Renegade Mastermaker Tree

From DDO Compendium


Tree For: Artificer
Unlock
Free
Renegade Mastermaker Tree.png
Overview
The Renegade Mastermaker tree contains enhancements for an Artificer that will aid you and your allies through the dangers of Stormreach.
Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Renegade Defender Icon.png
Renegade Defender
  • Every core ability in this tree grants you:
    • +10 Maximum Hit Points
    • +5 Positive Spell Power
    • +5 Repair Spell Power
110
  • Artificer 1
Enhancement Alchemical Shield Icon.png
Alchemical Shield
  • While in Medium, Heavy, or Adamantine Body, you equipped armor grants:
    • +4 Alchemical bonus to AC
    • Immunity to Magic Missiles.
  • +10 Maximum Hit Points
  • +5 Positive Spell Power
  • +5 Repair Spell Power
115
  • Renegade Defender
  • Artificer 3
Spell Curative Admixture- Cure Serious Wounds Icon.png
Curative Admixture: Cure Serious Wounds
Spell Curative Admixture- Cure Serious Wounds Icon.pngSpell-Like Ability:
Curative Admixture: Cure Serious Wounds
Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize
Cooldown: 8 Seconds
Activation Cost: 4 Spell Points

Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 plus 1 per Caster Level (Maximum caster level 15) positive energy damage to nearby living allies and enemy undead.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.


Passive

  • +10 Maximum Hit Points
  • +5 Positive Spell Power
  • +5 Repair Spell Power
1110
  • Alchemical Shield
  • Artificer 6
Enhancement Constructive Conduit Icon.png
Constructive Conduit
  • +30 Repair Amplification
  • +50 Maximum Hit Points
  • While in Medium Armor, Heavy Armor, or Adamantine Body:
    • +2 to Maximum Dexterity Bonus.
  • +6 to the Maximum Caster Level of your Admixture spells.
  • +10 Maximum Hit Points
  • +5 Positive Spell Power
  • +5 Repair Spell Power
1120
  • Curative Admixture: Cure Serious Wounds
  • Artificer 12
Spell Radiant Forcefield Icon.png
Radiant Forcefield
Spell Radiant Forcefield Icon.pngSpell-Like Ability:
Radiant Forcefield
Metamagic: Eschew Materials, Quicken
Cooldown: 3 Minutes
Activation Cost: 30 Spell Points

Your target is surrounded in a sphere of magical force that reduces all damage (except for untyped damage) they take by 25% for a short period of time.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.


Passive

  • +10 Maximum Hit Points
  • +5 Positive Spell Power
  • +5 Repair Spell Power
1130
  • Constructive Conduit
  • Artificer 18
Enhancement Mass Unbreakable Forcefield Icon.png
Mass Unbreakable Forcefield

Activation Cost: 30 Spell Points
Cooldown: 3 minutes

  • Active: For 6 seconds, your party takes -95% damage from all sources (except Untyped damage).
  • Passive:
    • +2 Constitution
    • +2 Intelligence
    • +10 Physical Resistance Rating
    • +10 Magical Resistance Rating
    • +10 Maximum Hit Points
    • +5 Positive Spell Power
    • +5 Repair Spell Power
    • While in Medium Armor, Heavy Armor, or Adamantine Body:
      • +3 to Maximum Dexterity Bonus.
1140
  • Radiant Forcefield
  • Artificer 20
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Curative Admixture- Cure Light Wounds Icon.png
Curative Admixture: Light Wounds
Spell Curative Admixture- Cure Light Wounds Icon.pngSpell-Like Ability:
Curative Admixture: Cure Light Wounds
Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize

