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'''Hit Dice.''' 1d8 per Artificer Level<br> | '''Hit Dice.''' 1d8 per Artificer Level<br> | ||
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br> | '''1st Level Hitpoints.''' 8 + your Constitution Modifier<br> | ||
'''Higher Level Hitpoints.''' 1d8 ( | '''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution Modifier per Artificer Level after 1st<br> | ||
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br> | '''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br> | ||
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]]<br> | '''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]]<br> | ||
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'''Saving Throw Proficiencies.''' Wisdom and Charisma<br> | '''Saving Throw Proficiencies.''' Wisdom and Charisma<br> | ||
'''Skill Proficiencies.''' Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand<br> | '''Skill Proficiencies.''' Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand<br> | ||
'''Equipment.''' Two [[Armor and Weapons#Simple Weapons|Simple Weapons]] of your choice, a [[Adventuring Gear#Tools|Set of Tools]] of your choice, a | '''Equipment.''' Two [[Armor and Weapons#Simple Weapons|Simple Weapons]] of your choice, a [[Adventuring Gear#Tools|Set of Tools]] of your choice, a Set of [[Adventuring Gear#Artisan's Tools|Tinker's Tools]], an [[Equipment Packs|Equipment Pack]], [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]], and a [[Armor and Weapons#Simple Ranged Weapons|Light Crossbow]] | ||
<br><br> | <br><br> | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Artificer#Infusions]] || 1st || You get special abilities you can imbue into items | | [[Artificer#Infusions|Infusions]] || 1st || You get special abilities you can imbue into items | ||
|- | |- | ||
| [[Artificer#Artificer Specialization|Artificer Specialization]] || 1st || You choose your subclass, and gain features at 1st, 3rd, 5th, 9th and 15th Level | | [[Artificer#Artificer Specialization|Artificer Specialization]] || 1st || You choose your subclass, and gain features at 1st, 3rd, 5th, 9th and 15th Level | ||
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''1st Level Artificer Feature''<br> | ''1st Level Artificer Feature''<br> | ||
You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. You learn two Infusions of your choice from the list at the end of this class. The Infusions Known column of the Artificer table shows when you learn more Infusions of your choice.<br> | You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. You learn two Infusions of your choice from the list at the end of this class. The Infusions Known column of the Artificer table shows when you learn more Infusions of your choice.<br> | ||
At the end of a Long rest, as long as you have Tinker's Tools, you can replace one Infusion you know with another Infusion of your choice, as long as you meet all of its Prerequisites.<br> | At the end of a Long rest, as long as you have [[Adventuring Gear#Artisan's Tools|Tinker's Tools]], you can replace one Infusion you know with another Infusion of your choice, as long as you meet all of its Prerequisites.<br> | ||
At the end of a Long Rest, you can use your Tinker's Tools to imbue an Infusion you know into an object. To do so, you must be able to touch the object with your Tools.<br> | At the end of a Long Rest, you can use your [[Adventuring Gear#Artisan's Tools|Tinker's Tools]] to imbue an Infusion you know into an object. To do so, you must be able to touch the object with your [[Adventuring Gear#Artisan's Tools|Tools]].<br> | ||
If the Infusion requires attunement, you can attune to the object the instant you Infuse it, or you can forgo attunement so another creature can attune to it. To attune to the Infused item later, you must follow the normal attunement process.<br> | If the Infusion requires attunement, you can attune to the object the instant you Infuse it, or you can forgo attunement so another creature can attune to it. To attune to the Infused item later, you must follow the normal attunement process.<br> | ||
The Infusion remains in an item indefinitely. If you die, the Infusion vanishes after a number of days have passed equal to your Intelligence Modifier. Infusions vanish immediately if you give up your knowledge of one to learn another, or imbue the Infusion into another object.<br> | The Infusion remains in an item indefinitely. If you die, the Infusion vanishes after a number of days have passed equal to your Intelligence Modifier. Infusions vanish immediately if you give up your knowledge of one to learn another, or imbue the Infusion into another object.<br> | ||
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! Artificer Specialization !! Complexity (1-5) !! Description | ! Artificer Specialization !! Complexity (1-5) !! Description | ||
|- | |- | ||
| [[Artificer#Aeronaut|Aeronaut]] || | | [[Artificer#Master Aeronaut| Master Aeronaut]] || 2 || You create a Flying Machine that you use to soar through the sky, becoming accustomed and more powerful if you fight while airborne. | ||
|- | |- | ||
| [[Artificer#Alchemist|Alchemist]] || | | [[Artificer#Master Alchemist|Master Alchemist]] || 3 || You create a Homunculus Servant and create various elixirs that replicate the effects of Spells that you toss around the battlefield for you or your allies to drink, or to throw and smash to create devastating effects. | ||
|- | |- | ||
| [[Artificer#Archivist|Archivist]] || | | [[Artificer#Master Archivist|Master Archivist]] || 2 || You awaken a mind in an object of your choosing which you use to cast your Spells and overload the minds of your foes while staying in touch with those who bear your Infused items. | ||
|- | |- | ||
| [[Artificer#Armorer|Armorer]] || | | [[Artificer#Master Armorer|Master Armorer]] || 1 || You create a set of Arcane Gauntlets and Armor to enhance your combat prowess with several different models to choose from. | ||
|- | |- | ||
| [[Artificer#Artillerist|Artillerist]] || | | [[Artificer#Master Artillerist|Master Artillerist]] || 3 || You create an Eldritch Cannon which you use to burn down or precisely shoot your foes or to protect your allies all the while launching projectiles at your foes. | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Master Augmenter|Master Augmenter]] || 3 || You gain a hidden Blade and the ability to augment your body with prosthetics as you build onto yourself to attain your perfect physical form. | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Master Battle Smith|Master Battle Smith]] || 2 || You create a powerful ally to assist you in combat, a Steel Defender which you augment and upgrade over time to make it uniquely suited to you and your purposes. | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Master Biomancer|Master Biomancer]] || 3 || You experiment with biology to create a special familiar and augment your body as you perfect your body and shape yourself to your vision of what life should be. | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Master Chronothief|Master Chronothief]] || 2 || You create a Chronometer, yielded from your experiments with Chronomancy magic, which you use to to warp time to your liking as you shape the world around you. | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Master Composer|Master Composer]] || 3 || You gain a mastery over instruments as you create your own unique Musical Apparatus that you use to master sound waves and assault your enemies ears. | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Master Dungeoneer|Master Dungeoneer]] || 3 || You become more scrappy than other Artificers, using the environment around you to create the random items and Weapons you need at any given moment. | ||
|- | |- | ||
| [[Artificer#Forgewright|Forgewright]] || | | [[Artificer#Master Forgewright|Master Forgewright]] || 2 || You begin to perfect a single Weapon of your choice, shaping it perfectly to your desires as you use your Spells cause it to deal death and destruction to your foes. | ||
|- | |- | ||
| [[Artificer#Machinist|Machinist]] || | | [[Artificer#Master Machinist|Master Machinist]] || 3 || You know the value of quantity over quality, creating many machines that each serve their own purpose and dissolve after that purpose has been achieved, after all: ''"Quantity has a quality all its own." - Joseph Stalin''. | ||
|- | |- | ||
| [[Artificer#Puppeteer|Puppeteer]] || | | [[Artificer#Master Puppeteer|Master Puppeteer]] || 4 || You use magical strings to assist your allies as you guide them to the correct actions as well as completely control your foes with these same strings like a subtle puppet master, helping and harming from the sidelines | ||
|- | |- | ||
| [[Artificer#Wandslinger|Wandslinger]] || | | [[Artificer#Master Wandslinger|Master Wandslinger]] || 3 || You create a special Arcane Sidearm to use as a Weapon in combat and gain a couple unique ways to use it to fit to every situation. | ||
|} | |} | ||
<br> | <br> | ||
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'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br> | '''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br> | ||
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br> | '''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br> | ||
'''Spellcasting Focus.''' A Set of Tools or an Infused object<br> | '''Spellcasting Focus.''' A [[Adventuring Gear#Tools|Set of Tools]] or an Infused object<br> | ||
'''Spell Learning Method.''' You start knowing 2 Spells, and then Learn 1 new Spell every odd Level. | '''Spell Learning Method.''' You start knowing 2 Spells, and then Learn 1 new Spell every odd Level. | ||
{| class="wikitable" | {| class="wikitable" | ||
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==== Tool Magic ==== | ==== Tool Magic ==== | ||
''2nd Level Artificer Feature''<br> | ''2nd Level Artificer Feature''<br> | ||
You Learn a Cantrip while you are holding a Set of Tools. These | You Learn a Cantrip while you are holding a [[Adventuring Gear#Tools|Set of Tools]]. These Cantrips count as Artificer Spells for you and do not count against your Spells Known. The specific Spells learnt are described in the table below. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Tool Spells | |+ Tool Spells | ||
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| [[Adventuring Gear#Artisan's Tools|Carpenter's Tools]] || [[Cantrips#Thorn Whip|Thorn Whip]] | | [[Adventuring Gear#Artisan's Tools|Carpenter's Tools]] || [[Cantrips#Thorn Whip|Thorn Whip]] | ||
|- | |- | ||
| [[Adventuring Gear#Artisan's Tools|Cartographer's Tools]] || [[Cantrips# | | [[Adventuring Gear#Artisan's Tools|Cartographer's Tools]] || [[Cantrips#Gust|Gust]] | ||
|- | |- | ||
| [[Adventuring Gear#Artisan's Tools|Cobbler's Tools]] || [[Cantrips# | | [[Adventuring Gear#Artisan's Tools|Cobbler's Tools]] || [[Cantrips#Thunderclap|Thunderclap]] | ||
|- | |- | ||
| [[Adventuring Gear#Artisan's Tools|Cook's Utensils]] || [[Cantrips#Spare the Dying|Spare the Dying]] | | [[Adventuring Gear#Artisan's Tools|Cook's Utensils]] || [[Cantrips#Spare the Dying|Spare the Dying]] | ||
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| [[Adventuring Gear#General Tools|Gaming Set]] || [[Cantrips#Lucky Number|Lucky Number]] | | [[Adventuring Gear#General Tools|Gaming Set]] || [[Cantrips#Lucky Number|Lucky Number]] | ||
|- | |- | ||
| [[Adventuring Gear#Artisan's Tools|Glassblower's Tools]] || [[Cantrips# | | [[Adventuring Gear#Artisan's Tools|Glassblower's Tools]] || [[Cantrips#Dazzle|Dazzle]] | ||
|- | |- | ||
| [[Adventuring Gear#Alchemical Tools|Herbalism Kit]] || [[Cantrips#Druidcraft|Druidcraft]] | | [[Adventuring Gear#Alchemical Tools|Herbalism Kit]] || [[Cantrips#Druidcraft|Druidcraft]] | ||
|- | |- | ||
| [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]] || [[Cantrips# | | [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]] || [[Cantrips#Shooting Star|Shooting Star]] | ||
|- | |- | ||
| [[Adventuring Gear#Artisan's Tools|Leatherworker's Tools]] || [[Cantrips# | | [[Adventuring Gear#Artisan's Tools|Leatherworker's Tools]] || [[Cantrips#Resistance|Resistance]] | ||
|- | |- | ||
| [[Adventuring Gear#Artisan's Tools|Mason's Tools]] || [[Cantrips#Magic Stone|Magic Stone]] | | [[Adventuring Gear#Artisan's Tools|Mason's Tools]] || [[Cantrips#Magic Stone|Magic Stone]] | ||
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| [[Adventuring Gear#General Tools|Thieve's Tools]] || [[Cantrips#Mage Hand|Mage Hand]] | | [[Adventuring Gear#General Tools|Thieve's Tools]] || [[Cantrips#Mage Hand|Mage Hand]] | ||
|- | |- | ||
| [[Adventuring Gear#Artisan's Tools|Tinker's Tools]] || [[Cantrips# | | [[Adventuring Gear#Artisan's Tools|Tinker's Tools]] || [[Cantrips#Mending|Mending]] | ||
|- | |- | ||
| [[Adventuring Gear#Artisan's Tools|Weaver's Tools]] || [[Cantrips#Encode Thoughts|Encode Thoughts]] | | [[Adventuring Gear#Artisan's Tools|Weaver's Tools]] || [[Cantrips#Encode Thoughts|Encode Thoughts]] | ||
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==== Tool Expert ==== | ==== Tool Expert ==== | ||
''6th Level Artificer Feature''<br> | ''6th Level Artificer Feature''<br> | ||
You can quickly and effectively use Tools. You are considered to have Expertise with all Tools you are Proficient in. Additionally, you add half your Proficiency Bonus (rounded up) to any rolls you make using Tools that you are not Proficient with. | You can quickly and effectively use Tools. You are considered to have Expertise with all [[Adventuring Gear#Tools|Tools]] you are Proficient in. Additionally, you add half your Proficiency Bonus (rounded up) to any rolls you make using [[Adventuring Gear#Tools|Tools]] that you are not Proficient with. | ||
<br><br> | <br><br> | ||
==== The Right Tool for the Job ==== | ==== The Right Tool for the Job ==== | ||
''6th Level Artificer Feature''<br> | ''6th Level Artificer Feature''<br> | ||
You learn how to produce exactly the tool you need. By using Artisan's Tools, you can magically create one Set of Tools of your choice at your feet. This requires 1 hour of uninterrupted work which can be performed during a Short or Long Rest.<br> | You learn how to produce exactly the tool you need. By using [[Adventuring Gear#Artisan's Tools|Artisan's Tools]], you can magically create one [[Adventuring Gear#Tools|Set of Tools]] of your choice at your feet. This requires 1 hour of uninterrupted work which can be performed during a Short or Long Rest.<br> | ||
You can have a number of these Tools created with this feature equal to your Intelligence Modifier. If you would create a Set of Tools that would cause you to have more than that number created at once, one of Set of Tools of your choice created with this feature crumbles to dust. | You can have a number of these [[Adventuring Gear#Tools|Tools]] created with this feature equal to your Intelligence Modifier. If you would create a [[Adventuring Gear#Tools|Set of Tools]] that would cause you to have more than that number created at once, one of [[Adventuring Gear#Tools|Set of Tools]] of your choice created with this feature crumbles to dust. | ||
<br><br> | <br><br> | ||
