Artificer Speciality - Miko


For generations, shrines of the gods large and small have been tended to by miko - shrine maidens. These practicioners of magic weave their spells around enchanted paper talismans inscribed with calligraphic symbols. Deeply connected to the spirit realm, miko are trained to fight back against spirits and other other-worldly creatures encroaching on the mortal realm, while safeguarding their allies.

While many miko stay at the shrine they were trained at, others will take to traveling to practice their craft, knowing that hostile spirits will not wait for them, and they must instead go to them.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with calligraphy supplies.

Miko Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the miko spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Miko Spells
Level Spells
3rd Sanctuary, Protection from Evil and Good
5th Enhance Ability, Lesser Restoration
9th Magic Circle, Glyph of Warding
13th Death Ward, Banishment
17th Circle of Power, Dispel Evil and Good

Miko's Vestments

At 3rd level you are provided with a set of Miko's Vestments. This cloth uniform is reinforced with powerful weaving techniques, and serves as either a nonmagical set of Studded Leather or Breastplate (your choice).

You can change what form the vestments takes whenever you gain a new level in this class.

You can transfer the properties of magical armour to your Vestments by completing a four hour ritual. This destroys the original magic item. You can purge the existing magic from your vestments by completing another four hour ritual, allowing you to consume another item to enchant it once more.

Protective Talisman

At 3rd level you gain the ability to swiftly create safeguarding talismans, which you can apply to a willing creature you touch as a bonus action. For 1 minute, the target creature has a +2 bonus to their armour class, a +1 bonus to their saving throws, and advantage on saving throws against being Possessed.

At 11th level, these bonuses increase by +1 each.

You can create a number of talismans equal to your intelligence modifier (minimum 1). You recover 1 expended use on completion of a short rest, and all on a long rest. If you have no uses remaining, you may instead expend a spell slot to create one.

Forceful Protection

From 5th level you add an additional symbol to your protective talismans. Once per turn when a creature bearing your Protective Talisman deals damage, that damage is increased by 1d4, or they can use their bonus action to instead increase it by 2d4.

Miko's Weapon

While shrine maidens are dedicated to safeguarding others, they are no strangers to taking up weapons to do so. From 5th level, once per turn when you cast an artificer cantrip that deals damage, you can instead choose to deliver it with a weapon attack (regardless of the cantrip's normal range). If this weapon attack hits, it deals the normal weapon damage along with the full cantrip effects. Even if it is not infused, your weapon can serve as a material component for spellcasting.

In addition, you can now choose to use intelligence instead of strength or dexterity modifiers when determining your weapon attack and damage rolls.

Sealing Talisman

From 9th level you learn how to create a special Sealing Talisman, which you can apply to a creature you touch as an action. The target creature must succeed on a constitution saving throw or be stunned. On a successful save, they instead have their speeds reduced to 0 and cannot take reactions. The effects of Sealing Talisman last until the end of your next turn.

Sealing Talisman can be used once, refreshing on a short or long rest. When your use has been expended, you can expend a spell slot of 2nd level or higher to use this again.

Banishing Talisman

At 15th level you are able to weave a banishing talisman with your weapon strikes. When you you hit with a weapon attack you can use your bonus action to cast the Banishment spell immediately against the same target. The target creature has disadvantage on the initial saving throw against this effect.

You can use Banishing Talisman once, refreshing on a long rest. Once expended you can use it again by expending a spell slot of 4th level or higher.

Vestments of Purity

From 15th level while wearing your Miko Vestments you are immune to diseases, have resistance against poison damage, and advantage on saving throws against being poisoned. In addition, you no longer age naturally, cannot die of old age, and cannot be magically aged.