons
         venturers. Eberron's main travel routes and populated   Tools: Thieves' tools, tinker's tools, one type of artisan's
         regions have long since been explored. Thus, artificers   tools of your choice
         seek the frontiers of civilization in hopes of making the
         next great discovery in arcane research.          Saving Throws: Constitution, Intelligence
                                                           Skills: Choose two from Arcana, History, Investigation,
                                 F
         C  R EATING AN ARTI I C E R                         Medicine, Nature, Perception, Sleight of Hand
                      a
         When creating  n   artificer, think about your character's   EQUIPMENT
         relationship with the artisan who taught them their   You start with the following equipment, in addition to
         craft. Does the character have a rival? Talk to your DM   the equipment granted by your background:
         about the role played by artificers in the campaign and
         the sort of organizations you might have ties to.   •  any two simple weapons of your choice
                                                           •  a light crossbow and 20 bolts
                                                           •  your choice of studded leather armor or scale mail
           ARTIFICERS  I N    OTHER WORLDS
                                                           •  thieves' tools and a dungeoneer's pack
           Eberron is  the world most associated with artificers, yet
           the class can  be found throughout the  D&D multiverse.   If you forgo this starting equipment, as well as the
           In the Forgotten Realms, for example, the island of Lantan   items offered by your background, you start with 5d4 x
           is home to many artificers, and in the world of Dragon­  10 gp to buy your equipment.
           lance, tinker gnomes are often members of this class. The
           strange technologies in the Barrier Peaks of the World of   OPTIONAL RULE: FIREARM PROFICIENCY
           G r eyhawk have inspired some folk to walk the path of the   The secrets of creating and operating gunpowder weap­
           artificer,  and  in  Mystara, various nations employ artificers   ons have been discovered in various corners of the D&D
           to keep airships and other wondrous devices operational.   multiverse. If your Dungeon Master uses the rules on
           In the City of Sigil, artificers share discoveries from
           throughout the cosmos, and one in  particular-the gnome   firearms in chapter 9 of the Dungeon M a ster's Guide
           i n ventor Vi-has run a multiverse-spanning business from   and your artificer has been exposed to the operation of
           there since leaving the world of her birth, Eberron.  n   the   such weapons, your artificer is proficient with them.
                                               I
           world-city Ravnica, the lzzet League trains numerous artifi­
           cers, the destructiveness of whom is  n p aralleled in other
                                     u
           worlds-except, perhaps, by the tinker gnomes of Krynn.

         CHAPTER 1  I  C  H  ARACTER CREATION
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