Talents of a Crafty Spirit

Blacksmiths, potion-makers, poisoners, the stories of these spirits are as diverse as humanoid creativity. The source of their restlessness is also often centered around their craft. Some have died before they could finish their masterpiece, others murdered for their goods, and more may refuse to die until their craft has been returned from the wrong hands.

Initiate Inventor Magic

You learn the Mending cantrip and one 1st level spell from the Artificer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Diverse Craftmanship

Choose 3 tools. You gain proficiency in them. While you have both hands free, you can summon one of these tools as a bonus action. This tool lasts for one hour, if it is more than 5 feet away from you for 1 minute or more, or until you summon a different tool.

Blacksmith's Tinkering

As part of a long rest, you can enhance a piece of armor or shield you touch, granting it a +1 bonus to its AC until the start of your next long rest.

Spiritual Crafting

As an action, you can create one Tiny nonmagical object, its cost being 10 gp or lower. This object lasts for one minute and appears ethereal, dissolving into mist.

You can use this talent a number of times equal to your level in this class, regaining all expended uses after finishing a long rest.

Improved Inventor Magic

Prerequisites: 5th level
Choose two 2nd level spells from the Artificer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells you can prepare each day.

Lesser Soul-Forging

Prerequisites: 5th level
As part of a long rest, your communed spirit recreates a lesser magic item it made in life. Your DM provides you a pool of 10 Common magic items that do not have charges nor can be consumed. Choose one. It appears on your person at the end of this long rest, and remains until you finish your next long rest.

This pool does not change between long rests.

If this magic item requires attunement, you automatically attune to this item upon its creation.

Deathly Enhancement

Prerequisites: 5th level
As a bonus action, your communed spirit enhances one weapon you touch. For the next minute, this weapon deals necrotic damage, and deals additional necrotic damage equal to your Wisdom modifier on a hit.

Once you have used this talent, you can't do so again until you finish a short or long rest.

Greater Inventor Magic

Prerequisites: 9th level
Choose two 3rd level spells from the Artificer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Greater Soul-Forging

Prerequisites: 9th level
As part of a long rest, Your DM provides you a pool of 5 Uncommon magic items that do not have charges nor can be consumed. Choose one. It appears on your person at the end of this long rest, and remains until you finish your next long rest.

This pool does not change between long rests.

If this magic item requires attunement, you automatically attune to this item upon its creation.

Jack of all the Trades

Prerequisites: 9th level
Your communed spirit guides your hand with any tool. Whenever you make an ability check with a tool, you can treat a d20 roll of 9 or lower as a 10.

Superior Inventor Magic

Prerequisites: 13th level
Choose two 4th level spells from the Artificer spell list. These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day.

Crafty Poltergeist

Prerequisites: 13th level
You know the Fabricate spell. It doesn't count against the number of soul-seer spells you can prepare, and you can cast it once a day without expending a spell slot.

Superior Soul-Forging

Prerequisites: 17th level
As part of a long rest, Your DM provides you a pool of 2 Rare magic items that do not have charges nor can be consumed. Choose one It appears on your person at the end of this long rest, and remains until you finish your next long rest.

This pool does not change between long rests.

If this magic item requires attunement, you automatically attune to this item upon its creation.

Master Inventor

Prerequisites: 17th level
Choose two 5th level spells from the Artificer spell-list These spells count as soul-seer spells for you, are always prepared, and don’t count against the number of soul-seer spells or cantrips you can prepare each day. You can cast one of these spells without expending a spell slot, regaining the ability to do so after finishing a long rest.