Sunday, 30 November 2014

Playtest - Artificer Spell Conversions (5e)

As you are no doubt aware, I have created a 5e artificer class, which I will post it here once we have play tested it a bit, and know how broken it is  or isn't. However, I have converted a bunch of 4e artificer powers into 5e spells, and thought I would share them. They have not been play tested, so I can't be 100% sure they are balanced - use at your own discretion!

Enjoy!

AGGRAVATING FORCE
Transmutation Cantrip

Casting Time: 1 Action
Range: Special (one melee or ranged weapon)
Components: V
Duration: 1 Round

You enchant the weapon so that the next attack it hits with before the end of your next turn inflicts force damage instead of its normal type. The target must also make a Constitution save, or the next attack made against them has advantage.


THUNDER ARMOUR
Evocation Cantrip

Casting Time: 1 Action
Range: Self or one target within 50'
Components: V,S
Duration: 1 Round

You summon a field of protective force around the target, granting them a +1 bonus to their AC and Reflex saves until the end of your next turn. A single enemy adjacent to the target must make a Constitution save, or suffer 1d4 force damage, and be pushed 5' away from them.

The spell inflicts 2d4 force damage at 5th level, 3d4 force damage at 11th level, and 4d4 force damage at 17th level.


STATIC SHOCK
Evocation Cantrip

Casting Time: 1 Action
Range: Touch or 25'
Components: V,S
Duration: Instantaneous

Target must make a Dexterity saving throw or suffer 1d8 points of lightning damage, and suffer a -2 penalty on the next attack roll they make before the end of your next turn.

The spell inflicts 2d8 lightning damage at 5th level, 3d8 lightning damage at 11th level, and 4d8 lightning damage at 17th level.
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RESTORATIVE FORMULA
1st level Abjuration

Casting Time: 1 Action
Range: Self or 50'
Components: V, S

Target gains 1d6 temporary hit points. As long as these are in place, they also enjoy a +1 bonus to AC and Dexterity saving throws.
At Higher Levels: When you use a spell slot higher than 1st, this spell grants +1d6 more temporary hit points per slot level above 1st.

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SWIFT MENDER
2nd level Transmutation

Casting Time: 1 Bonus Action
Range: Self or 25'
Components: V

You can cast this spell when you, or an ally within range fails a saving throw. When this spell hits, they may re-roll the save with advantage.

FORCE INFUSION
2nd level Transmutation

Casting Time: 1 Action
Range: Touch (1 weapon)
Components: V, S
Duration: 10 minutes (concentration)

You shroud the weapon in a flickering field of force. When it hits a target it inflicts +2d8 force damage and the target must make a constitution save or be pushed 5'.
At Higher Levels: When you use a spell slot higher than 2nd Level you can enchant one more weapon (maximum of 5 weapons) per slot level above 2nd. If you use a slot of 5th level or higher, the bonus damage increases to +3d8 force, and you push the target 10'. If you use a slot of 8th level or higher, the damage increases to +4d8 force, you pushed the target 20', and they must make a Dexterity saving throw or be knocked prone. 

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DANCING WEAPON
3rd level Transmutation

Casting Time: 1 Action
Range: Touch
Components: V
Duration: 10 minutes (concentration)

You touch a melee weapon, and imbue it with the semblance of life. It animates, gaining a fly speed of 6 and on your turns, as a bonus action, you may command it to move and attack. The weapon attacks as if you were wielding it. It can be attacked, and has the physical statistics of a Flying Sword, although it gains +8 hit points for every artificer level you possess. At the end of the spell, the sword drops to the floor wherever it is. You may enhance this weapon with your artificer spells and abilities if able.


