The world of Kaladesh (Kaladesh may be translated from Sanskrit into ‘world of tomorrow’) is a living work of art, owing its bright existence to the tangible presence of aether. Aether is the raw magical energy that inhabits the space between planes in the Multiverse. While it’s nominally present on many planes, on Kaladesh it’s a critical part of the ecosystem. The life-giving energy infuses the natural world, sculpting the earth and waterways, drawing trees and plants into delicate twisting patterns, and attracting wild creatures like a magnetic force.
Ever since the ingenious inventor Avaati Vya developed a process to refine volatile raw aether, it has also been inextricably woven into the world’s culture of inspired invention. The Consulate, Kaladesh’s governing body, recognized the potential of aether as a fuel and designed distribution methods to ensure that it was accessible to all. Their efforts led to a plane-wide inventors’ renaissance, a time of hope, optimism, and boundless creativity. Now, clockwork automotons walk the streets, whirling thopters flit over the markets, and elegant gear-driven mechanisms raise and lower the very streets and buildings of the cities themselves.
As bright and wondrous as Kaladesh is, it still faces its share of strife. A faction known as the renegades believes that the Consulate is infringing on their freedoms. They refuse to adhere to safety regulations and aether quotas, and they undermine the Consulate’s efforts to provide structure and lawfulness. But renegade activity aside, this is a time of celebration. The Consulate has recently announced the Inventors’ Fair, a month-long festival to celebrate the myriad inventions of the Great Aether Boom. Airships will race, automaton constructs will battle, genius minds will face-off, and elegant design will reign supreme.
The head judge of the fair has installed the meticulous and diligent vedalken Dovin Baan as Senior Inspector, and Dovin has promised that the fair will go off without a hitch. He has recently elicited the help of the Gatewatch to mitigate potential renegade threats. Nothing will stop the people of Kaladesh from basking in the brilliance of their genius creations.
Some elements from Kaladesh, such as , were included in the free Plane Shift supplement released by Wizards of the Coast.
“Invent your tomorrow.”
For your campaign
Over the course of the last half century, hundreds of thousands of new devices have been invented on Kaladesh. Now, the Consulate has deemed that it’s time for the greatest inventions to take center stage. It’s time for famous and infamous inventors alike to race, battle, and boast their way to the top. It’s time for the Inventors’ Fair! For a full month, the fairgrounds will span the whole of downtown Ghirapur, the largest city on Kaladesh. Inventors’ booths will line the streets, arenas will host all manner of matches and races, and the most genius minds of the time will take to the stages.
New artificer specialist: Clockwork Artisan
While most Kaladeshi artificers take inspiration from natural forms, some go so far as to try to duplicate the original exactly. The Greenwheel Lifecrafters build automatons that are perfect models of creatures found on the plane—but usually on a massive scale. The constructs move as their wild equivalents do; lumbering rhinos, prancing camels, and trotting horses roam the streets of Ghirapur.
When you adopt this specialization at 3rd level, you gain proficiency with smith’s supplies and clockwork tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
- mage armor (servo only)
- animal messenger (servo only)
- water walk (servo only)
- polymorph (servo only)
- Rary’s telepathic bond
At 3rd level, you learn to use your ingenuity to create a construct creature that resembles one of the natural world. Effectively you get homunculus servant (ERftLW p.62) as an additional infusion without the 6th-level requirement and that doesn’t count against your maximum number of known infusions. It additionally has proficiency in two skills based on Strength or Dexterity of your choice. It is also proficient with all saving throws.
As you use The Right Tool for the Job class feature, you can use a piece of your Servo and modify it: this will take 1 minute instead of 1 hour, but it’s limited to any tool you are proficient with.
Beginning at 5th level, you make additional improvements to your servo, which becomes Small and gets special abilities depending on your proficiencies. This procedure costs 250 gp in materials and takes a week of work. Your servo gets an additional enhancement at 9th and 15th level.
- Alchemist’s supplies: As a bonus action, you can direct your servo yo inject a healing serum to an adjacent creature. This serum provides 2d6 temporary hit points.
- Brewer’s supplies: You gain the replicable item (alchemy jug) as a bonus infusion.
- Calligrapher’s Supplies: Your servo gets the ability to communicate in written form.
- Carpenter’s or Woodcarver’s tools: You get shillelagh as a bonus spell.
- Cartographer’s or Navigator’s tools: Your servo can provide advantage on Survival checks to avoid get lost.
- Cobbler’s or Leatherworker’s tools: You gain one replicable item that is applicable to boots and that you meet the level requirement for as a bonus infusion.
- Cook’s supplies or Potter’s tools: You can create full meals from foraging the surroundings for as many people as levels you have. This takes one hour.
- Glassblower’s or Jeweler’s tools: You gain the replicable item (goggles of night) as a bonus infusion.
- Mason’s tools or Vehicles: Your servo can become large and hold you inside. While inside, your speed becomes 0 and you need to use an action to make the servo move.
- Painter’s supplies: Your servo gains proficiency in Stealth.
- Smith’s or Tinker’s tools: Your servo gets a +2 bonus to AC.
- Weaver’s tools: You gain one replicable item that is applicable to cloaks and that you meet the level requirement for as a bonus infusion.
- Musical Instruments: You gain the replicable item (pipes of haunting) as a bonus infusion.
- Thieves’ tools: You gain the replicable item (gloves of thievery) as a bonus infusion.
At 9th level, as long as your servo can see you, it shares your saving throw bonuses.
At 15th level, your servo gets more autonomy than it did and it becomes Medium by spending a week of work and 1,000gp in materials. Whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it or you if it’s adjacent to you. It also counts as a magic item you are attuned to for the purposes of your Soul of Artifice class feature.
My actual intent is to eventually craft many homunculi and be able to have them joined as one, Voltron-style… that requires a lot more tinkering, though. Have you ever had a mechanical pet in a campaign?