Author (5e Subclass)
Artificer Author
Artificer Specialist
The Author Specialist is a subclass for the Artificer. It specializes in shaping the world using Calligraphers tools.
- Tool proficiency
When you adopt this specialization at 3rd level, you gain proficiency with calligraphers tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
- Author Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Author Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Spell |
---|---|
3rd | illusory script, comprehend languages |
5th | phantasmal force, suggestion |
9th | sending, hypnotic pattern |
13th | phantasmal killer, hallucinatory terrain |
17th | legend lore, dream |
- Quill mightier than Sword
At 3rd level, your magical writings start leaving their mark on the world and you’ve learned to harness this. As a bonus action, when you are wielding your calligraphers tool, you may suggest any martial melee weapon. An ethereal manifestation springs around your quill. For the duration of this feature you are proficient with this martial weapon. Properties such as heavy, reach, special or two-handed still apply. On a hit the quill-weapon deals 1d6 force damage in addition to the weapon’s regular damage. The weapon is magical for the purpose of overcoming resistances.
When you attack with the manifestation, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
The manifestation lasts for one minute, until you are incapacitated or until you lose concentration (as if concentrating on a spell).
- Battle Script
At 5th level you learn to record battlefield dramatics or other actions. While in combat you can use your action & bonus action to use your Magical Tinkering feature on a piece of parchment to record the last turn you took. The record must include movement spend, movement direction, action and bonus action taken. You record the exact feet traveled and the general direction, the spell or feature used and the outcomes of die rolls.
As a reaction, in your turn, or another’s, you may activate a Battle Script. You manifest a magical, translucent, gray image of you that lasts until the end of the round. The manifestation performs the script as recorded, starting from your current position. It must use the same amount of movement, in the same direction (straight line, curved line, remain stationary or however movement was recorded) and the same action. Your manifestation can move through non-magical obstacles, but can not bring physical items with them when moving through these obstacles. If the Script has the manifestation attacking, you must use the same attack roll as recorded, contested against the new target’s AC. If it hits you roll the damage die of the scripted attack as normal. If there is no target in range at the target location it’s attacks are performed in the air, hitting nothing or whatever object may be in the location. If a spell that requires a target is recorded it only takes effect if a target is approximately at the same distance and direction as when the recording took place. Spells that affect an area are cast at the same distance as recorded - Everything in the area that might be affected must make their own saving throws.
Every script has charges equal to your Intelligence modifier up to a maximum of 5 charges. The activation of a script expends 1 charge for every weapon attack roll made or level of spell slot expended (1 charge for cantrips), with a maximum of 5. You do not expend spell slots when your manifestation casts a spell. For the use of concentration spells, your manifestation uses their own concentration, but the effect only lasts until it disappears at the round’s end. When a script is out of charges it ignites and crumbles.
You may also prepare Battle Scripts during a short or long rest - record the exact movement and action(s) taken as precisely as possible. It takes at least one hour to come up with and accurately write down a Battle Script out of combat. Depending on the complexity of the Script the DM might insist a Script takes longer to come up with. The maximum roll on a d20 you may record at rest equals your level in this class / 3 + your Intelligence modifier + your proficiency bonus. Proficiency or attack bonuses apply as normal in addition to these d20 rolls.
- Quill’s Will
Starting at 9th level, your Quill-weapon gains the following benefits:
- The force damage increases by an additional 1d6.
- When you hit a creature with your Quill-weapon, you can push the creature up to 10 feet away from you in a straight line.
- Rewrite
At 15th level you can fortify your battle scripts. At the end of a short or long rest you may expend a hit die. One Battle Script of your choice regains charges equal to the die roll / 2 (minimum of one), but it can never be more than your maximum amount of charges.
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