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== 1st Level Infusions == | == 1st Level Infusions == | ||
==== Adjustable Tool Set ==== | ==== Adjustable Tool Set ==== | ||
''Item: a Set of Tools (requires attunement)''<br> | ''Item: a [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)''<br> | ||
The user is considered Proficient with this magical Set of Tools, and as an Action, it can transform this Set of Tools into another Set of Tools of its choice.<br> | The user is considered Proficient with this magical [[Adventuring Gear#Tools|Set of Tools]], and as an Action, it can transform this [[Adventuring Gear#Tools|Set of Tools]] into another [[Adventuring Gear#Tools|Set of Tools]] of its choice.<br> | ||
At 11th Level, this Tool Set grants a +1 bonus to Ability Checks Madde with it. This bonus increases to +2 at 17th Level. | At 11th Level, this [[Adventuring Gear#Tools|Tool Set]] grants a +1 bonus to Ability Checks Madde with it. This bonus increases to +2 at 17th Level. | ||
<br><br> | <br><br> | ||
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==== Enhanced Arcane Focus ==== | ==== Enhanced Arcane Focus ==== | ||
''Item: A Spellcasting Focus (requires attunement | ''Item: A [[Armor and Weapons#Spellcasting Focuses|Spellcasting Focus]] (requires attunement)''<br> | ||
This item grants the user +1 bonus to Spell Attack Rolls, and it ignores 1/2 Cover when making Spell Attacks.<br> | This item grants the user +1 bonus to Spell Attack Rolls, and it ignores 1/2 Cover when making Spell Attacks.<br> | ||
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | ||
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==== Enhanced Defense ==== | ==== Enhanced Defense ==== | ||
''Item: A suit of Armor or a Shield''<br> | ''Item: A suit of [[Armor and Weapons#Armor|Armor]] or a [[Armor and Weapons#Shield|Shield]]''<br> | ||
This item grants the user +1 bonus to its AC while wearing the Armor or wielding the Shield.<br> | This item grants the user +1 bonus to its AC while wearing the [[Armor and Weapons#Armor|Armor]] or wielding the [[Armor and Weapons#Shield|Shield]].<br> | ||
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | ||
<br><br> | <br><br> | ||
==== Enhanced Instrument ==== | ==== Enhanced Instrument ==== | ||
''Item: a Musical Instrument (requires attunement)''<br> | ''Item: a [[Adventuring Gear#Tools|Musical Instrument]] (requires attunement)''<br> | ||
The user is Proficient with this magic Instrument and can use it as a Spellcasting Focus. Whenever it makes an Ability Check using this Instrument, it adds your Intelligence Modifier to the Check.<br> | The user is Proficient with this magic [[Adventuring Gear#Tools|Instrument]] and can use it as a Spellcasting Focus. Whenever it makes an Ability Check using this [[Adventuring Gear#Tools|Instrument]], it adds your Intelligence Modifier to the Check.<br> | ||
At 11th Level, this magic Instrument grants a +1 bonus to Spell Attack Rolls. This bonus increases to +2 at 17th Level. | At 11th Level, this magic [[Adventuring Gear#Tools|Instrument]] grants a +1 bonus to Spell Attack Rolls. This bonus increases to +2 at 17th Level. | ||
<br><br> | <br><br> | ||
==== Enhanced Tool Set ==== | ==== Enhanced Tool Set ==== | ||
''Item: a Set of Tools you are Proficient with''<br> | ''Item: a [[Adventuring Gear#Tools|Set of Tools]] you are Proficient with''<br> | ||
Whenever the user makes an Ability Check with this Set of magical Tools, it adds your Intelligence Modifier to the Check. | Whenever the user makes an Ability Check with this [[Adventuring Gear#Tools|Set of magical Tools]], it adds your Intelligence Modifier to the Check. | ||
<br><br> | <br><br> | ||
==== Enhanced Weapon ==== | ==== Enhanced Weapon ==== | ||
''Item: A Simple or Martial Weapon''<br> | ''Item: A [[Armor and Weapons#Simple Weapons|Simple]] or [[Armor and Weapons#Martial Weapons|Martial Weapon]]''<br> | ||
This magic Weapon grants the user a +1 bonus to any Attack and Damage Rolls it makes with this infused Weapon.<br> | This magic [[Armor and Weapons#Weapons|Weapon]] grants the user a +1 bonus to any Attack and Damage Rolls it makes with this infused [[Armor and Weapons#Weapons|Weapon]].<br> | ||
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | ||
<br><br> | <br><br> | ||
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==== Featherweight Weapon ==== | ==== Featherweight Weapon ==== | ||
''Item: A Weapon without the Light Property (requires attunement)''<br> | ''Item: A [[Armor and Weapons#Weapons|Weapon]] without the Light Property (requires attunement)''<br> | ||
This magic Weapon loses the Heavy Property if it had it. If the Weapon did not have the Heavy Property, it gains the Light Property.<br> | This magic [[Armor and Weapons#Weapons|Weapon]] loses the Heavy Property if it had it. If the [[Armor and Weapons#Weapons|Weapon]] did not have the Heavy Property, it gains the Light Property.<br> | ||
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | ||
<br><br> | <br><br> | ||
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==== Power Whip ==== | ==== Power Whip ==== | ||
''Item: A | ''Item: A [[Armor and Weapons#Martial Melee Weapons|While]] or [[Adventuring Gear#General Equipment|chain]]''<br> | ||
This magic Weapon grants a +1 bonus to Attack and Damage rolls made with it, and its Damage Die becomes a 1d8.<br> | This magic [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to Attack and Damage rolls made with it, and its Damage Die becomes a 1d8.<br> | ||
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | ||
<br><br> | <br><br> | ||
==== Repeating Shot ==== | ==== Repeating Shot ==== | ||
''Item: A Ranged Weapon (requires attunement)''<br> | ''Item: A [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]] (requires attunement)''<br> | ||
This magic Weapon ignores the Loading Property if it has it.<br> | This magic [[Armor and Weapons#Weapons|Weapon]] ignores the Loading Property if it has it.<br> | ||
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | ||
<br><br> | <br><br> | ||
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==== Returning Weapon ==== | ==== Returning Weapon ==== | ||
''Item: A Weapon with the Thrown Property''<br> | ''Item: A [[Armor and Weapons#Weapons|Weapon]] with the Thrown Property''<br> | ||
After making a Ranged Attack with this magic Weapon, the Weapon returns to the user's hand.<br> | After making a Ranged Attack with this magic [[Armor and Weapons#Weapons|Weapon]], the [[Armor and Weapons#Weapons|Weapon]] returns to the user's hand.<br> | ||
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | ||
<br><br> | <br><br> | ||
==== Ring of Proficiency ==== | ==== Ring of Proficiency ==== | ||
''Item: A ring (requires attunement)''<br> | ''Item: A ring (requires attunement)''<br> | ||
The wearer of this ring gains Proficiency in one Skill and Set of Tools that you are Proficient in (your choice when you infuse this item). | The wearer of this ring gains Proficiency in one Skill and [[Adventuring Gear#Tools|Set of Tools]] that you are Proficient in (your choice when you infuse this item). | ||
<br><br> | <br><br> | ||
== 5th Level Infusions == | == 5th Level Infusions == | ||
==== Homing Weapon ==== | ==== Homing Weapon ==== | ||
''5th Level Item: A Weapon with the Ranged or Thrown Property''<br> | ''5th Level Item: A [[Armor and Weapons#Weapons|Weapon]] with the Ranged or Thrown Property''<br> | ||
The wielder of this magic Weapon ignores the Disadvantage imposed when Attacking at the Weapon's Long Range.<br> | The wielder of this magic [[Armor and Weapons#Weapons|Weapon]] ignores the Disadvantage imposed when Attacking at the [[Armor and Weapons#Weapons|Weapon's]] Long Range.<br> | ||
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | ||
<br><br> | <br><br> | ||
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==== Light Blade ==== | ==== Light Blade ==== | ||
5th Level Item: A sword hilt, wand, or similar object (requires attunement)''<br> | 5th Level Item: A sword hilt, wand, or similar object (requires attunement)''<br> | ||
While grasping the object, the wielder can use a Bonus Action to cause a blade of pure radiance to spring into existence, or cause the same blade to disappear, from the end of this object. While the blade exists, this magic item is considered a Simple Melee Weapon with the Finesse Property that it deals 1d8 Radiant Damage.<br> | While grasping the object, the wielder can use a Bonus Action to cause a blade of pure radiance to spring into existence, or cause the same blade to disappear, from the end of this object. While the blade exists, this magic item is considered a [[Armor and Weapons#Simple Melee Weapons|Simple Melee Weapon]] with the Finesse Property that it deals 1d8 Radiant Damage.<br> | ||
The luminous blade emits Bright Light out to a Range of 15ft, and Dim Light an additional 15ft.<br> | The luminous blade emits Bright Light out to a Range of 15ft, and Dim Light an additional 15ft.<br> | ||
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | ||
<br><br> | <br><br> | ||
==== Many-Handed Pouch ==== | ==== Many-Handed Pouch ==== | ||
''5th Level Item: | ''5th Level Item: A number of individual pouches up to your Intelligence Modifier''<br> | ||
These magic pouches all share one interdimensional space with the capacity of a single pouch. Reaching into an Infused pouch allows access to this shared storage space. A pouch operates as long as it is within 100 miles of another pouch. If a pouch is farther than 100 miles away from another pouch, it will not hold any contents.<br> | These magic pouches all share one interdimensional space with the capacity of a single pouch. Reaching into an Infused pouch allows access to this shared storage space. A pouch operates as long as it is within 100 miles of another pouch. If a pouch is farther than 100 miles away from another pouch, it will not hold any contents.<br> | ||
If the Infusion ends, the items stored in the shared space all move into one of the pouches, determined randomly. | If the Infusion ends, the items stored in the shared space all move into one of the pouches, determined randomly. | ||
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==== Mind Sharpener ==== | ==== Mind Sharpener ==== | ||
''5th Level Item: A suit of Armor, robes, or similar object''<br> | ''5th Level Item: A suit of [[Armor and Weapons#Armor|Armor]], robes, or similar object''<br> | ||
This item can send a jolt to the wearer that refocuses the mind. The item has 4 charges. When the wearer fails a Constitution Saving Throw to maintain Concentration on an effect, it can use a Reaction to spend 1 of the item's charges to succeed instead. The item regains all expended charges at dawn. | This item can send a jolt to the wearer that refocuses the mind. The item has 4 charges. When the wearer fails a Constitution Saving Throw to maintain Concentration on an effect, it can use a Reaction to spend 1 of the item's charges to succeed instead. The item regains all expended charges at dawn. | ||
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==== Minor Arcane Item ==== | ==== Minor Arcane Item ==== | ||
''5th Level Item: a Tiny object or Set of Tools (requires attunement)''<br> | ''5th Level Item: a Tiny object or [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)''<br> | ||
You imbue this object with a minor amount of arcane power. Each time you imbue this Infusion into an object, you choose a 1st Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.<br> | You imbue this object with a minor amount of arcane power. Each time you imbue this Infusion into an object, you choose a 1st Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.<br> | ||
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn. | If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn. | ||
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==== Radiant Weapon ==== | ==== Radiant Weapon ==== | ||
''5th Level Item: A Melee Weapon (requires attunement)''<br> | ''5th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)''<br> | ||
As a Bonus Action, the wielder can cause this Weapon to emit Bright Light out to a Range of up to 30ft, and Dim Light an additional number of feet equal to the Bright Light. The wielder can extinguish or change the Range of the light as a Bonus Action.<br> | As a Bonus Action, the wielder can cause this [[Armor and Weapons#Weapons|Weapon]] to emit Bright Light out to a Range of up to 30ft, and Dim Light an additional number of feet equal to the Bright Light. The wielder can extinguish or change the Range of the light as a Bonus Action.<br> | ||
This magical | This magical [[Armor and Weapons#Weapons|Weapon]] has 4 charges. When its wielder hits a creature with this [[Armor and Weapons#Weapons|Weapon]], it can expend 1 charge and force its target to make a Constitution saving throw. On a failure, it is blinded until the beginning of your next turn. This [[Armor and Weapons#Weapons|Weapon]] regains all expended charges at dawn. | ||
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | ||
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''5th Level Item: A pair of gloves or gauntlets (requires attunement)''<br> | ''5th Level Item: A pair of gloves or gauntlets (requires attunement)''<br> | ||
These magical gauntlets have 4 charges. When the wearer hits a Large or smaller creature with an Unarmed Strike or with the gauntlets in some other way, it can expend 1 charge and force the target to make a Strength Saving Throw. On a failed Save, the creature is pushed 15ft away from the wielder and falls Prone. These gauntlets regain all of their expended charges at dawn.<br> | These magical gauntlets have 4 charges. When the wearer hits a Large or smaller creature with an Unarmed Strike or with the gauntlets in some other way, it can expend 1 charge and force the target to make a Strength Saving Throw. On a failed Save, the creature is pushed 15ft away from the wielder and falls Prone. These gauntlets regain all of their expended charges at dawn.<br> | ||
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | ||
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==== Repulsion Shield ==== | ==== Repulsion Shield ==== | ||
''5th Level Item: A Shield (requires attunement)''<br> | ''5th Level Item: A [[Armor and Weapons#Shields|Shield]] (requires attunement)''<br> | ||
This magic Shield has 4 charges. When the wielder is hit with a Melee Attack, it can spend a charge to force the Attacker to make a Strength Saving Throw. On a failed Save, the Attack is pushed 15ft away from the wielder and falls Prone. The shield regains all of its expended charges at dawn.<br> | This magic [[Armor and Weapons#Shields|Shield]] has 4 charges. When the wielder is hit with a Melee Attack, it can spend a charge to force the Attacker to make a Strength Saving Throw. On a failed Save, the Attack is pushed 15ft away from the wielder and falls Prone. The shield regains all of its expended charges at dawn.<br> | ||
At 11th Level, this | At 11th Level, this [[Armor and Weapons#Shields|Shield]] grants a +1 bonus to its AC. This bonus increases to +2 at 17th Level. | ||
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==== Skyfall Harness ==== | ==== Skyfall Harness ==== | ||