Infuse a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potions explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 4 Spell Points
  • Cooldown: 12 seconds
Rank 2:
  • Activation Cost: 3 Spell Points
  • Cooldown: 8 seconds
Rank 3:
  • Activation Cost: 2 Spell Points
  • Cooldown: 6 seconds
311
  • Artificer 1
Enhancement Easily Fixed Icon.png
Easily Fixed
  • +10 Healing Amp
  • +20 Repair Amp
111
  • Artificer 1
Enhancement Supporting Construction Icon.png
Supporting Construction
While in Medium or Heavy Armor, or with Adamantine Body:
Rank 1:
  • +2 Physical Resistance Rating
Rank 2:
  • +4 Physical Resistance Rating
Rank 3:
  • +6 Physical Resistance Rating
311
  • Artificer 1
Enhancement Well-Rounded Maker Icon.png
Well-Rounded Maker
Rank 1:
  • +1 Repair
  • +1 Heal
  • +1 Balance
Rank 2:
  • +2 Repair
  • +2 Heal
  • +2 Balance
Rank 3:
  • +3 Repair
  • +3 Heal
  • +3 Balance
311
  • Artificer 1
Enhancement Toughness Icon.png
Toughness
Rank 1:
  • +5 Maximum Hit Points
Rank 2:
  • +10 Maximum Hit Points
Rank 3:
  • +15 Maximum Hit Points
311
  • Artificer 1
Tier 2 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Kinetic Discharge Icon.png
Kinetic Discharge
Cooldown: 10 Seconds
Melee Cleave Attack: On Hit:
Rank 1:
  • +1[W]
  • 2d6 Force Damage
Rank 2:
  • +2[W]
  • 2d6 Force Damage
Rank 3:
  • +3[W]
  • 2d6 Force Damage
Scales with 200% Melee Power
315
  • Artificer 2
Enhancement Mighty Slam Icon.png
Mighty Slam
Cooldown: Shared with Stunning Blow.

Single Target Melee Attack: While wielding a Rune Arm: On Hit:

  • Target may be stunned
    • Lasts for 6 seconds
    • Stunned creatures are considered helpless
Rank 1:
  • +1[W]
Rank 2:
  • +2[W]
Rank 3:
  • +3[W]
Fortitude DC: 10 + Half Artificer Level + Intelligence Modifier + Sunder Bonus save negates Stun
315
  • Artificer 2
Enhancement Armor Mastery Icon.png
Armor Mastery
Rank 1:
  • +1 Armor Class
  • +1 Armor Maximum Dexterity Bonus
Rank 2:
  • +2 Armor Class
  • +2 Armor Maximum Dexterity Bonus
Rank 3:
  • +3 Armor Class
  • +3 Armor Maximum Dexterity Bonus
315
  • Artificer 2
Enhancement Converter Icon.png
Converter

Activation Cost: 4 Spell Points
Cooldown: 3 minutes

  • Target player, hireling, or pet takes 100% base healing from Repair spells for the next 3 minutes (or until target dies).
  • Has no effect on Constructs or NPC allies.
  • This overrides their innate base healing from Repair spells for the duration.
  • Metamagic: Quicken
115
  • Artificer 2
Action Boost- Defense2 Icon.png
Action Boost Choice

Multiple Selection

Choose between Action Boost: Defense and Action Boost: Saves
315
  • Artificer 2
Tier 3 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Battlefist Icon.png
Battlefist

Cooldown: 15 seconds

Single Target Melee Attack: While wielding a Rune Arm:

  • +3[W]
  • If the target is under the effect of Mighty Slam, it takes:
    • 1d3 Sonic Damage per Artificer level
    • 1d3 Force Damage per Artificer level
    • Is knocked down for 10 seconds
  • Scales with 100% Melee Power.
1110
  • Mighty Slam
  • Artificer 3
Enhancement Reinforced Armor Icon.png
Reinforced Armor
The Armor Class bonus you gain from Armor or Docents is increased by:
Rank 1:
  • 15%
Rank 2:
  • 30%
Rank 3:
  • 50%
3110
  • Artificer 3
Enhancement Shielding Construct Icon.png
Shielding Construct

Activation Cost: 4 Spell Points
Cooldown: 1 minute

  • You create a drone set to shield your allies. When activated, you and allies nearby (at the time of activation) gain the effects of the Shield spell for 2 minutes:
    • Granting a +4 Shield bonus to Armor Class and protection from Magic Missiles.
    • The force shield created by this reduces grazing hits by 10%, as if it were a small shield.
  • This effect is dispelled by death and antimagic.
1110
  • Artificer 3
Increase Ability (Constitution-Intelligence) Icon.png
Ability Score

