Thaedros Subclasses

Artificer: Eldrite Engineer

Master artificers who harness the unique properties of eldrite to create powerful magical devices and constructs.

Eldrite Engineer

Eldrite Engineers are artificers who have mastered the manipulation of eldrite, a mysterious and powerful magical mineral unique to Thaedros. Through careful refinement and innovative engineering, they channel raw arcane energy into their inventions—though often at great risk, as eldrite is known to interact unpredictably with Thaedros' wild magic.

Subclass Features

Level 3: Eldrite Infusion

You learn to craft and manipulate eldrite-infused devices, allowing you to directly harness Thaedros' untamed magic.

Tool Proficiency: You gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Eldrite Conductor: You create an eldrite-powered device capable of storing and releasing magical energy. Once per long rest, you can charge it with arcane power as an action, allowing you to cast one artificer spell you have prepared of 1st or 2nd level without expending a spell slot. When you do so, roll a d20—on a 1-3, a Wild Magic Surge occurs. You can use this feature twice per long rest starting at 9th level, and three times per long rest starting at 15th level.

Bonus Spells: You always have the following spells prepared:

LevelSpells
3rdDetect Magic, Chromatic Orb
5thShatter, Arcane Lock
9thCounterspell, Glyph of Warding
13thWall of Force, Fabricate
17thCreation, Teleportation Circle

Level 5: Eldrite Circuitry

You refine eldrite's chaotic energy, incorporating it seamlessly into your creations.

Eldrite Engineer's Tools: You craft a specialized set of tools designed for working with eldrite cores and Essari technology. These tools function as artisan's tools and grant you the following benefits:

  • You can repair or replace a warforged's eldrite core, which is the only way to resurrect a warforged creature
  • You do not incur disadvantage on ability checks made to disable, repair, or understand Essari constructs and devices
  • You can attune to eldrite cores and Essari artifacts that would normally be unusable

Eldrite Harmonics: When you use your Infuse Item feature, you can choose one infusion to supercharge with eldrite energy. Once per turn when the attuned creature uses that infused item, they can reroll one attack roll, ability check, or saving throw made with or granted by that item, but must use the second result. This property lasts until you use Infuse Item again.

Chaos Redirection: When your Eldrite Conductor triggers a Wild Magic Surge, you can use your reaction to redirect its effect to an unoccupied space or willing creature within 30 feet instead of affecting yourself (if the effect allows targeting).

Level 9: Stabilized Conduits

You have learned to temper eldrite's chaotic tendencies, achieving greater control over its unpredictable effects.

Controlled Chaos: When a Wild Magic Surge occurs from your Eldrite Conductor, you may roll twice on the Wild Magic Surge table and choose which result occurs.

Resilient Infusions: Your infused items have advantage on saving throws against being dispelled or suppressed by wild magic or antimagic effects.

Eldrite Attunement: When you finish a long rest within 60 feet of a significant source of eldrite or Essari technology, you regain one expended use of your Eldrite Conductor.

Level 15: Eldrite Masterwork

You have achieved mastery over eldrite manipulation, allowing you to create artifacts of unparalleled magical potential.

Essari Integration: You can spend 8 hours studying an intact Essari construct, device, or magical system to understand its function. Once per long rest, you can replicate one specific magical property or function of that technology for 1 hour. The DM determines what properties are available and their mechanical effects. The magic flows through your Eldrite Conductor or one of your infused items.

Refined Wild Magic: When you use your Eldrite Conductor to cast a spell, Wild Magic Surges only occur on a roll of 1-2 (instead of 1-3), and you can choose to reroll the d20 once, accepting the second result.


Base Artificer Class Features

Hit Points

Hit Dice: 1d8 per artificer level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons

Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice

Saving Throws: Constitution, Intelligence

Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any two simple weapons of your choice
  • A light crossbow and 20 bolts
  • Your choice of studded leather armor or scale mail
  • Thieves' tools and a dungeoneer's pack

If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 × 10 gp to buy your equipment.

Core Class Features

Magical Tinkering (1st Level)

You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away (up to 6 seconds long)
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like) perceivable up to 10 feet away
  • A static visual effect appears on one of the object's surfaces (picture, up to 25 words of text, lines and shapes, or a mixture)

The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object).

Spellcasting (1st Level)

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature.

Cantrips: You know two cantrips of your choice from the artificer spell list. You learn additional artificer cantrips of your choice at higher levels.

Preparing and Casting Spells: You prepare artificer spells equal to your Intelligence modifier + half your artificer level (rounded down, minimum of one spell).

Spellcasting Ability: Intelligence is your spellcasting ability for your artificer spells.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting: You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item (2nd Level)

You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known: Pick four artificer infusions to learn. You learn additional infusions at certain levels (see Artificer table).

Infusing an Item: Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day).

The Right Tool for the Job (3rd Level)

With thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work. The tools are nonmagical and vanish when you use this feature again.

Tool Expertise (6th Level)

Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius (7th Level)

When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Magic Item Adept (10th Level)

  • You can attune to up to four magic items at once
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time and costs you half as much gold

Spell-Storing Item (11th Level)

Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast.

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.

Magic Item Savant (14th Level)

  • You can attune to up to five magic items at once
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item

Magic Item Master (18th Level)

You can now attune to up to six magic items at once.

Soul of Artifice (20th Level)

  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0