''5th Level Item: a cloak, vest, harness, or similar object''<br> | ''5th Level Item: a cloak, vest, harness, or similar object''<br> | ||
This magic harness automatically sizes to fit the wearer and can be worn over clothing or Armor. It has wing-like fins between its limbs that slow falls and allow wearers to glide.<br> | This magic harness automatically sizes to fit the wearer and can be worn over clothing or [[Armor and Weapons#Armor|Armor]]. It has wing-like fins between its limbs that slow falls and allow wearers to glide.<br> | ||
When the wearer falls and isn't Incapacitated, it subtracts up to 100ft from its fall when calculating falling Damage, and it can glide. When the wearer falls at least 10ft, it can use a Reaction to extend the wings to glide horizontally a number of feet equal to its Walking Speed. | When the wearer falls and isn't [[Conditions#Incapacitated|Incapacitated]], it subtracts up to 100ft from its fall when calculating falling Damage, and it can glide. When the wearer falls at least 10ft, it can use a Reaction to extend the wings to glide horizontally a number of feet equal to its Walking Speed. | ||
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==== Wall Shield ==== | ==== Wall Shield ==== | ||
''5th Level Item: a Shield (requires attunement)''<br> | ''5th Level Item: a [[Armor and Weapons#Shields|Shield]] (requires attunement)''<br> | ||
This magical shield has 4 charges. As an Action, the wielder can expend 1 charge and slam the | This magical shield has 4 charges. As an Action, the wielder can expend 1 charge and slam the [[Armor and Weapons#Shields|Shield]] into the ground, causing it to be unusable as a [[Armor and Weapons#Shields|Shield]], to replicate the effects of the [[Level 5#Wall of Stone|Wall of Stone]] Spell. However, it only conjures a number of panels equal to your Intelligence Modifier.<br> | ||
When cast in this way, the Spell does not require the wielder's Concentration. The wielder can end the spell early by using its Action to remove this Shield from the ground. | When cast in this way, the Spell does not require the wielder's Concentration. The wielder can end the spell early by using its Action to remove this Shield from the ground. | ||
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==== War Gauntlet ==== | ==== War Gauntlet ==== | ||
''5th Level Item: An armored gauntlet and a Martial Weapon or Shield''<br> | ''5th Level Item: An armored gauntlet and a [[Armor and Weapons#Martial Weapons|Martial Weapon]] or [[Armor and Weapons#Shields|Shield]]''<br> | ||
You attach either a Martial Weapon lacking the Heavy or Two-Handed Property, or a Shield, to the gauntlet. The wearer has Proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active. The wielder can use the attached item without needing to use a hand.<br> | You attach either a [[Armor and Weapons#Martial Weapons|Martial Weapon]] lacking the Heavy or Two-Handed Property, or a [[Armor and Weapons#Shields|Shield]], to the gauntlet. The wearer has Proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active. The wielder can use the attached item without needing to use a hand.<br> | ||
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | At 11th Level, this [[Armor and Weapons#Weapons|Weapon]] grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level. | ||
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== 11th Level Infusions == | == 11th Level Infusions == | ||
==== Armor of Magical Strength ==== | ==== Armor of Magical Strength ==== | ||
''11th Level Item: a suit of | ''11th Level Item: a suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)''<br> | ||
This magical Armor grants its wearer a +1 bonus to its AC, and its wearer can also use its Intelligence, in place of Strength, for Strength Checks and Saving Throws.<br> | This magical [[Armor and Weapons#Armor|Armor]] grants its wearer a +1 bonus to its AC, and its wearer can also use its Intelligence, in place of Strength, for Strength Checks and Saving Throws.<br> | ||
This Armor also has 4 charges. As a Reaction when the wearer would be knocked Prone or moved against its will, it can expend 1 charge to remain standing or not move. The Armor regains all of its expended charges at dawn.<br> | This [[Armor and Weapons#Armor|Armor]] also has 4 charges. As a Reaction when the wearer would be knocked Prone or moved against its will, it can expend 1 charge to remain standing or not move. The [[Armor and Weapons#Armor|Armor]] regains all of its expended charges at dawn.<br> | ||
At 17th Level, this Armor grants a +2 bonus to AC. | At 17th Level, this [[Armor and Weapons#Armor|Armor]] grants a +2 bonus to AC. | ||
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==== Chameleon Armor ==== | ==== Chameleon Armor ==== | ||
''11th Level Item: a suit of Armor (requires attunement)''<br> | ''11th Level Item: a suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)''<br> | ||
This magical Armor grants its wearer a +1 bonus to its AC.<br> | This magical [[Armor and Weapons#Armor|Armor]] grants its wearer a +1 bonus to its AC.<br> | ||
This Armor also has 4 charges. While wearing this Armor the wearer can use an Action to expend charges and cast one of the following Spells, targeting only itself: Invisibility (2 charges) or Greater Invisibility (4 charges). The Armor regains all of its expended charges at dawn.<br> | This [[Armor and Weapons#Armor|Armor]] also has 4 charges. While wearing this [[Armor and Weapons#Armor|Armor]] the wearer can use an Action to expend charges and cast one of the following Spells, targeting only itself: Invisibility (2 charges) or Greater Invisibility (4 charges). The [[Armor and Weapons#Armor|Armor]] regains all of its expended charges at dawn.<br> | ||
At 17th Level, this Armor grants a +2 bonus to AC. | At 17th Level, this [[Armor and Weapons#Armor|Armor]] grants a +2 bonus to AC. | ||
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==== Elemental Weapon ==== | ==== Elemental Weapon ==== | ||
''11th Level Item: A Melee Weapon (requires attunement)''<br> | ''11th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)''<br> | ||
You infuse this magic Weapon with elemental energy. This Weapon has a +1 bonus to Attack and Damage Rolls. Additionally, when you Infuse the item, choose a command word and one of the following Damage Types: Acid, Cold, Fire, Lightning, Pison, or Lightning. As a Bonus Action, the wielder can speak the | You infuse this magic [[Armor and Weapons#Weapons|Weapon]] with elemental energy. This Weapon has a +1 bonus to Attack and Damage Rolls. Additionally, when you Infuse the item, choose a command word and one of the following Damage Types: Acid, Cold, Fire, Lightning, Pison, or Lightning. As a Bonus Action, the wielder can speak the [[Armor and Weapons#Weapons|Weapon's]] command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On a hit, the [[Armor and Weapons#Weapons|Weapon]] deals an additional 1d6 Damage of the chosen Type.<br> | ||
At 17th Level, the bonus Damage increases to 2d6 and the bonus to Attack and Damage Rolls increases to a +2. | At 17th Level, the bonus Damage increases to 2d6 and the bonus to Attack and Damage Rolls increases to a +2. | ||
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==== Greater Arcane Item ==== | ==== Greater Arcane Item ==== | ||
''11th Level Item: a Tiny object or Set of Tools (requires attunement)''<br> | ''11th Level Item: a Tiny object or [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)''<br> | ||
You imbue this object with a greater amount of arcane power. Each time you imbue this Infusion into an object, you choose a 2nd Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.<br> | You imbue this object with a greater amount of arcane power. Each time you imbue this Infusion into an object, you choose a 2nd Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.<br> | ||
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn. | If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn. | ||
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==== Metamorphosis Armor ==== | ==== Metamorphosis Armor ==== | ||
''11th Level Item: a suit of Armor (requires attunement)''<br> | ''11th Level Item: a suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)''<br> | ||
This magic suit of Armor has 4 charges. As an Action, the wearer can expend a charge to cast the Enlarge/Reduce Spell, targeting only itself, without expending a Spell Slot or requiring Concentration. Expending a charge to cast the Spell again ends the effect. This | This magic suit of [[Armor and Weapons#Armor|Armor]] has 4 charges. As an Action, the wearer can expend a charge to cast the [[Level 2#Enlarge/Reduce|Enlarge/Reduce]] Spell, targeting only itself, without expending a Spell Slot or requiring Concentration. Expending a charge to cast the Spell again ends the effect. This [[Armor and Weapons#Armor|Armor]] regains all expended charges at dawn.<br> | ||
At 17th Level, the wearer can expend up to two charges at one time to grow or reduce by two Size Categories. | At 17th Level, the wearer can expend up to two charges at one time to grow or reduce by two Size Categories. | ||
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==== Resistant Armor ==== | ==== Resistant Armor ==== | ||
''11th Level Item: A suit of Armor (requires attunement)''<br> | ''11th Level Item: A suit of [[Armor and Weapons#Armor|Armor]] (requires attunement)''<br> | ||
This magical Armor grants its wearer a +1 bonus to its AC, and its wearer gains Resistance to one of the following Damage Types; Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder (your choice when you infuse the object).<br> | This magical [[Armor and Weapons#Armor|Armor]] grants its wearer a +1 bonus to its AC, and its wearer gains Resistance to one of the following Damage Types; Acid, Cold, Fire, Lightning, Necrotic, Poison, Radiant, or Thunder (your choice when you infuse the object).<br> | ||
At 17th Level, this Armor grants a +2 bonus to AC, and you can choose Psychic or Force Damage for the Resistance gained from wearing the Armor. | At 17th Level, this [[Armor and Weapons#Armor|Armor]] grants a +2 bonus to AC, and you can choose Psychic or Force Damage for the Resistance gained from wearing the Armor. | ||
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==== Vampiric Weapon ==== | ==== Vampiric Weapon ==== | ||
''11th Level Item: A Melee Weapon (requires attunement)''<br> | ''11th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)''<br> | ||
When the wielder scores a Crit with this Weapon, the target takes an additional 2d6 Necrotic Damage, and the wielder gains Temporary Hit Points equal to the Necrotic Damage dealt. Constructs and Undead are Immune to this additional Damage.<br> | When the wielder scores a Crit with this [[Armor and Weapons#Weapons|Weapon]], the target takes an additional 2d6 Necrotic Damage, and the wielder gains Temporary Hit Points equal to the Necrotic Damage dealt. Constructs and Undead are Immune to this additional Damage.<br> | ||
At 17th Level, the extra Necrotic Damage becomes 4d6. | At 17th Level, the extra Necrotic Damage becomes 4d6. | ||
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==== Helm of Mind Shielding ==== | ==== Helm of Mind Shielding ==== | ||
''17th Level Item: A helm, hat, or a similar object (requires attunement)''<br> | ''17th Level Item: A helm, hat, or a similar object (requires attunement)''<br> | ||
The wearer of this magic helm gains Resistance to Psychic Damage and Immunity to the Charmed and Frightened Conditions and magic that allows another creature to read their thoughts or telepathically communicate with them. | The wearer of this magic helm gains Resistance to Psychic Damage and Immunity to the [[Conditions#Charmed|Charmed]] and [[Conditions#Frightened|Frightened]] Conditions and magic that allows another creature to read their thoughts or telepathically communicate with them. | ||
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==== Masterwork Arcane Item ==== | ==== Masterwork Arcane Item ==== | ||
''17th Level Item: a Tiny object or Set of Tools (requires attunement)''<br> | ''17th Level Item: a Tiny object or [[Adventuring Gear#Tools|Set of Tools]] (requires attunement)''<br> | ||
You imbue this object with wondrous arcane power. Each time you imbue this Infusion into an object, you choose a 3rd Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.<br> | You imbue this object with wondrous arcane power. Each time you imbue this Infusion into an object, you choose a 3rd Level Artificer Spell. This item holds a number of charges equal to your Intelligence Modifier. A creature that holds the item can spend a charge to cast the Spell imbued within, using the Spell's normal Casting Time and your Spellcasting Ability.<br> | ||
If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn. | If the spell requires Concentration, that creature holding the item must Concentrate on the Spell for its Duration. The item regains all expended charges at dawn. | ||
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==== Masterwork Homunculus ==== | ==== Masterwork Homunculus ==== | ||
''17th Level Item: | ''17th Level Item: A handful of dust''<br> | ||
You have discovered the secrets to the creation of life. You learn the Clone Spell. It counts as an Artificer Spell for you, but it doesn't count against your total number of Spells Known. You can cast the Clone Spell without expending a Spell Slot as long as you have the Material Components available. Your clone only takes 12 days to reach maturity, but you can only have one.<br> | You have discovered the secrets to the creation of life. You learn the [[Level 8#Clone|Clone]] Spell. It counts as an Artificer Spell for you, but it doesn't count against your total number of Spells Known. You can cast the [[Level 8#Clone|Clone]] Spell without expending a Spell Slot as long as you have the Material Components available. Your clone only takes 12 days to reach maturity, but you can only have one.<br> | ||
If you replace this Infusion with another at any point before your clone reaches maturity, the Spell immediately fails. | If you replace this Infusion with another at any point before your clone reaches maturity, the Spell immediately fails. | ||
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==== Mystic Armament ==== | ==== Mystic Armament ==== | ||
''17th Level Item: | ''17th Level Item: A [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] (requires attunement)''<br> | ||
This magic Weapon has 6 charges. The wielder of this Weapon can use an Action and spend 1 charge to cast the Steel Wind Strike Spell without expending a Spell Slot. The Weapon regains all expended uses at dawn. | This magic [[Armor and Weapons#Weapons|Weapon]] has 6 charges. The wielder of this [[Armor and Weapons#Weapons|Weapon]] can use an Action and spend 1 charge to cast the Steel Wind Strike Spell without expending a Spell Slot. The [[Armor and Weapons#Weapons|Weapon]] regains all expended uses at dawn. | ||
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==== Mystic Shot ==== | ==== Mystic Shot ==== | ||
''17th Level Item: | ''17th Level Item: A [[Armor and Weapons#Simple Ranged Weapons|Ranged Weapon]] (requires attunement)''<br> | ||
