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Artificer

Faustian

Faustian Alchemists, also known as Paracelsen Alchemists, combine forbidden knowledge and profane rituals learned from vile and dangerous sources to do that which the weak willed could never accomplish. They bargain with and then cheat greater Devils in pursuit of greater power. They dare to anger Hell itself in pursuit of true immortality not unlike the gods.

Level Spells
3Hellish Rebuke, Protection from Evil and Good
5Darkness, Invisibility
9Dispel Magic, Magic Circle
13Banishment, Sickening Radiance
17Contact Other Plane, Infernal Calling
1D6 Greater Devil Personality and Communication
1ErinyesThe imprisoned Erinyes is equally stern and seductive, alternating from demands and threats to seductive entreaties. They come to you in dreams at night and love to torture and pleasure you in equal measures.
2Green AbishaiThe imprisoned Abishai is shrewd and cunning. They whisper of greater secrets that you can learn if only you just give them just the tiniest amount of freedom, nothing too big, barely noticeable. They whisper to you when you are weak or tired in gentle yet earnest tones.
3Horned DevilThe imprisoned Horned Devil is proud and commanding. It demands respect and seems to be loyal to you, often offering information and guidance. It seems they seek to become earnest servants. They respectfully talk with you and are often deferential to you, referring to you as their better. But if pressed they fly off in rants and rages, cursing you and offering vile threats that cause your blood to run cold.
4Ice DevilThe imprisoned Ice Devil grudgingly respects you but offers no aid and is often quiet for long periods, even ignoring you. Then they will wait until you are in the thralls of death and undermine and seek to destroy your will to live.
5NarzugonThe imprisoned Narzugon hates you. They never miss a chance to shame you for a shortcoming and undermine your achievements. They cheerfully cheer your enemies on, screaming in your head for them to torture and kill you.
6OrthonThe imprisoned Orthon swings from bouts of ecstasy to deep and profound rage as the normally loyal and bloodthirsty Devil goes insane. They equally aid and hinder you and it is often unclear which they are doing at the moment.

Subclass Features

Lv 3

Speciality Spells

Your specialization and training grant you the following spells. You know the following spells and they do not count towards the number of spells you can prepare.

Tool Proficiency

Through diligence practice and study, knowing that your soul is on the line, you learned how to carefully recreate delicate sigils. You are proficient with Calligraphy Supplies and know Infernal. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tool of your choice.

Bound Familiar

You need a source of knowledge that is current and accurate. You cast a lengthy and costly form of Find Familiar to summon an Imp. The Imp is bound to your soul. It follows your orders exactly as long as they do not result in its death and it cannot lie to you although it can twist the trust and remain silent. If your Bound Familiar dies it rises again in 1D4 days as long as you are alive and on the same plane of existence that your Bound Familiar died on. If you die, your Bound Familiar dies and their soul is lost and your soul is sent to the Nine Hells unable to be revived or resurrected from death.

Lv 5

Lesser Philosopher’s Stone

Through research and taking great risk in resources and danger to yourself you have made a prototype of the legendary Philosopher's Stone. The fist sized blood red stone shines with inner light, promising even greater power. While it is on your person you have two of the following features that you can change during the course of a long or short rest.

The Stone is Immune to all conditions and non Adamantine Bludgeoning, Piercing, or Slashing damage as well as Acid, Cold, Fire, Lightning, Necrotic, Poison, and Psychic damage and has an AC of 20 and has 66 hit points. If the spell Mending is cast on it, it regains 10 hit points.

Greater Darkvision

Plus 10 ft movement speed and jump distances and heights

Proficiency in STR or DEX saving throws

Resistance to Acid, Cold, Fire, Lightning, or Thunder damage

Recreating the Stone: You can recreate a Lesser Philosopher’s Stone using materials worth 100 GPs and requiring the shards of the previous Stone taking 1D10 + 5 days to complete.

Lv 9

The Binding

You pact with and then betray and bind a greater Devil, forcing it into your Lesser Philosopher's Stone, changing it into a Demi Philosopher’s Stone. Roll 1D6 to determine the greater Devil that you summoned and bound.

If the stone is broken the greater Devil is released and seeks to kill the one who imprisoned it.

Demi Philosopher's Stone

Containing a bound greater Devil the Stone’s powers have drastically improved. The Stone is a spellcasting focus that once per long rest can cast a spell ignoring its material components as long as the value of the materials is less than ten times your INT modifier (Minimum 1). The Stone has 6 charges and regains 1D4 charges each morning. It retains the features of a Lesser Philosopher’s Stone.

You can expend one charge to cast one of the following spells without expending a spell slot or requiring material components: Create or Destroy Water, Feather Fall, Magnify Gravity, and Purify Food and Drink.

You can expend two charges to cast one of the following spells without expending a spell slot or requiring material components: Alter Self, Earthbind, Immovable Object, and Levitate.

You can expend three charges to cast on the following spells without expending a spell slot or requiting material components: Gaseous Form, Meld Into Stone, and Slow.

Recreating the Stone: You can recreate a Demi Philosopher’s Stone by recreating a Lesser Philosopher’s Stone and then expending an additional 100 GPs worth of materials and 1D4 weeks of work. A new greater Devil is then called and imprisoned in the Stone.

Lv 15

A True Philosopher's Stone

Having gathered sufficient power from the imprisoned Devil and being finished with unholy rituals, the Philosopher Stone is done. You can use one True Philosopher's Stone’s feature once per long rest. It retains the features of a Lesser and Demi Philosopher’s Stone. It gains the following features

Major Transformation: You can transmute one non magical object – no larger than a 5-foot cube – into another non magical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the Stone. The creature also regains all its hit points.

Restore Life: You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or requiring material components.

Restore Youth: You touch the Stone to a willing creature, and that creature's apparent age is reduced by 3D10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.

Recreating the Stone: You can recreate a True Philosopher's Stone by recreating the Lesser and Demi Philosopher’s Stones with an additional 50 GPs of materials and 1D6 weeks of work. At the completion of the Stone you gain two levels of Exhaustion and the Stone is then Set in a new Setting.

The Setting

The True Stone requires a setting to protect and keep its powers refreshed. You can choose from the following settings for the Stone that will awaken further power from the Stone as its magic interacts with the setting after the ritual is complete. The materials to form the Setting are produced magically as part of the ritual. If the Stone breaks the Setting is broken as well, crumbling to dust.

Crimson Blade: You set the Stone in a sword, transforming it into a +2 magical sword that deals 2D6 Necrotic damage on a hit.

Vermillion Tome: You set the Stone in a book, transforming it into a magical tome that increases your spell attack bonus and spell save DC by 2.

Maroon Breastplate: You set the Stone in a Breastplate, transforming it into magical +1 armor that also grants your Stone +2 AC and + 44 hit points.

Ruby Crown: You set the Stone in a crown, transforming it into a magical crown that grants you Truesight 10 ft.

Garnet Necklace: You set the Stone in a necklace, transforming it into a magical necklace that you can use a bonus action to touch once a long rest to restore a spell slot that is 3rd level or lower.

Scarlet Scepter: You set the Stone in a scepter, transforming it into a magical scepter that has the same statistics as a +1 quarterstaff that has 5 charges and regains 1D4 charges each at the start of each day. You can expend one charge to cast Charm Person or Command without expending a spell slot.