LIGHTNING SPHERE
3rd level Evocation

Casting Time: 1 Action
Range: 150'
Components: V, S, M (splinters of quartz and a marble)
Duration: Instantaneous

You hurl an empowered marble, which erupts in a 20' radius sphere, centred on the spot you designate within range, of lightning energy. This lightning inflicts 5d6 lightning damage to all creatures within it, and attacks against them have advantage until the end of your next turn. If the target manages to make a successful Dexterity saving throw when hit by this spell, they suffer half damage and attacks do not gain advantage against them.
At Higher Levels: When you use a spell slot higher than 3rd to cast this spell, it inflicts +1d6 more lightning damage for each spell slot level above 3rd

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PHANTOM STRUCTURE
4th Level Conjuration

Casting Time: 1 Action (Ritual)
Range: 100'
Components: V,S,M (small piece of brick, stone or similar building material)
Duration: 12 hours (concentration)

You create a bridge that connects two squares within range. The bridge can cover a number of 5'x5' areas equal to your artificer level + Intelligence modifier. It can be smashed, having a number of hit points equal to your level +1 x 10. It has resistance versus all forms of damage apart from force and disintegration, and is immune to poison and psychic. It shares all immunities common to inanimate items.

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HEALING FIGURINE
5th level Conjuration

Casting Time: 1 Action (Ritual)
Range: 25'
Components: V,S,M (Small crystal figurine worth 10 gps, which is consumed by the spell)
Duration: 10 minutes

You summon a medium healing figurine in a square within range. It appears with 3 charges. You or an ally can, by standing next to the figurine and spending your bonus action, spend one or more of your hit dice as if you were resting (each use costs 1 charge regardless of how many hit dice you spend). Furthermore, each dice heals an additional amount equal to your Intelligence modifier. Once all the charges are expended, the figurine vanishes. The figurine cannot be attacked, although it can be brought down with a Dispel Magic or similar.
At Higher Level: When you use a spell slot higher than 5th to cast this spell, the figurine arrives with 2 additional charges per level of the slot higher than 5th. If you use a slot of 8th level or higher, you or your allies can access its healing when within 10' of the figurine.

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VORPAL EDGE
5th level Transmutation

Casting Time: 1 Action
Range: Touch
Components: V
Duration: 1 minute

You touch a melee weapon, and enchant it so that it has a much higher chance than normal of striking an enemies vital areas. Whilst so enchanted, the weapon scores a critical hit on a natural 18, 19 or 20.
At Higher Level: If you cast this spell with a 7th level spell slot, it critically hits on a natural 17, 18, 19 or 20. If you use a 9th level spell slot, it critically hits on a natural 16, 17, 18, 19 or 20. 

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IRON HIDE INFUSION
7th level Transmutation

Casting Time: 1 Action
Range: 25' sphere centred on you
Components: V, S, M (small piece of tempered steel)
Duration: 5 minutes (concentration)

You unleash a burst of bolstering energy. You, and all allies within the area, gain resistance versus bludgeoning, slashing, piercing and lightning damage, a +4 bonus to AC, and become immune to poison, exhaustion and disease. You no longer need to breathe, and appear to be plated in flexible sheets of gleaming iron.
Whilst you are under the effects of this spell, your speed drops by 10', and your weight increases by x2. You also suffer disadvantage on Dexterity checks. You may also suffer more damage from certain attacks, such as those made by a Rust Monster.

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UNSTABLE INFUSION
8th level Evocation

Casting Time: 1 Action
Range: 25' Cone
Components: V,S,M (one of your artificer infusions or base mixtures)
Duration: Instantaneous

You destabilise a nascent infusion, and project the chaotic blast of energy out towards your foes. All creatures in the area suffer 3d6 acid, 3d6 cold, 3d6 fire, 3d6 lightning, 3d6 poison and 3d6 thunder damage; half if they make a dexterity save.
At Higher Level: If you cast this spell with a 9th level spell slot, it inflicts 4d6 of each damage type instead.

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HERO'S ELIXIR
9th level Transmutation

Casting Time: 1 Minute
Range: Touch
Components: V,S,M (a greater Healing Potion [10d4+20],which becomes the elixir)
Duration: 24 Hours or until used.

You imbue a healing potion with epic restorative energies. Anyone drinking the potion is restored to full hit points, and all ongoing negative conditions and effects on them are removed. They are also considered to have taken a short rest.

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