This magic Weapon has 6 charges. The wielder of this Weapon can use an Action and spend 1 charge to cast the Swift Quiver Spell without expending a Spell Slot. The Weapon regains all expended uses at dawn. | This magic [[Armor and Weapons#Weapons|Weapon]] has 6 charges. The wielder of this [[Armor and Weapons#Weapons|Weapon]] can use an Action and spend 1 charge to cast the Swift Quiver Spell without expending a Spell Slot. The [[Armor and Weapons#Weapons|Weapon]] regains all expended uses at dawn. | ||
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= Artificer Specialization = | = Artificer Specialization = | ||
== Aeronaut == | == Master Aeronaut == | ||
The most dangerous Specialization an artificer can pursue is that of the Aeronaut. Constantly carrying out dangerous trials in their pursuit of mechanical flight, these pioneering minds will risk anything to complete the perfect flying machine. No setback or injury can dampen the spirits of a true Aeronaut. | The most dangerous Specialization an artificer can pursue is that of the Aeronaut. Constantly carrying out dangerous trials in their pursuit of mechanical flight, these pioneering minds will risk anything to complete the perfect flying machine. No setback or injury can dampen the spirits of a true Aeronaut. | ||
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==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level Aeronaut Feature''<br> | ''1st Level Master Aeronaut 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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==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level Aeronaut Feature''<br> | ''1st Level Master Aeronaut Feature''<br> | ||
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]]. | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]]. | ||
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==== Aeronaut's Harness ==== | ==== Aeronaut's Harness ==== | ||
''1st Level Aeronaut Feature''<br> | ''1st Level Master Aeronaut Feature''<br> | ||
When you adopt this Specialization, you craft for yourself the signature safety harness of an Aeronaut. You learn the [[Artificer#Skyfall Harness|Skyfall Harness]] Infusion, it doesn't count against your total number of Infusions Known, and you can ignore its Level prerequisite.<br> | When you adopt this Specialization, you craft for yourself the signature safety harness of an Aeronaut. You learn the [[Artificer#Skyfall Harness|Skyfall Harness]] Infusion, it doesn't count against your total number of Infusions Known, and you can ignore its Level prerequisite.<br> | ||
However, until you reach 5th Level in this class, only you can don the [[Artificer#Skyfall Harness|Skyfall Harness]] you create with this Infusion. For all other creatures, this Infusion fails to function. | However, until you reach 5th Level in this class, only you can don the [[Artificer#Skyfall Harness|Skyfall Harness]] you create with this Infusion. For all other creatures, this Infusion fails to function. | ||
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==== Flying Machine ==== | ==== Flying Machine ==== | ||
''3rd Level Aeronaut Feature''<br> | ''3rd Level Master Aeronaut Feature''<br> | ||
You have constructed the signature invention of an Aeronaut, the Flying Machine. Over the course of 1 hour, which can be performed during a Short or Long rest, you can use [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]] to craft a Flying Machine. Some Flying Machines include wings made of canvas, rotating blades, stained glass, or even elemental engines.<br> | You have constructed the signature invention of an Aeronaut, the Flying Machine. Over the course of 1 hour, which can be performed during a Short or Long rest, you can use [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]] to craft a Flying Machine. Some Flying Machines include wings made of canvas, rotating blades, stained glass, or even elemental engines.<br> | ||
Your Flying Machine can only be used by you and can be attached to your [[Artificer#Skyfall Harness|Skyfall Harness]]. While you wear your Flying Machine, you can use it as an Artificer Spellcasting Focus without needing a free hand. You also gain a 20ft Flying Speed and can hover while wearing your Flying Machine.<br> | Your Flying Machine can only be used by you and can be attached to your [[Artificer#Skyfall Harness|Skyfall Harness]]. While you wear your Flying Machine, you can use it as an Artificer Spellcasting Focus without needing a free hand. You also gain a 20ft Flying Speed and can hover while wearing your Flying Machine.<br> | ||
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==== Airborne Assault ==== | ==== Airborne Assault ==== | ||
''5th Level Aeronaut Feature''<br> | ''5th Level Master Aeronaut Feature''<br> | ||
Your Flying Machine allows you to attack foes from unorthodox positions and catch enemies unaware. While you are at least 5ft above the ground, your Weapon Attacks and Spell Attacks deal an additional 1d8 Damage on a hit.<br> | Your Flying Machine allows you to attack foes from unorthodox positions and catch enemies unaware. While you are at least 5ft above the ground, your Weapon Attacks and Spell Attacks deal an additional 1d8 Damage on a hit.<br> | ||
When you reach 15th Level in this class, this bonus Damage increases to 2d8. | When you reach 15th Level in this class, this bonus Damage increases to 2d8. | ||
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==== Aerial Maneuvers ==== | ==== Aerial Maneuvers ==== | ||
''9th Level Aeronaut Feature''<br> | ''9th Level Master Aeronaut Feature''<br> | ||
You have greatly improved the maneuverability of your Flying Machine. While you are at least 5ft above the ground, you gain the following benefits: | You have greatly improved the maneuverability of your Flying Machine. While you are at least 5ft above the ground, you gain the following benefits: | ||
*You can take the Dash Action as a Bonus Action. | *You can take the Dash Action as a Bonus Action. | ||
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==== Master Aeronaut ==== | ==== Master Aeronaut ==== | ||
''15th Level Aeronaut Feature''<br> | ''15th Level Master Aeronaut Feature''<br> | ||
You have become a master Aeronaut. While you are at least 5ft above the ground, When an effect would force you to make a Dexterity Saving Thrown 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.<br> | You have become a master Aeronaut. While you are at least 5ft above the ground, When an effect would force you to make a Dexterity Saving Thrown 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.<br> | ||
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. | 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. | ||
<br><br><br> | <br><br><br> | ||
== Alchemist == | == Master Alchemist == | ||
Alchemy is a delicate art, tip the ratio of ingredients too far out of line and the effects could be disastrous. Alchemists are experts at combining exotic reagents to produce a variety of materials and effects. From healing droughts that can heal | Alchemy is a delicate art, tip the ratio of ingredients too far out of line and the effects could be disastrous. Alchemists are experts at combining exotic reagents to produce a variety of materials and effects. From healing droughts that can heal | ||
a wound in moments, to sticky goo that explodes when it comes in contact with flame. With the right reagents and a bit of luck, Alchemists use their wondrous Elixirs to give | a wound in moments, to sticky goo that explodes when it comes in contact with flame. With the right reagents and a bit of luck, Alchemists use their wondrous Elixirs to give | ||
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==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level Alchemist Feature''<br> | ''1st Level Master Alchemist 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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==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level Alchemist Feature''<br> | ''1st Level Master Alchemist Feature''<br> | ||
You gain Proficiency with [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]]. | You gain Proficiency with [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]]. | ||
<br><br> | <br><br> | ||
==== Homunculus ==== | ==== Homunculus ==== | ||
''1st Level Alchemist Feature''<br> | ''1st Level Master Alchemist Feature''<br> | ||
Your alchemical experimentation has yielded for you a loyal Homunculus Servant. You determine its appearance, but its appearance has no effect on its abilities. It is friendly to you and your companions, and it obeys your commands to the best of its ability. It uses the Homunculus Servant stat block, which uses your Proficiency bonus (PB) in several places.<br> | Your alchemical experimentation has yielded for you a loyal Homunculus Servant. You determine its appearance, but its appearance has no effect on its abilities. It is friendly to you and your companions, and it obeys your commands to the best of its ability. It uses the Homunculus Servant stat block, which uses your Proficiency bonus (PB) in several places.<br> | ||
In combat, the Homunculus shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are Incapacitated, the Homunculus takes the Action that would best protect itself and you. If you die, the Homunculus turns to ash after a number of minutes equal to your Artificer Level.<br> | In combat, the Homunculus shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are [[Conditions#Incapacitated|Incapacitated]], the Homunculus takes the Action that would best protect itself and you. If you die, the Homunculus turns to ash after a number of minutes equal to your Artificer Level.<br> | ||
If your Homunculus has died within the last hour, you can touch it with a Set of [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]] and expend a Spell Slot of 1st Level or higher to return it to life at its Hit Point Maximum. | If your Homunculus has died within the last hour, you can touch it with a Set of [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]] and expend a Spell Slot of 1st Level or higher to return it to life at its Hit Point Maximum. | ||
At the end of a Long Rest, you can make a new Homunculus Servant using your Alchemist's Supplies. If you already have a Homunculus from this feature, the first one turns to ash. | At the end of a Long Rest, you can make a new Homunculus Servant using your Alchemist's Supplies. If you already have a Homunculus from this feature, the first one turns to ash. | ||
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==== Alchemical Elixirs ==== | ==== Alchemical Elixirs ==== | ||
''3rd Level Alchemist Feature''<br> | ''3rd Level Master Alchemist Feature''<br> | ||
As your knowledge of alchemy has grown, you have learned to create potent Elixirs that mimic certain Spell effects:<br> | As your knowledge of alchemy has grown, you have learned to create potent Elixirs that mimic certain Spell effects:<br> | ||
*'''Elixir Infusions.''' Your total number of Infusions Known increases by one, but this extra Infusion must be from the list of Elixir Infusions detailed at the end of this Specialization. | *'''Elixir Infusions.''' Your total number of Infusions Known increases by one, but this extra Infusion must be from the list of Elixir Infusions detailed at the end of this Specialization. | ||
:Your total number of Infusions Known increases by one again 9th Level (2 extra) and at 15th Level (3 extra) in this class. Both of these additional Infusions must also be chosen from the list of Elixir Infusions detailed at the end of this Specialization. | :Your total number of Infusions Known increases by one again 9th Level (2 extra) and at 15th Level (3 extra) in this class. Both of these additional Infusions must also be chosen from the list of Elixir Infusions detailed at the end of this Specialization. | ||
*'''Creating an Elixir.''' At the end of a Long Rest, you can use [[Adventuring Gear#Alchemical | *'''Creating an Elixir.''' At the end of a Long Rest, you can use [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]] to create individual Tiny vials that contain a copy of each Elixir Infusion you Know, without expending a Spell Slot. Elixirs produce the effect of their Spell at its lowest Level and become unusable at the end of your next Long Rest.<br> | ||
:As an Action, you can create another vial of an Elixir Infusion you Know by expending the Spell Slot listed in its description. An Elixir can be used as part of the same Action you create it.<br> | :As an Action, you can create another vial of an Elixir Infusion you Know by expending the Spell Slot listed in its description. An Elixir can be used as part of the same Action you create it.<br> | ||
*'''Using an Elixir.''' As an Action, any creature can drink an Elixir Infusion, administer an Elixir Infusion to a creature within its Reach, or throw an Elixir at a point within 30ft of it. When thrown, an Elixir produces its Spell effect at the point of impact. If an Elixir Spell requires Concentration, the creature that drinks it must Concentrate on the effect. Your Elixir Spells use your Artificer Spell Save DC and Spellcasting Modifier. | *'''Using an Elixir.''' As an Action, any creature can drink an Elixir Infusion, administer an Elixir Infusion to a creature within its Reach, or throw an Elixir at a point within 30ft of it. When thrown, an Elixir produces its Spell effect at the point of impact. If an Elixir Spell requires Concentration, the creature that drinks it must Concentrate on the effect. Your Elixir Spells use your Artificer Spell Save DC and Spellcasting Modifier. | ||
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==== Potent Potions ==== | ==== Potent Potions ==== | ||
''5th Level Alchemist Feature''<br> | ''5th Level Master Alchemist Feature''<br> | ||
Whenever one of your Elixirs or an Artificer Spell you cast deals Acid, Fire, Necrotic, or Poison Damage, or restores Hit Points to a creature, you can add your Intelligence Modifier to one of the Damage or healing rolls. | Whenever one of your Elixirs or an Artificer Spell you cast deals Acid, Fire, Necrotic, or Poison Damage, or restores Hit Points to a creature, you can add your Intelligence Modifier to one of the Damage or healing rolls. | ||
<br><br> | <br><br> | ||
==== Restorative Reagents ==== | ==== Restorative Reagents ==== | ||
''9th Level Alchemist Feature''<br> | ''9th Level Master Alchemist Feature''<br> | ||
You include revitalizing additives in all the Elixirs you create. When a creature uses one of your Elixirs on itself or restores a creature's Hit Points with one, the target of the Elixir gains Temporary Hit Points equal to your Artificer Level. | You include revitalizing additives in all the Elixirs you create. When a creature uses one of your Elixirs on itself or restores a creature's Hit Points with one, the target of the Elixir gains Temporary Hit Points equal to your Artificer Level. | ||
<br><br> | <br><br> | ||
==== Master Alchemist ==== | ==== Master Alchemist ==== | ||
''15th Level Alchemist Feature''<br> | ''15th Level Master Alchemist Feature''<br> | ||
