Artificer: Difference between revisions

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== Enhanced ==
== Enhanced ==
Where most artificers develop objects of wondrous power, those known as Enhanced bring their great intellect to bear by modifying their own bodies. They replace and improve their own limbs with arcane enhancements, forever striving to create a more perfect self. Enhanced artificers are known for their impressive, and deadly, combat Enhancements.


==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Alchemist Feature''<br>
''1st Level Enhanced Feature''<br>
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.
{| class="wikitable"
{| class="wikitable"
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! Artificer Level !! Spell
! Artificer Level !! Spell
|-
|-
| 2nd || Healing Word, Inflict Wounds
| 2nd || Expeditious Retreat, Thunderous Smite
|-
|-
| 5th || Acid Arrow, Flaming Sphere
| 5th || Alter Self, Spider Climb
|-
|-
| 9th || Gaseous Form, Mass Healing Word
| 9th || Blinding Smite, Haste
|-
|-
| 13th || Blight, Death Ward
| 13th || Freedom of Movement, Greater Invisibility
|-
|-
| 17th || Cloud Kill, Reincarnate
| 17th || Banishing Smite, Skill Empowerment
|}
|}
<br>
<br>
==== Tools of the Trade ====
''1st Level Enhanced Feature''<br>
You gain Proficiency with Smith's Tools and Heavy Armor.
<br><br>
==== Blade Enhancement ====
''1st Level Enhanced Feature''<br>
You modify one of your arms to bear a hidden blade. It is a Simple Melee Weapon with the finesse Property that deals 1d8 Slashing Damage, and has the following abilities:
*It is completely concealed within your arm unless you use a Bonus Action to activate or retract your blade.
*You can use your Intelligence Modifier, in place of your Strength or Dexterity, for the Attack and Damage Rolls of your blade.
<br><br>
==== Enhancements ====
''3rd Level Enhanced Feature''<br>
You gain the ability to enhance your body. Choose one of the following Enhancements which can be attached in place of a missing body part or over an existing body part:
*'''Mobility Enhancement.''' You modify one of your legs. You can take the Dash Action as a Bonus Action.
*'''Nimble Enhancement.''' You modify one of your hands. You add your Intelligence Modifier to any Dexterity Checks you make that involve your modified hand.
*'''Power Enhancement.''' You modify one of your arms. You add your Intelligence Modifier to any Strength Checks you make that involve your modified arm.
*'''Visual Enhancement.''' You modify one of your eyes. You add your Intelligence Modifier to any Checks you make that rely on sight.
At the end of a Long Rest, you can change which Enhancement is selected. As you gain Levels in this class, your body can bear additional Enhancements at one time: at 5th Level (2), 9th Level (3), and at 15th Level (4).
<br><br>
==== Extra Attack ====
''5th Level Enhanced Feature''<br>
You can make an additional Attack whenever you take the Attack Action.
<br><br>
==== Combat Enhancement ====
''5th Level Enhanced Feature''<br>
You have improved your modifications to further augment your combat abilities. You gain the following benefits:
*Each of your Enhancements can bear a single Infusion usually meant for the following objects: Mobility (boots), Nimble (gauntlets), Power (armor), Visual (helm, goggles).
*Your Blade counts as magical for the sake of overcoming Resistance and Immunity to non-magical Damage.
<br>
==== Improved Enhancements ====
''9th Level Enhanced Feature''<br>
Your number of Infusions Known increases by 1, but this additional Infusion must be applied to one of your Enhancements or your Blade.<br>
Additionally, your Blade now deals 2d8 Slashing Damage.
<br><br>
==== Master Enhanced ====
''15th Level Enhanced Feature''<br>
Choose one of your Enhancements or your Blade to become a Masterwork Enhancement, granting you the additional benefits below:
*'''Blade Masterwork.''' Your Crit Range increase by 2 on Attacks made with your Blade.
*'''Mobile Masterwork.''' You do not provoke Opportunity Attacks and you can move across vertical surfaces and liquids without falling during the move.
*'''Nimble Masterwork.''' When you make a Dexterity Saving Throw that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail. Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.
*'''Power Masterwork.''' When you make a Strength Check with a modified arm, you treat a roll of 14 or lower on the d20 as a 15.
*'''Visual Masterwork.''' When you make an Ability Check that relies on sight, you treat a roll of 14 or lower on the d20 as a 15.
At the end of a Long Rest, you can replace your Masterwork Enhancement with another of your choice.
<br><br>


== Fateweaver ==
== Fateweaver ==