Multiple Selection

+1 Constitution or Intelligence
1210
  • Artificer 3
Tier 4 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Kinetic Charge Icon.png
Kinetic Charge
  • You charge up energy through successive hits with your melee attacks.
  • Passive: Any time you hit an opponent in melee, you have a chance of gaining a stack of Kinetic Charge. Each stack grants a +1 Shield bonus to AC per 3 Artificer levels (stacks up to 5 times).
    • Stacks decrement by 1 every 15 sconds, and gaining a new stack resets the duration.
    • Equipping a ranged weapon clears all stacks immediately.
  • Active: When this ability is toggled on, using Kinetic Discharge will clear all stacks of Kinetic Charge and slow all affected enemies by 10% per cleared stack for 10 seconds.
1120
  • Artificer 4
Spell Reconstruct Icon.png
Reconstruct
Spell Reconstruct Icon.pngSpell-Like Ability:
Reconstruct
Metamagic: Enlarge, Quicken

Greatly repairs an ally construct, restoring 10 hit points per caster level (max 150hp), while simultaneously granting it 15% Enhancement Bonus to attack speed for a short time.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 35 Spell Points
  • Cooldown: 30 seconds
Rank 2:
  • Activation Cost: 30 Spell Points
  • Cooldown: 15 seconds
Rank 3:
  • Activation Cost: 25 Spell Points
  • Cooldown: 6 seconds
3120
  • Artificer 4
Enhancement Embed Component Icon.png
Embed Component
Rank 1:
  • +5 Magical Resistance Rating
  • +2 Constitution
Rank 2:
  • +10 Magical Resistance Rating
  • +4 Constitution
Rank 3:
  • +15 Magical Resistance Rating
  • +6 Constitution
  • Can no longer use Evasion or Druid Wild Shape feats
3120
  • One of:
    • Construct Essence
    • Warforged
  • Artificer 4
Enhancement Warding Construct Icon.png
Warding Construct

Activation Cost: 4 spell points
Cooldown: 1 minute

  • You create a drone set to counter magical spells, Every 10 seconds, you and nearby allies gain:
    • +3 Alchemical bonus to Saving Throws vs. Magic
    • +3 Alchemical bonus to Saving Throws vs. Traps
  • This lasts for 10 seconds
  • This effect is dispelled by death and antimagic.
1120
  • Artificer 4
Increase Ability (Constitution-Intelligence) Icon.png
Ability Score

Multiple Selection

+1 Constitution or Intelligence
1220
  • Artificer 4
Tier 5 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Curative Admixture- Cure Serious Wounds Icon.png
Curative Admixture: Cure Critical Wounds

Activation Cost: 5 Spell Points
Cooldown: 12 seconds

Spell Curative Admixture- Cure Serious Wounds Icon.pngSpell-Like Ability:
Curative Admixture: Cure Critical Wounds
Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize

Infuses a Cure Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per Caster Level (Maximum caster level 20) positive energy damage to nearby living allies and enemy undead.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
1130
  • Character Level 12
  • Artificer 5
Unbreakable Forcefield Icon.png
Unbreakable Forcefields

Multiple Selection

Choose between two different kinds of Unbreakable Forcefield
1130
  • Character Level 12
  • Artificer 5
Enhancement Paragon Body Icon.png
Paragon Body
  • You no longer suffer Arcane Spell Failure from armor.
  • You gain:
    • +4 to Fortitude Saves
    • +10% Quality bonus to Maximum Hit Points
1130
  • Embed Component
  • Character Level 12
  • Artificer 5
Enhancement Regeneration Construct Icon.png
Regeneration Construct

Activation Cost: 30 Spell points
Cooldown: 1 Minute

You are surrounded by arcane energy capable of repairing damage.

  • Allies (equal to your Artificer level) are Repaired for 1 hit point per 3 Artificer levels as long as they are near you.
  • Lasts for 30 minutes, but is dispelled by death and antimagic.
1130
  • Character Level 12
  • Artificer 5
Enhancement Mastermaker Icon.png
Mastermaker
  • Your Repair Wounds spells have no maximum caster level.
1130
  • Character Level 12
  • Artificer 5