You have become a master among Alchemists. You gain Resistance to both Acid and Poison Damage, and you are Immune to the Poisoned Condition.<br> | You have become a master among Alchemists. You gain Resistance to both Acid and Poison Damage, and you are Immune to the Poisoned Condition.<br> | ||
Additionally, you can create a copy of any Elixir Infusion you Know as a Bonus Action instead of as an Action. | Additionally, you can create a copy of any Elixir Infusion you Know as a Bonus Action instead of as an Action. | ||
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==== Create Minor Elixir ==== | ==== Create Minor Elixir ==== | ||
''3rd Level Alchemist Item: A vial''<br> | ''3rd Level Master Alchemist Item: A vial''<br> | ||
Each time you select this Infusion, choose two Elixir effects to Learn from the table. To produce an additional minor elixir, you must expend a Spell Slot of 1st Level or higher. | Each time you select this Infusion, choose two Elixir effects to Learn from the table. To produce an additional minor elixir, you must expend a Spell Slot of 1st Level or higher. | ||
{| class="wikitable" | {| class="wikitable" | ||
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==== Create Greater Elixir ==== | ==== Create Greater Elixir ==== | ||
''5th Level Alchemist Item: A vial''<br> | ''5th Level Master Alchemist Item: A vial''<br> | ||
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional greater elixir, you must expend a Spell Slot of 2nd Level or higher. | Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional greater elixir, you must expend a Spell Slot of 2nd Level or higher. | ||
{| class="wikitable" | {| class="wikitable" | ||
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==== Create Advanced Elixir ==== | ==== Create Advanced Elixir ==== | ||
''9th Level Alchemist Item: A vial''<br> | ''9th Level Master Alchemist Item: A vial''<br> | ||
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 3rd Level or higher. | Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 3rd Level or higher. | ||
{| class="wikitable" | {| class="wikitable" | ||
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==== Create Expert Elixir ==== | ==== Create Expert Elixir ==== | ||
''11th Level Alchemist Item: A vial''<br> | ''11th Level Master Alchemist Item: A vial''<br> | ||
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 4th Level or higher. | Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 4th Level or higher. | ||
{| class="wikitable" | {| class="wikitable" | ||
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==== Create Masterwork Elixir ==== | ==== Create Masterwork Elixir ==== | ||
''17th Level Alchemist Item: A vial''<br> | ''17th Level Master Alchemist Item: A vial''<br> | ||
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional masterwork elixir, you must expend a Spell Slot of 5th Level or higher. | Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional masterwork elixir, you must expend a Spell Slot of 5th Level or higher. | ||
{| class="wikitable" | {| class="wikitable" | ||
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<br><br> | <br><br> | ||
== Archivist == | == Master Archivist == | ||
For centuries chroniclers have sought the best way to store vast amounts of information. While most were satisfied with scrolls, the Archivists looked for something greater. In their research, they learned to store libraries worth of information in objects, awakening the first Artificial Minds. Working with these wondrous Minds, Archivists wield the limitless power of these arcane intelligences to drive their research forward. | For centuries chroniclers have sought the best way to store vast amounts of information. While most were satisfied with scrolls, the Archivists looked for something greater. In their research, they learned to store libraries worth of information in objects, awakening the first Artificial Minds. Working with these wondrous Minds, Archivists wield the limitless power of these arcane intelligences to drive their research forward. | ||
<br><br> | <br><br> | ||
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| [[Artificer#Acute Overload|Acute Overload]] || 5th || When you deal Damage with Information Overload, you can spend a Spell Slot to deal more Damage | | [[Artificer#Acute Overload|Acute Overload]] || 5th || When you deal Damage with Information Overload, you can spend a Spell Slot to deal more Damage | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Improved Consciousness|Improved Consciousness]] || 9th || You add your Intelligence Modifier to your Concentration Saving Throws while attuned to your Artificial Mind, and attuning to your Artificial Mind doesn't require an attunement slot | ||
|- | |- | ||
| [[Artificer#Master Archivist|Master Archivist]] || 15th || You can teleport 60ft or to a creature with one of your Infused items | |||
| [[Artificer#Master | |||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level Archivist Feature''<br> | ''1st Level Master Archivist 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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==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level Archivist Feature''<br> | ''1st Level Master Archivist Feature''<br> | ||
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Calligrapher's Supplies]] and you learn to speak, read, and write two [[Languages]] of your choice. | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Calligrapher's Supplies]] and you learn to speak, read, and write two [[Languages]] of your choice. | ||
<br><br> | <br><br> | ||
==== Artificial Mind ==== | ==== Artificial Mind ==== | ||
''1st Level Archivist Feature''<br> | ''1st Level Master Archivist Feature''<br> | ||
You learn to awaken mundane objects. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan's Tools|Calligrapher's Supplies]] to awaken an Artificial Mind in a Tiny object you touch. While the object is awakened, it counts as a magic item that requires attunement and can be used as an Artificer Spellcasting Focus. If you awaken a second Artificial Mind, any previous Artificial Minds are instantly dispelled.<br> | You learn to awaken mundane objects. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan's Tools|Calligrapher's Supplies]] to awaken an Artificial Mind in a Tiny object you touch. While the object is awakened, it counts as a magic item that requires attunement and can be used as an Artificer Spellcasting Focus. If you awaken a second Artificial Mind, any previous Artificial Minds are instantly dispelled.<br> | ||
While you are attuned to an Artificial Mind, you gain the following benefits: | While you are attuned to an Artificial Mind, you gain the following benefits: | ||
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==== Information Overload ==== | ==== Information Overload ==== | ||
''3rd Level Archivist Feature''<br> | ''3rd Level Master Archivist Feature''<br> | ||
Your Artificial Mind can bombard other minds with psychic information. As an Action, you can force a creature you can see within 30ft of you to make an Intelligence Saving Throw. On a failed Save, the target takes 1d8 Psychic Damage and has Disadvantage on the next Attack it makes before the start of your next turn.<br> | Your Artificial Mind can bombard other minds with psychic information. As an Action, you can force a creature you can see within 30ft of you to make an Intelligence Saving Throw. On a failed Save, the target takes 1d8 Psychic Damage and has Disadvantage on the next Attack it makes before the start of your next turn.<br> | ||
As you gain Levels in this class, the Psychic Damage dealt increases: at 5th Level you deal 2d8 Psychic Damage, at 11th Level you deal 3d8 Psychic Damage, and at 17th Level you deal 4d8 Psychic Damage. | As you gain Levels in this class, the Psychic Damage dealt increases: at 5th Level you deal 2d8 Psychic Damage, at 11th Level you deal 3d8 Psychic Damage, and at 17th Level you deal 4d8 Psychic Damage. | ||
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==== Acute Overload ==== | ==== Acute Overload ==== | ||
''5th Level Archivist Feature''<br> | ''5th Level Master Archivist Feature''<br> | ||
The power of your Artificial Mind has increased. Whenever you deal Damage with your Information Overload feature, you can expend a Spell Slot of 1st Level or higher to increase the Damage. The Damage is increased by 1d8, and an Additional 1d8 for each Level of the Spell Slot expended.<br> | The power of your Artificial Mind has increased. Whenever you deal Damage with your Information Overload feature, you can expend a Spell Slot of 1st Level or higher to increase the Damage. The Damage is increased by 1d8, and an Additional 1d8 for each Level of the Spell Slot expended.<br> | ||
Additionally, whenever you deal Psychic Damage with a Spell cast with your Artificial Mind, you deal additional Psychic Damage equal to your Intelligence Modifier. | Additionally, whenever you deal Psychic Damage with a Spell cast with your Artificial Mind, you deal additional Psychic Damage equal to your Intelligence Modifier. | ||
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==== Improved Consciousness ==== | ==== Improved Consciousness ==== | ||
''9th Level Archivist Feature''<br> | ''9th Level Master Archivist Feature''<br> | ||
When you are forced to make a Constitution Saving Throw to maintain Concentration on an affect while you are attuned to your Artificial Mind, you add your Intelligence Modifier to he Save. Additionally, your Artificial Mind does not count against the number of items you can be attuned to. | When you are forced to make a Constitution Saving Throw to maintain Concentration on an affect while you are attuned to your Artificial Mind, you add your Intelligence Modifier to he Save. Additionally, your Artificial Mind does not count against the number of items you can be attuned to. | ||
<br><br> | <br><br> | ||
==== Master Archivist ==== | ==== Master Archivist ==== | ||
''15th Level Archivist Feature''<br> | ''15th Level Master Archivist Feature''<br> | ||
You have become a master of Archivist artifice. As a Bonus Action, you can transform into pure information and teleport to an unoccupied space that you can see within 60ft of you, or an unoccupied space within 5ft of a creature or object bearing one of your Infusions. | You have become a master of Archivist artifice. As a Bonus Action, you can transform into pure information and teleport to an unoccupied space that you can see within 60ft of you, or an unoccupied space within 5ft of a creature or object bearing one of your Infusions. | ||
<br><br><br> | <br><br><br> | ||
== Armorer == | == Master Armorer == | ||
Of all the Specializations that an artificer can pursue, that of the Armorer is the most defensively-minded. With a focus on becoming a bastion of magics and metal, Armorers modify a set of armor to function as their second skin. They focus their signature magic through this armor to unleash potent attacks and generate formidable arcane defenses. An Armorer views their armor as an extension of their body, and as they refine their magical abilities, inventor and armor become one. | Of all the Specializations that an artificer can pursue, that of the Armorer is the most defensively-minded. With a focus on becoming a bastion of magics and metal, Armorers modify a set of armor to function as their second skin. They focus their signature magic through this armor to unleash potent attacks and generate formidable arcane defenses. An Armorer views their armor as an extension of their body, and as they refine their magical abilities, inventor and armor become one. | ||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Armorer Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
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| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]] | ||
|- | |- | ||
| | | [[Artificer#Arcane Gauntlet|Arcane Gauntlet]] || 1st || You can create an Arcane Gauntlet that either is a Ranged Lightning Attack, or a Melee Thunder Attack that taunts | ||
|- | |- | ||
| | | [[Artificer#Arcane Armor|Arcane Armor]] || 3rd || You create a set of Arcane Armor that contains your Arcane Gauntlet | ||
|- | |- | ||
| | | [[Artificer#Arcane Model|Arcane Model]] || 3rd || Your Arcane Armor has one of a few specializations | ||
|- | |- | ||
| [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action | | [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action | ||
|- | |- | ||
| [[Artificer#Magical Attacks|Magical Attacks | | [[Artificer#Magical Attacks|Magical Attacks]] || 5th || You can swap Attacks out for Cantrips | ||
|- | |- | ||
| | | [[Artificer#Modular Armor|Modular Armor]] || 9th || You can Infuse your Arcane Armor several times | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Perfected Armor|Perfected Armor]] || 15th || You get a big buff based on the choice you made with your Arcane Model feature | ||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level Armorer Feature''<br> | ''1st Level Master Armorer 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 || Shield, Thunderwave | | 2nd || [[Level 1#Shield|Shield]], [[Level 1#Thunderwave|Thunderwave]] | ||
|- | |- | ||
| 5th || Mirror Image, Shatter | | 5th || [[Level 2#Mirror Image|Mirror Image]], [[Level 2#Shatter|Shatter]] | ||
|- | |- | ||
| 9th || Lightning Bolt, Thunder Step | | 9th || [[Level 3#Lightning Bolt|Lightning Bolt]], [[Level 3#Thunder Step|Thunder Step]] | ||
|- | |- | ||
| 13th || Fire Shield, Storm Sphere | | 13th || [[Level 4#Fire Shield|Fire Shield]], [[Level 4#Storm Sphere|Storm Sphere]] | ||
|- | |- | ||
| 17th || Destructive Wave, Wall of Force | | 17th || [[Level 5#Destructive Wave|Destructive Wave]], [[Level 5#Wall of Force|Wall of Force]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level Armorer Feature''<br> | ''1st Level Master Armorer Feature''<br> | ||
You gain Proficiency with Smith's Tools and Heavy Armor | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]] | ||
<br><br> | <br><br> | ||
==== Arcane Gauntlet ==== | ==== Arcane Gauntlet ==== | ||
''1st Level Armorer Feature''<br> | ''1st Level Master Armorer Feature''<br> | ||
You can forge for yourself a wondrous Weapon of war known as an Arcane Gauntlet. At the end of a Long Rest, you can use Smith's Tools to create an Arcane Gauntlet, and choose for it to be a Lightning Cannon or a Thunder Gauntlet. The Arcane Gauntlet is a Simple Weapon. You can use your Intelligence Modifier, in place of your Strength or Dexterity, for its Attack and Damage Rolls. You can only ave one Arcane Gauntlet created at a time. Creating a second | You can forge for yourself a wondrous Weapon of war known as an Arcane Gauntlet. At the end of a Long Rest, you can use [[Adventuring Gear#Artisan's Tools|Smith's Tools]] to create an Arcane Gauntlet, and choose for it to be a Lightning Cannon or a Thunder Gauntlet. The Arcane Gauntlet is a Simple Weapon. You can use your Intelligence Modifier, in place of your Strength or Dexterity, for its Attack and Damage Rolls. You can only ave one Arcane Gauntlet created at a time. Creating a second causes the first to immediately crumble to dust.<br> | ||
