Artificer: Difference between revisions

453 bytes removed ,  16:56, 27 December 2022
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! Artificer Level !! Spell
! Artificer Level !! Spell
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| 2nd || Healing Word, Inflict Wounds
| 2nd || Compelled Duel, Zephyre Strike
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| 5th || Acid Arrow, Flaming Sphere
| 5th || Cloud of Daggers, Misty Step
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| 9th || Gaseous Form, Mass Healing Word
| 9th || Blinding Smite, Conjure Barrage
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| 13th || Blight, Death Ward
| 13th || Fire Shield, Staggering Smite
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| 17th || Cloud Kill, Reincarnate
| 17th || Conjure Volley, Steel Wind Strike
|}
|}
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Tools of the Trade
==== Tools of the Trade ====
''1st Level Forgewright Feature''<br>
''1st Level Forgewright Feature''<br>
You gain proficiency with martial weapons and smith's tools. If you're already proficient with smith's tools, you instead gain proficiency with another set of artisan's tools of your choice.
You gain Proficiency with Martial Weapons and Smith's Tools.
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Arcane Armament
==== Arcane Armament ====
''1st Level Forgewright Feature''<br>
''1st Level Forgewright Feature''<br>
Over the course of 1 hour, which can be during a short or long rest, you can use smith's tools to transform one melee weapon you touch into your Arcane Armament. While you wield your Arcane Armament, you gain the benefits below.
Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Smith's Tools to transform a Melee Weapon you touch into your Arcane Armament. While you wield your Arcane Armament, you gain the following benefits:
 
*You can use your Intelligence, in place of Strength or Dexterity, for Attack and Damage Rolls with your Arcane Armament.
*The Weapon gains the Thrown (20/60) Property.
*The Weapon gains the benefits of the Returning Weapon Infusion, but it does not count as being Infused.
*The Weapon becomes magical if it was not already.
You can only have one Arcane Armament at a time, and enchanting a second causes the magic of the first to end.
You can only have one Arcane Armament at a time, and enchanting a second causes the magic of the first to end.
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You can use your Intelligence, in place of Strength or Dexterity, for attack and damage rolls with the weapon.
==== Forge of War ====
The weapon gains both the thrown (20/60) and returning properties. After you make a thrown weapon attack with your Arcane Armament, it instantly returns to your hand.
It counts as a magical weapon if it was not already.
 
2nd compelled duel, zephyr strike*
5th cloud of daggers, misty step
9th blinding smite, conjure barrage
13th fire shield, staggering smite
17th conjure volley, steel wind strike*
 
Forge of War
''3rd Level Forgewright Feature''<br>
''3rd Level Forgewright Feature''<br>
Your signature artifice enhances the power of your weapon. Any weapon attacks you make with your Arcane Armament score a critical hit on a roll of 19 or 20 on the d20.
Your signature artifice enhances the power of your weapon. Your Crit Range for Attacks made with your Arcane Armament increases by 1.<br>
Additionally, your total number of Infusions Known increases by 1, but this Infusions can only be used to Infuse your Arcane Armament.
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Also, your total number of Infusions Known increases by 1. However, this bonus Infusion must be applied to your Arcane Armament, and can be applied even if it was a magic weapon.
==== Arcane Jolt ====
''5th Level Forgewright Feature''<br>
When you hit on an Attack with your Arcane Armament, you can expend a Spell Slot of 1st Level or higher to deal additional Force Damage to the target. The extra Damage dealt is 1d6 + 1d6 for each Level of the Spell Slot expended, to a maximum of 6d6.
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Arcane Jolt
==== Extra Attack ====
''5th Level Forgewright Feature''<br>
''5th Level Forgewright Feature''<br>
When you hit a target with your Arcane Armament you can expend a spell slot to deal additional force damage to the target. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6.
You can make an additional Attack whenever you take the Attack Action.
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Extra Attack
==== Magical Attacks ====
''5th Level Forgewright Feature''<br>
''5th Level Forgewright Feature''<br>
You can attack twice, rather than once, when you take the Attack action on your turn. Moreover, you can cast one of your artificer cantrips in place of one of those attacks.
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.
<br><br>s.


Improved Arcane Jolt
==== Improved Arcane Jolt ====
''9th Level Forgewright Feature''<br>
''9th Level Forgewright Feature''<br>
The magic of your Arcane Armament empowers its strikes. Each time you hit a creature with a weapon attack with your Arcane Armament you deal an additional 1d6 force damage.
The magic of your Arcane Armament empowers its strikes. Your Arcane Armament does an extra 1d6 Force Damage on a hit.
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This force damage does not count against the maximum amount of damage you can deal with your Arcane Jolt feature.
==== Master Forgewright ====
 
Master Forgewright
''15th Level Forgewright Feature''<br>
''15th Level Forgewright Feature''<br>
You have become a master among Forgewright artificers and can extend the power within your Arcane Armament to allies. As an action, you can hold aloft your Arcane Armament and, choose a number of weapons equal to your Intelligence modifier (minimum of 1) within 30 feet, one of which can be your Arcane Armament. For the next minute these weapons
You have become a master among Forgewright artificers and can extend the power within your Arcane Armament to allies. As an Action, you can hold aloft your Arcane Armament and, choose a number of Weapons within 30ft of you equal to your Intelligence Modifier. For the next minute, these Weapons deal an additional 1d6 Force Damage on a hit.<br>
          deal an additional 1d6 force damage on hit.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a Spell Slot of 3rd Level or higher to use it again.
 
<br><br><br>
            Once you use this feature you must finish a long rest
          before you can use it again. If you have no uses of this
          feature left, you can expend an artificer spell slot of
          3rd-level or higher to use this feature again.


== Machinist ==
== Machinist ==