Artificers in the Lyric Empire

Errata
 The following adjustments need to be made to account for house rules.

Magic Item Adept
The first bullet point now reads “You can attune to one additional magic item.”

Magic Item Savant
The first bullet point now reads “You can attune to one additional magic item. This ability is cumulative with Magic Item Adept.”

Magic Item Master
This ability now reads “You can attune to one additional magic item. This ability is cumulative with Magic Item Adept and Magic Item Savant.”

Stronghold: The Artificer’s Laboratory
The artificer’s laboratory is a chaotic hive of activity. Machinery clanks and rattles, chemicals bubble and fume, and arcane devices thrum with hidden power. Its presence creates one or more of the following effects at the GM’s discretion.

Demesne Effects

 * When a fight breaks out within the artificer’s demesne, roll a d20. On a 13 or higher, one or more animated objects will come to the aid of those who oppose the artificer’s enemies.
 * Trespassers in the artificer’s demesne are filled with a sense of paranoia, as though they are being watched by trees, scarecrows or birds.
 * Craftsmen in the artificer’s demesne are reknowned for their exceptionally reliable, beautiful or innovative work.

Stronghold Actions
On initiative count 20 (losing initiative ties), the artificer can take a stronghold action to cause one of the following effects. The artificer must be in the same hex or province as their stronghold, and can’t use the same effect again until after a short or long rest.
 * You cast animate objects as a 5th-level spell. You do not have to maintain concentration on this spell (your stronghold does it for you). This does not use a spell slot.
 * Choose a friendly creature within 60ft. That creature gains +2 Strength, +2 AC, 30 temporary hit points and a fly speed of 50ft per round as it is encased in an autonomous suit of magically imbued armour. This effect ends when the hit points are expended.
 * You regain all expended spell slots as though you had completed a long rest, and all magic items within 30ft of you regain all expended uses or charges, if any.

Class Feature Improvement: Inspired Infusions
You learn one additional artificer infusion per level of your stronghold.

In addition, you may infuse one additional item beyond your Infused Items limit; however, this additional infusion will vanish after 8 hours. You may do this a number of times equal to your stronghold level, after which you must take an extended rest to refresh this ability.

Artificer Followers
* The Automata Workshop allows you to purchase units of automata exactly as an ambassador would. In addition, the Automata Workshop provides you the service of an automata chatelaine, who will oversee the day-to-day upkeep of your personal quarters. This is not a retainer, and the chatelaine will not voluntarily leave the stronghold for any reason.