*'''Lightning Cannon.''' This Arcane Gauntlet is a Ranged Weapon that has a Range of (90/300) and deals 2d6 Lightning Damage. | *'''Lightning Cannon.''' This Arcane Gauntlet is a Ranged Weapon that has a Range of (90/300) and deals 2d6 Lightning Damage. | ||
*'''Thunder Gauntlet.''' Your Arcane Gauntlet is a Melee Weapon and deals 1d8 Thunder Damage. On a hit, the target has Disadvantage on Attack Rolls against creatures other than you until the start of your next turn. | *'''Thunder Gauntlet.''' Your Arcane Gauntlet is a Melee Weapon and deals 1d8 Thunder Damage. On a hit, the target has Disadvantage on Attack Rolls against creatures other than you until the start of your next turn. | ||
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==== Arcane Armor ==== | ==== Arcane Armor ==== | ||
''3rd Level Armorer Feature''<br> | ''3rd Level Master Armorer Feature''<br> | ||
You expand the magic of your Arcane Gauntlet to encompass a full suit of Armor. At the end of a Long Rest, you can use your Smith's Tools to transform a set of Armor into Arcane Armor. This armor incorporates your Arcane Gauntlet, is only usable by you, and while wearing it you gain the following benefits: | You expand the magic of your Arcane Gauntlet to encompass a full suit of Armor. At the end of a Long Rest, you can use your [[Adventuring Gear#Artisan's Tools|Smith's Tools]] to transform a set of Armor into Arcane Armor. This armor incorporates your Arcane Gauntlet, is only usable by you, and while wearing it you gain the following benefits: | ||
*If the Armor normally has a Strength requirement, your Arcane Armor lacks this requirement for you. | *If the Armor normally has a Strength requirement, your Arcane Armor lacks this requirement for you. | ||
*You can use your Arcane Armor as an Artificer Spellcasting Focus. | *You can use your Arcane Armor as an Artificer Spellcasting Focus. | ||
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==== Armor Model ==== | ==== Armor Model ==== | ||
''3rd Level Armorer Feature''<br> | ''3rd Level Master Armorer Feature''<br> | ||
When you use your Arcane Armor feature to create a suit of Arcane Armor, and at the end of a Long Rest if you have access to both the Arcane Armor and a Set of Smith's Tools, you can choose one of the following Armor Models to give to your Arcane Armor which grant you a benefit while you're wearing the Arcane Armor: | When you use your Arcane Armor feature to create a suit of Arcane Armor, and at the end of a Long Rest if you have access to both the Arcane Armor and a Set of [[Adventuring Gear#Artisan's Tools|Smith's Tools]], you can choose one of the following Armor Models to give to your Arcane Armor which grant you a benefit while you're wearing the Arcane Armor: | ||
*'''Assault Model.''' You can have two Arcane Gauntlets active at once. Additionally, your Lightning Cannon ignores 1/2 Cover, and your Thunder Gauntlet now has the Reach Property. | *'''Assault Model.''' You can have two Arcane Gauntlets active at once. Additionally, your Lightning Cannon ignores 1/2 Cover, and your Thunder Gauntlet now has the Reach Property. | ||
*'''Guardian Model.''' As a Bonus Action, you can gain Temporary Hit Points equal to your Artificer Level. You lose these Temporary Hit Points if you doff the Armor. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | *'''Guardian Model.''' As a Bonus Action, you can gain Temporary Hit Points equal to your Artificer Level. You lose these Temporary Hit Points if you doff the Armor. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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==== Extra Attack ==== | ==== Extra Attack ==== | ||
''5th Level Armorer Feature''<br> | ''5th Level Master Armorer Feature''<br> | ||
You can make an additional Attack whenever you take the Attack Action. | You can make an additional Attack whenever you take the Attack Action. | ||
<br><br> | <br><br> | ||
==== Magical Attacks ==== | ==== Magical Attacks ==== | ||
''5th Level Armorer Feature''<br> | ''5th Level Master Armorer Feature''<br> | ||
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action. | 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> | <br><br> | ||
==== Modular Armor ==== | ==== Modular Armor ==== | ||
''9th Level Armorer Feature''<br> | ''9th Level Master Armorer Feature''<br> | ||
Your Arcane Armor now counts as multiple items for the purposes of your Infusions as follows: | Your Arcane Armor now counts as multiple items for the purposes of your Infusions as follows: | ||
*Armor (The chest-plate) | *Armor (The chest-plate) | ||
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==== Perfected Armor ==== | ==== Perfected Armor ==== | ||
''15th Level Armorer Feature''<br> | ''15th Level Master Armorer Feature''<br> | ||
You have learnt to perfect the process by which you create your Arcane Armor. You gain an additional benefit based on the Armor Model you chose as follows: | You have learnt to perfect the process by which you create your Arcane Armor. You gain an additional benefit based on the Armor Model you chose as follows: | ||
*'''Assault Model.''' You gain a Flying Speed equal to your Walking Speed, additionally, your Lightning Cannon now deals 3d6 Lightning Damage and ignores both 1/2 and 3/4 Cover, and your Thunder Gauntlet now deals 2d10 Thunder Damage. | *'''Assault Model.''' You gain a Flying Speed equal to your Walking Speed, additionally, your Lightning Cannon now deals 3d6 Lightning Damage and ignores both 1/2 and 3/4 Cover, and your Thunder Gauntlet now deals 2d10 Thunder Damage. | ||
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<br><br> | <br><br> | ||
== Artillerist == | == Master Artillerist == | ||
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. | An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. | ||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Artillerist Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
Line 1,039: | Line 1,035: | ||
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]] | ||
|- | |- | ||
| | | [[Artificer#Eldritch Cannon|Eldritch Cannon]] || 1st || You create a little Eldritch Cannon which you can use to make Attacks as a Bonus Action | ||
|- | |- | ||
| | | [[Artificer#Cannon Specializations|Cannon Specializations]] || 3rd || You can choose one a few specializations to buff it when you make an Attack with it | ||
|- | |- | ||
| | | [[Artificer#Heightened Specializations|Heightened Specializations]] || 5th || Your specialization chosen improves | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Dual Firepower|Dual Firepower]] || 9th || You can create two Eldritch Cannons | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Fortified Position|Fortified Position]] || 15th || You can create three Eldritch Cannons and creatures of your choice have 1/2 Cover when near your Eldritch Cannon | ||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level Artillerist Feature''<br> | ''1st Level Master Artillerist 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" | ||
Line 1,065: | Line 1,057: | ||
! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || Shield, Thunderwave | | 2nd || [[Level 1#Shield|Shield]], [[Level 1#Thunderwave|Thunderwave]] | ||
|- | |- | ||
| 5th || Scorching Ray, Shatter | | 5th || [[Level 2#Scorching Ray|Scorching Ray]], [[Level 2#Shatter|Shatter]] | ||
|- | |- | ||
| 9th || Fireball, Wind Wall | | 9th || [[Level 3#Fireball|Fireball]], [[Level 3#Wind Wall|Wind Wall]] | ||
|- | |- | ||
| 13th || Ice Storm, Wall of Fire | | 13th || [[Level 4#Ice Storm|Ice Storm]], [[Level 4#Wall of Fire|Wall of Fire]] | ||
|- | |- | ||
| 17th || Cone of Cold, Wall of Force | | 17th || [[Level 5#Cone of Cold|Cone of Cold]], [[Level 5#Wall of Force|Wall of Force]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level Artillerist Feature''<br> | ''1st Level Master Artillerist Feature''<br> | ||
You gain Proficiency with Woodcarver's Tools. | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]]. | ||
<br><br> | <br><br> | ||
==== Eldritch Cannon ==== | ==== Eldritch Cannon ==== | ||
''1st Level Artillerist Feature''<br> | ''1st Level Master Artillerist Feature''<br> | ||
When you adopt this Specialization, you craft for yourself the signature offensive tool of the Artillerist, the Eldritch Cannon. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Woodcarver's Tools to craft an Eldritch Cannon. You determine the appearance of the Eldritch Cannon, which has no effect on the abilities. The Eldritch Cannon is a Small or Tiny object (your choice upon creation).<br> | When you adopt this Specialization, you craft for yourself the signature offensive tool of the Artillerist, the Eldritch Cannon. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]] to craft an Eldritch Cannon. You determine the appearance of the Eldritch Cannon, which has no effect on the abilities. The Eldritch Cannon is a Small or Tiny object (your choice upon creation).<br> | ||
The Eldritch Cannon has an AC of 18 and a number of Hit Points equal to 5 x your Artificer Level. It is Immune to Poison and Psychic Damage. If it is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as a 10. If the Mending Spell is cast not it, it regains 2d6 Hit Points. It disappears if it is reduced to 0 Hit Points, you deconstruct it as an Action, or if you create another one with this feature. When the Eldritch Cannon disappears, it crumbles to dust.<br> | The Eldritch Cannon has an AC of 18 and a number of Hit Points equal to 5 x your Artificer Level. It is Immune to Poison and Psychic Damage. If it is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as a 10. If the Mending Spell is cast not it, it regains 2d6 Hit Points. It disappears if it is reduced to 0 Hit Points, you deconstruct it as an Action, or if you create another one with this feature. When the Eldritch Cannon disappears, it crumbles to dust.<br> | ||
You can use a Bonus Action while your Eldritch Cannon is within 60ft of you to make a Ranged Spell Attack which originates from your Eldritch Cannon. This Attack has a Range of 30ft and deals 1d8 Force Damage on a hit. When you use your Bonus Action to make this Attack, you can also move your Eldritch Cannon 30ft. It can climb during this movement.<br> | You can use a Bonus Action while your Eldritch Cannon is within 60ft of you to make a Ranged Spell Attack which originates from your Eldritch Cannon. This Attack has a Range of 30ft and deals 1d8 Force Damage on a hit. When you use your Bonus Action to make this Attack, you can also move your Eldritch Cannon 30ft. It can climb during this movement.<br> | ||
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==== Cannon Specialization ==== | ==== Cannon Specialization ==== | ||
''3rd Level Artillerist Feature''<br> | ''3rd Level Master Artillerist Feature''<br> | ||
You learn to specialize your Eldritch Cannon, to improve it potency. At the end of a Long Rest, you can use your Woodcarver's Tools to augment your Eldritch Cannon, choosing one of the following specializations: | You learn to specialize your Eldritch Cannon, to improve it potency. At the end of a Long Rest, you can use your [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]] to augment your Eldritch Cannon, choosing one of the following specializations: | ||
*'''Flamethrower.''' When you use your Bonus Action to make an Attack with your Eldritch Cannon, it instead creates an Emanated Cone with a Range of half the normal Attack originating from the Eldritch Cannon. All creatures in this Cone make a Dexterity Saving Throw against your Spell Save DC. On a failed Save a creature takes Fire Damage equal to the Force Damage you would have dealt with the Spell Attack. On a successful Save a creature takes half as much Damage. The fire ignites any flammable objects in the Cone that aren't being worn or carried. | *'''Flamethrower.''' When you use your Bonus Action to make an Attack with your Eldritch Cannon, it instead creates an Emanated Cone with a Range of half the normal Attack originating from the Eldritch Cannon. All creatures in this Cone make a Dexterity Saving Throw against your Spell Save DC. On a failed Save a creature takes Fire Damage equal to the Force Damage you would have dealt with the Spell Attack. On a successful Save a creature takes half as much Damage. The fire ignites any flammable objects in the Cone that aren't being worn or carried. | ||
*'''Force Ballista.''' When you use your Bonus Action to make an Attack with your Eldritch Cannon, the Range of the Attack is doubled, you deal an additional 1d8 Force Damage on a hit, you push the target 5ft away from the Cannon on a hit, and the Attack ignores 1/2 Cover. | *'''Force Ballista.''' When you use your Bonus Action to make an Attack with your Eldritch Cannon, the Range of the Attack is doubled, you deal an additional 1d8 Force Damage on a hit, you push the target 5ft away from the Cannon on a hit, and the Attack ignores 1/2 Cover. | ||
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==== Heightened Specializations ==== | ==== Heightened Specializations ==== | ||
''5th Level Artillerist Feature''<br> | ''5th Level Master Artillerist Feature''<br> | ||
When you cast an Artificer Spell, you can cast it from the space of an Eldritch Cannon within 30ft of you. When you do so, the next time you use your Bonus Action to make an Attack with that Eldritch Cannon, you gain one of the following benefits based on the specialization of the Cannon: | When you cast an Artificer Spell, you can cast it from the space of an Eldritch Cannon within 30ft of you. When you do so, the next time you use your Bonus Action to make an Attack with that Eldritch Cannon, you gain one of the following benefits based on the specialization of the Cannon: | ||
*'''Flamethrower.''' Creatures and objects of your choice are unaffected by the Cone of fire, additionally, the Cone's Range is doubled. | *'''Flamethrower.''' Creatures and objects of your choice are unaffected by the Cone of fire, additionally, the Cone's Range is doubled. | ||
*'''Force Ballista.''' The Attack deals an additional 1d8 Force Damage, knocks the target Prone, and ignores 3/4 Cover. | *'''Force Ballista.''' The Attack deals an additional 1d8 Force Damage, knocks the target [[Conditions#Prone|Prone]], and ignores 3/4 Cover. | ||
*'''Protector.''' Creatures that gain Temporary Hit Points gain an additional 1d8 Temporary Hit Points and can move 15ft without provoking Opportunity Attacks. | *'''Protector.''' Creatures that gain Temporary Hit Points gain an additional 1d8 Temporary Hit Points and can move 15ft without provoking Opportunity Attacks. | ||
<br> | |||
==== Dual Firepower ==== | ==== Dual Firepower ==== | ||
''9th Level Artillerist Feature''<br> | ''9th Level Master Artillerist Feature''<br> | ||
You can have up to two Eldritch Cannons active at once. When you use a Bonus Action to make an Attack with one of your Eldritch Cannons, you can command the other Cannon as a Free Action. You can use this Free Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can have up to two Eldritch Cannons active at once. When you use a Bonus Action to make an Attack with one of your Eldritch Cannons, you can command the other Cannon as a Free Action. You can use this Free Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
<br><br> | <br><br> | ||
==== Fortified Position ==== | ==== Fortified Position ==== | ||
''15th Level Artillerist Feature''<br> | ''15th Level Master Artillerist Feature''<br> | ||
You’re a master at forming well-defended emplacements using Eldritch Cannon. You and creatures of your choice have 1/2 Cover while within 10ft of your Eldritch Cannon.<br> | You’re a master at forming well-defended emplacements using Eldritch Cannon. You and creatures of your choice have 1/2 Cover while within 10ft of your Eldritch Cannon.<br> | ||
Additionally, you can have up to three Eldritch Cannons active at once. When you use the Free Action to command a second Cannon granted by your Dual Firepower feature, you command your third Cannon as well. | Additionally, you can have up to three Eldritch Cannons active at once. When you use the Free Action to command a second Cannon granted by your Dual Firepower feature, you command your third Cannon as well. | ||
<br><br><br> | <br><br><br> | ||
== | == Master Augmenter == | ||
Where most artificers develop objects of wondrous power, those known as Augmenters 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. | |||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Augmenter Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
Line 1,129: | Line 1,121: | ||
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]] | ||
|- | |- | ||
| | | Blade Enhancement || 1st || You get a hidden Blade which you can retract, you can also use your Intelligence for its Attacks | ||
|- | |- | ||
| | | Enhancements || 3rd || You can get one of a few prosthetics that can replace missing body parts or can be place over existing body parts, you can create more as you gain Levels in this class | ||
|- | |- | ||
| [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action | | [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action | ||
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| [[Artificer#Magical Attacks|Magical Attacks|]] || 5th || You can swap Attacks out for Cantrips | | [[Artificer#Magical Attacks|Magical Attacks|]] || 5th || You can swap Attacks out for Cantrips | ||
|- | |- | ||
| | | [[Artificer#Improved Enhancements|Improved Enhancements]] || 9th || You get an extra infusion which you must use on one of your Enhancements or your Hidden Blade, your Hidden Blade deals extra Damage too | ||
|- | |- | ||
| [[Artificer#Master | | [[Artificer#Master Augmenter|Master Augmenter]] || 15th || You can majorly improve one of your Enhancements or your Blade, you can switch this choice | ||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level | ''1st Level Master Augmenter 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" | ||
Line 1,155: | Line 1,145: | ||
! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || | | 2nd || [[Level 1#Expeditious Retreat|Expeditious Retreat]], [[Level 1#Thunderous Smite|Thunderous Smite]] | ||
|- | |- | ||
| 5th || | | 5th || [[Level 2#Alter Self|Alter Self]], [[Level 2#Spider Climb|Spider Climb]] | ||
|- | |- | ||
| 9th || | | 9th || [[Level 3#Blinding Smite|Blinding Smite]], [[Level 3#Haste|Haste]] | ||
|- | |- | ||
| 13th || | | 13th || [[Level 4#Freedom of Movement|Freedom of Movement]], [[Level 4#Greater Invisibility|Greater Invisibility]] | ||
|- | |- | ||
| 17th || | | 17th || [[Level 5#Banishing Smite|Banishing Smite]], [[Level 5#Skill Empowerment|Skill Empowerment]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level | ''1st Level Master Augmenter Feature''<br> | ||
You gain Proficiency with Smith's Tools and Heavy Armor. | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]]. | ||
<br><br> | <br><br> | ||
==== | ==== Blade Enhancement ==== | ||
''1st Level | ''1st Level Master Augmenter Feature''<br> | ||
You | 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> | |||
==== Enhancements ==== | |||
''3rd Level Master Augmenter 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> | <br><br> | ||
==== | ==== Extra Attack ==== | ||
'' | ''5th Level Master Augmenter Feature''<br> | ||
You can make an additional Attack whenever you take the Attack Action. | |||
<br><br> | <br><br> | ||
==== | ==== Combat Enhancement ==== | ||
''5th Level | ''5th Level Master Augmenter Feature''<br> | ||
You have | 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 Master Augmenter 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> | <br><br> | ||
==== | ==== Master Augmenter ==== | ||
'' | ''15th Level Master Augmenter 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. | |||
<br><br> | *'''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><br> | |||
==== | == Master Battle Smith == | ||
A combination of protector and medic, Battle Smith artificers are experts at defending others and repairing both material and personnel. To aid in their work, Battle Smiths construct and modify their Steel Defender, a one-of-a-kind companion. | |||
<br><br> | <br><br> | ||
{| class="wikitable" | |||
|+ Battle Smith Features | |||
{| class="wikitable" | |||
|+ | |||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
Line 1,231: | Line 1,219: | ||
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]] | ||
|- | |- | ||
| | | [[Artificer#Steel Defender|Steel Defender]] || 1st || You create a Steel Defender which you can command in combat, and is either a Medium Humanoid shape or a Large Beast shape | ||
|- | |- | ||
| | | [[Artificer#Battle Ready|Battle Ready]] || 3rd || You can use your Intelligence for your Attacks with magic weapons or Infused items | ||
|- | |- | ||
| [[Artificer#Infusion Bearer|Infusion Bearer]] || 5th || You can infuse your Steel Defender | |||
| [[Artificer# | |||
|- | |- | ||
| [[Artificer# | | [[Artificer#Minor Upgrade|Minor Upgrade]] || 5th || You upgrade your Steel Defender in one of a few ways | ||
|- | |- | ||
| | | [[Artificer#Greater Upgrade|Greater Upgrade]] || 9th || You upgrade your Steel Defender in one of a few ways | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Masterwork Upgrade|Masterwork Upgrade]] || 15th || You upgrade your Steel Defender in one of a few ways | ||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level | ''1st Level Master Battle Smith 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" | ||
Line 1,257: | Line 1,243: | ||
! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || | | 2nd || [[Level 1#Sanctuary|Sanctuary]], [[Level 1#Shield of Faith|Shield of Faith]] | ||
|- | |- | ||
| 5th || | | 5th || [[Level 2#Lesser Restoration|Lesser Restoration]], [[Level 2#Warding Bond|Warding Bond]] | ||
|- | |- | ||
| 9th || | | 9th || [[Level 3#Aura of Vitality|Aura of Vitality]], [[Level 3#Counterspell|Counterspell]] | ||
|- | |- | ||
| 13th || | | 13th || [[Level 4#Aura of Purity|Aura of Purity]], [[Level 4#Death Ward|Death Ward]] | ||
|- | |- | ||
| 17th || | | 17th || [[Level 5#Circle of Power|Circle of Power]], [[Level 5#Mass Cure Wounds|Mass Cure Wounds]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level | ''1st Level Master Battle Smith Feature''<br> | ||
You gain Proficiency with | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]]. | ||
<br><br> | <br><br> | ||
==== | ==== Steel Defender ==== | ||
''1st Level | ''1st Level Master Battle Smith Feature''<br> | ||
You can use the | You have created for yourself a faithful construct, known as a Steel Defender. See its game statistics in the accompanying Steel Defender stat block, which uses your Proficiency Bonus (PB) in several places.<br> | ||
* | In combat, the Steel Defender shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use a Bonus Action on your turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are [[Conditions#Incapacitated|Incapacitated]], the Steel Defender takes the Action that would best protect itself and you.<br> | ||
If your Steel Defender has died within the last hour, you can touch it with a Set of [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and expend a Spell Slot of 1st Level or higher to return it to life at its Hit Point Maximum. At the end of a Long Rest, you can make a new Steel Defender using your [[Adventuring Gear#Artisan's Tools|Smith's Tools]]. If you already have a Steel Defender from this feature, the first one turns to ash.<br> | |||
Upon its creation, you choose the shape of your Steel Defender, which can affect its abilities in and out of combat: | |||
Your | *'''Humanoid.''' Your Steel Defender is the Size and shape of a Medium Humanoid creature. It is Proficient with Shields, and it has Humanoid hands that it can use to perform basic tasks. | ||
*'''Quadruped.''' Your Steel Defender resembles a Large Beast of your choice. Its Speed increases by 10ft, and it can be ridden as a mount by you as if it was a trained mount. | |||
[[File:Steel Defender.png|thumb]] | |||
<br><br> | <br><br> | ||
==== | ==== Battle Ready ==== | ||
'' | ''3rd Level Master Battle Smith Feature''<br> | ||
You have trained to stand alongside your Steel Defender in battle. You can use your Intelligence, in place of Strength or Dexterity for Attack and Damage Rolls you make with magic Weapons, or any Weapon that has been Infused by you. | |||
<br><br> | <br><br> | ||
==== | ==== Infusion Bearer ==== | ||
'' | ''5th Level Master Battle Smith Feature''<br> | ||
Your | You have designed your Steel Defender to bear your most potent Infusions. Your Steel Defender can bear any Infusion that is meant for boots, cloaks, gauntlets, helms, or suits of armor. Though, it can only bear one Infusion at a time. | ||
<br><br> | <br><br> | ||
==== | ==== Minor Upgrade ==== | ||
'' | ''5th Level Master Battle Smith Feature''<br> | ||
You | You have improved the offensive capabilities of your Steel Defender. At the end of a Long Rest, choose one of the Minor Upgrades below: | ||
*'''Minor Arcanum.''' You imbue your Steel Defender with a 1st Level Artificer Spell with a Casting Time of one Action. As a Bonus Action, you can order your Steel Defender to cast the imbued Spell at 1st Level, using your Spellcasting Modifier. | |||
:Your Steel Defender can cast this Spell a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
*'''Martial Offense.''' Your Steel Defender's Rend Attack now deals 1d10, and when it takes the Rend Attack the first time on a turn, it can make a second one as a Free Action. When your Steel Defender would make a Rend Attack, you can have it instead attempt to Grapple or Shove a creature. | |||
This Minor Upgrade remains until the end of your next Long Rest. | |||
<br><br> | <br><br> | ||
==== | ==== Greater Upgrade ==== | ||
'' | ''9th Level Master Battle Smith Feature''<br> | ||
You | You can imbue your Steel Defender with wondrous abilities and features. Choose one of the Greater Upgrades below: | ||
*'''Limited Sentience.''' You improve the cognitive abilities of your Steel Defender. Its Intelligence Score becomes a 10. It also gains Proficiency with a [[Adventuring Gear#Tools|Set of Tools]] of your choice and it learns to speak, read, and write two [[Languages]] of your choice. | |||
*'''Modular Construction.''' Your Steel Defender can bear up to two Infusions, though the Infusions must be meant for different types of objects. | |||
*'''Reinforced Plating.''' You improve the structure of your Steel Defender. It gains Resistance to Bludgeoning, Piercing, and slashing damage from all non-magical attacks. | |||
<br> | |||
==== Masterwork Upgrade ==== | |||
''15th Level Master Battle Smith Feature''<br> | |||
You imbue your Steel Defender with wondrous abilities and powers. Choose one of the Masterwork Upgrades below: | |||
*'''Arcane Ward.''' Creatures of your choice within 15ft of your Steel Defender gain Resistance to Damage dealt by Spells and other magical effects. | |||
*'''Self-Destruct.''' You embed a powerful arcane explosive in your Steel Defender. As a Bonus Action, you can order your Steel Defender to self-destruct, destroying itself and forcing creatures within 20ft of the Steel Defender to make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creature takes Force Damage equal to the result of the Steel Defenders Hit Dice, or half as much Damage on a successful Save. Once you use this feature is used, your Steel Defender cannot be revived until the end of your next Long Rest. | |||
*'''Major Arcanum.''' You imbue your Steel Defender with a 3rd Level Artificer Spell with a Casting Time of one Action. As a Bonus Action, you can order your Steel Defender to cast the imbued Spell at 3rd Level, using your Spellcasting Modifier. | |||
:Your Steel Defender can cast this Spell a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | |||
<br><br> | |||
== | == Master Biomancer == | ||
While most artificers are content with mechanical invention, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved. | |||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Biomancer Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
Line 1,331: | Line 1,319: | ||
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Leatherworker's Tools]] | ||
|- | |- | ||
| | | [[Artificer#Biomancer Golem|Biomancer Golem]] || 1st || You get the [[Level 1#Find Familiar|Find Familiar]] Spell, and when you cast it, the familiar is a Monstrosity with extra health that can take Damage to heal allies | ||
|- | |- | ||
| | | [[Artificer#Modular Biology|Modular Biology]] || 3rd || You can give yourself one of a few mutations | ||
|- | |- | ||
| | | [[Artificer#Augmented Flesh|Augmented Flesh]] || 5th || You can merge with your Biomancer Golem to receive several buffs | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Arcane Evolution|Arcane Evolution]] || 9th || Your faster, and you get more Modular Biology options | ||
|- | |- | ||
| | | [[Artificer#Mastered Evolution|Mastered Evolution]] || 9th || You get more Modular Biology options | ||
|- | |- | ||
| [[Artificer#Master | | [[Artificer#Master Biomancer|Master Biomancer]] || 15th || When you cast a Spell you can give the target some Temporary Hit Points and you gain Resistance to Bludgeoning, Piercing, and Slashing Damage while merged with your Biomancer Golem | ||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level | ''1st Level Master Biomancer 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" | ||
Line 1,357: | Line 1,343: | ||
! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || | | 2nd || [[Level 1#False Life|False Life]], [[Level 1#Beast Bond|Beast Bond]] | ||
|- | |- | ||
| 5th || | | 5th || [[Level 2#Alter Self|Alter Self]], [[Level 2#Spider Climb|Spider Climb]] | ||
|- | |- | ||
| 9th || Haste, | | 9th || [[Level 3#Haste|Haste,]] [[Level 3#Life Transference|Life Transference]] | ||
|- | |- | ||
| 13th || | | 13th || [[Level 4#Blight|Blight]], [[Level 4#Polymorph|Polymorph]] | ||
|- | |- | ||
| 17th || | | 17th || [[Level 5#Reincarnate|Reincarnate]], [[Level 5#Skill Empowerment|Skill Empowerment]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level | ''1st Level Master Biomancer Feature''<br> | ||
You gain Proficiency with | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Leatherworker's Tools]]. | ||
<br><br> | <br><br> | ||
==== | ==== Biomancer Golem ==== | ||
''1st Level | ''1st Level Master Biomancer Feature''<br> | ||
You | You can use the magic of your artifice to create a facsimile of life. You Learn the [[Level 1#Find Familiar|Find Familiar]] Spell, it counts as an Artificer Spell and you can cast it as a Ritual, and it doesn't count against your Spells Known. When you cast the [[Level 1#Find Familiar|Find Familiar]] Spell, you can cause your familiar to become a Biomancer Golem, augmenting the Spell in the following ways: | ||
*The Material Component for the Spell is 1 pound of organic matter. | |||
*The familiar is a Monstrosity. | |||
* | *It has additional Hit Points equal to your Artificer Level. | ||
Your Biomancer Golem can heal others by grafting its flesh onto the creature's wounds. As an Action, it can reduce its current Hit Points by any amount and touch a willing creature. the target then regains Hit Points equal to the number of current Hit Points reduced. | |||
<br> | <br><br> | ||
==== | ==== Modular Biology ==== | ||
''3rd Level | ''3rd Level Master Biomancer Feature''<br> | ||
You | You can use your knowledge of arcane biology to enhance your physical form. At the end of a Long Rest, you can use your [[Adventuring Gear#Artisan's Tools|Leatherworker's Tools]] to modify your body in one of the following ways: | ||
*''' | *'''Amphibious Physiology.''' You develop gills and webbing between your digits. You can breathe both air and water, and you gain a Swimming Speed equal to your Walking Speed. | ||
*''' | *'''Bestial Senses.''' You enhance your sense of hearing and smell to rival wild beasts. You are gain Proficiency in Perception, and you add your Intelligence Modifier to Wisdom (Perception) Checks you make. | ||
*''' | *'''Resilient Hide.''' Your flesh has grown thicker and knotted. While you aren't wearing any Armor, you have an AC of 10 + your Constitution Modifier + your Intelligence Modifier. | ||
<br> | *'''Mutated Limb.''' You grow a horrid limb that resembles your other limbs. It functions in the same way as another limb of your choice. | ||
This augmentation remains until the end of your next Long Rest. | |||
<br><br> | |||
==== | ==== Augmented Flesh ==== | ||
''5th Level | ''5th Level Master Biomancer Feature''<br> | ||
Your | Your own altered form can merge with that of your Biomancer Golem to enhance your abilities. As an Action, you can touch your Biomancer Golem, causing it to disappear as it merges with you, causing you to gain the following benefits: | ||
*You gain Temporary Hit Points equal to the Biomancer Golem's current Hit Points + your Intelligence Modifier. | |||
*Your Speed increases by 10ft. | |||
*You can use your Intelligence, in place of Strength, for Strength Attack Rolls, Damage Rolls, Ability Checks, and Saving Throws you make. | |||
*You can make an additional Attack whenever you take the Attack Action. | |||
*As a Bonus Action, you can expend a Spell Slot of 1st Level or higher to gain Temporary Hit Points equal to 5 x the Level of the Spell Slot expended. | |||
You remain merged with your Golem until you lose the Temporary Hit Points granted by this feature, and which point the Golem is destroyed and you return to your normal form. | |||
<br><br> | <br><br> | ||
==== | ==== Arcane Evolution ==== | ||
''9th Level | ''9th Level Master Biomancer Feature''<br> | ||
Your | Your Speed increases by 10ft, and you gain two options with your Modular Biology feature instead of one. | ||
<br><br> | |||
==== Mastered Evolution ==== | |||
<br> | ''15th Level Master Biomancer Feature''<br> | ||
You gain three options with your Modular Biology feature instead of two. | |||
<br><br> | |||
==== Master | ==== Master Biomancer ==== | ||
''15th Level | ''15th Level Master Biomancer Feature''<br> | ||
You have become a master | You have become a master amongst Biomancers. Whenever you target a creature with one of your Spells gained from your Specialist Spells feature, you can grant one target of that Spell a number of Temporary Hit Points equal to your Artificer Level + your Intelligence Modifier.<br> | ||
Additionally, while you have the Temporary Hit Points granted by your Augmented Flesh feature, you have Resistance to Bludgeoning, Piercing, and Slashing Damage. | |||
<br><br><br> | <br><br><br> | ||
== | == Master Chronothief == | ||
For those that pursue the magic of artifice, no area of study is too dangerous. Perhaps against their better judgment, some artificers choose to experiment with Chronomancy, the magic of time. Known as Chronothieves, these bold artificers are marked by their signature Chronometers, a wondrous object that they use to steal moments and adjust the flow of time. | |||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Chronothief Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
Line 1,423: | Line 1,417: | ||
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]] and you always know the time of day | ||
|- | |- | ||
| | | [[Artificer#Chronometer|Chronometer]] || 1st || You get a Chronometer which you can use to increases or decrease a creatures Speed, and can use as an Artificer Spellcasting Focus | ||
|- | |- | ||
| | | [[Artificer#Improved Chronometer|Improved Chronometer]] || 3rd || You can use your Chronometer to use your Artificer Level as your Initiative Roll, or to increases or decrease the Speed of a creature. | ||
|- | |- | ||
| | | [[Artificer#Stolen Moments|Stolen Moments]] || 5th || You get some way to regain charges for your Chronometer | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Empowered Chronomancy|Empowered Chronomancy]] || 9th || Some of the ways you can use your Chronometer improve | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Master Chronothief|Master Chronothief]] || 15th || You can cast the [[Level 9#Time Stop|Time Stop]] Spell by expending all of your Chronometer charges once per Long Rest | ||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level | ''1st Level Master Chronothief 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" | ||
Line 1,449: | Line 1,439: | ||
! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || | | 2nd || [[Level 1#Expeditious Retreat|Expeditious Retreat]], [[Level 1#Feather Fall|Feather Fall]] | ||
|- | |- | ||
| 5th || | | 5th || [[Level 2#Hold Person|Hold Person]], [[Level 2#Misty Step|Misty step]] | ||
|- | |- | ||
| 9th || | | 9th || [[Level 3#Haste|Haste]], [[Level 3#Slow|Slow]] | ||
|- | |- | ||
| 13th || | | 13th || [[Level 4#Banishment|Banishment]], [[Level 4#Dimension Door|Dimension Door]] | ||
|- | |- | ||
| 17th || | | 17th || [[Level 5#Hold Monster|Hold Monster]], [[Level 5#Modify Memory|Modify Memory]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level | ''1st Level Master Chronothief Feature''<br> | ||
You gain Proficiency with | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]].<br> | ||
Additionally, you are always aware of the exact time at any moment if you have spent at least a single day in the plane of existence you are currently in. | |||
<br><br> | <br><br> | ||
==== | ==== Chronometer ==== | ||
''1st Level | ''1st Level Master Chronothief Feature''<br> | ||
You have | You have learned to construct a wondrous device that marks you as a Chronothief. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use your [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]] to construct a Chronometer, which appears as a Tiny object of your choice. Chronometers often resemble tiny hourglasses filled with sand, intricate contraptions, or pocket watches. You can use this Chronometer as an Artificer Spellcasting Focus.<br> | ||
You can only have one | You can only have one Chronometer at a time, and creating a second causes the magic of the first to instantly dispel.<br> | ||
Your Chronometer has a number of Charges equal to twice your Intelligence Modifier and regains all expended charges when you finish a Long Rest. While holding your Chronometer, you can expend 1 Charge to use one of the following abilities: | |||
*'''Accelerate.''' As a Bonus Action, you can increase the Speed of a creature that you can see within 60ft of you by a number of feet equal to 5 x your Intelligence Modifier until the beginning of your next turn. | |||
*'''Decelerate.''' As a Bonus Action, you can force a creature you can see within 60ft of you to make a Charisma Saving Throw against your Spell Save DC. On a failed Save, its Speed is reduced by a number of feet equal to 5 x your Intelligence Modifier until the beginning of your next turn. | |||
<br> | |||
==== | ==== Improved Chronometer ==== | ||
''3rd Level | ''3rd Level Master Chronothief Feature''<br> | ||
You can | You have come to a deeper understanding of chronomancy magic, growing your Chronometer's power. You can expend 1 Charge of your Chronometer to use the following abilities: | ||
*''' | *'''Rush.''' When you roll Initiative at the start of combat and you aren't Surprised, you can replace the d20 result with your Artificer Level. | ||
*'''Slip.''' As a Reaction, after you or a creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can force the creature to reroll. | |||
*''' | *'''Warp.''' As a Bonus Action, you can switch places with a creature you can see within 60ft of you, each instantly teleporting to the other's space. Unwilling creatures make a Charisma Saving Throw against your Spell Save DC. On a failed Save a creature is teleported. | ||
<br> | |||
==== | ==== Stolen Moments ==== | ||
''5th Level | ''5th Level Master Chronothief Feature''<br> | ||
When you | Your Chronometer can capture time for later use. When you [[Conditions#Dazed|Daze]], [[Conditions#Paralyzed|Paralyze]], [[Conditions#Slowed|Slow]], [[Conditions#Stunned|Stun]], or reduce a creature's Speed to 0 with an Artificer Spell or with one of your Chronotheif features, your Chronometer regains 1d4 of its expended charges.<br> | ||
Also, you can use a Bonus Action to expend a Spell Slot of 1st Level or higher, causing your Chronometer to regain expended charges equal to the Level of the Spell Slot expended. | |||
<br><br> | <br><br> | ||
==== | ==== Empowered Chronomancy ==== | ||
''9th Level | ''9th Level Master Chronothief Feature''<br> | ||
Your understanding and control over time magic has greatly increased. Some of your Chronometer options improve in the following ways: | |||
You | *'''Accelerate.''' Opportunity Attacks against the target creature have Disadvantage until the end of their next turn. | ||
*'''Decelerate.''' You can spend an additional Charge to double the Speed reduction. If this feature reduces a target's Speed to 0, the creature is [[Conditions#Stunned|Stunned]] until the beginning of its next turn. | |||
*'''Rush.''' You also gain a bonus to your Initiative Roll equal to your Intelligence Modifier. | |||
<br> | |||
==== Master | ==== Master Chronothief ==== | ||
''15th Level | ''15th Level Master Chronothief Feature''<br> | ||
You have | You have become a master Chronothief. While holding your Chronometer, you can use your Action to overload the device as long as it has at least 1 charge remaining, expending all of its remaining Charges, to cast the [[Level 9#Time Stop|Time Stop]] Spell as an Artificer Spell without expended a Spell Slot.<br> | ||
When you use this Action you cannot use it again until the end of your next Long Rest. | |||
<br><br><br> | |||
<br><br> | |||
== | == Master Composer == | ||
Behind every great musician, every standing ovation, every sold-out concert, there is most often Composer who put quill to parchment and penned the notes. These great minds are unlike other bards and entertainers, Composers take a more cerebral approach to music. They are masters of patterns and repetition, and when they apply their analytical mind to a problem it is only a matter of time before they find a solution. | |||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Composer Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
Line 1,513: | Line 1,505: | ||
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Smith's Tools]], you can also learn how to use [[Adventuring Gear#Tools|Musical Instruments]] after practicing with them for 1 minute | ||
|- | |- | ||
| | | [[Artificer#Musical Apparatus|Musical Apparatus]] || 1st || You can create a Musical Apparatus that is a Musical Instrument that you have Proficiency and Expertise in | ||
|- | |- | ||
| | | [[Artificer#Weaponized Apparatus|Weaponized Apparatus]] || 3rd || You can use your Musical Apparatus to deal Damage | ||
|- | |- | ||
| | | [[Artificer#Thunderous Note|Thunderous Note]] || 5th || When you deal Thunder Damage, you deal more Thunder Damage | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Resonant Frequency|Resonant Frequency]] || 9th || You can set vibrations in a creature so the next time it's Attacked, the Attacker takes Damage | ||
|- | |- | ||
| [[Artificer#Master Composer|Master Composer]] || 15th || You get a variety of buffs for all of your features | |||
| [[Artificer#Master | |||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level | ''1st Level Master Composer 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" | ||
Line 1,539: | Line 1,527: | ||
! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || | | 2nd || [[Level 1#Charm Person|Charm Person]], [[Level 1#Thunderwave|Thunderwave]] | ||
|- | |- | ||
| 5th || | | 5th || [[Level 2#Shatter|Shatter]], [[Level 2#Silence|Silence]] | ||
|- | |- | ||
| 9th || | | 9th || [[Level 3#Beacon of Hope|Beacon of Hope]], [[Level 3#Fear|Fear]] | ||
|- | |- | ||
| 13th || | | 13th || [[Level 4#Charm Monster|Charm Monster]], [[Level 4#Dominate Beast|Dominate Beast]] | ||
|- | |- | ||
| 17th || | | 17th || [[Level 5#Destructive Wave|Destructive Wave]], [[Level 5#Dominate Person|Dominate Person]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level | ''1st Level Master Composer Feature''<br> | ||
You gain Proficiency with | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools]].<br> | ||
In addition, if you spend at least 1 minute practicing with a [[Adventuring Gear#Tools|Musical Instruments]], you are considered Proficient with that [[Adventuring Gear#Tools|Musical Instruments]] until the end of your next Long Rest. | |||
<br><br> | <br><br> | ||
==== | ==== Musical Apparatus ==== | ||
'' | ''1st Level Master Composer Feature''<br> | ||
You have designed a wondrous new Musical Instrument. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan's Tools|Smith's Tools]] to construct a Musical Apparatus of your own design. You have Proficiency and Expertise with your Apparatus as a [[Adventuring Gear#Tools|Musical Instruments]].<br> | |||
If | You can only have one Musical Apparatus active at once. If you create a second, he previous Apparatus becomes unusable. | ||
<br><br> | <br><br> | ||
==== | ==== Weaponized Apparatus ==== | ||
'' | ''3rd Level Master Composer Feature''<br> | ||
You can make | You can modify your Musical Apparatus to be used for both entertainment and combat. When you create an Apparatus, it gains one of the following features of your choice: | ||
*'''Raucous Blast.''' As an Action, you can use your Apparatus to make a Spell Attack against a creature within 60ft of you that can hear you. On hit, the creature takes 1d8 Thunder Damage and is [[Conditions#Deafened|Deafened]] until the start of your next turn. | |||
:This Thunder Damage increases by 1d8 at 5th Level (2d8), and again at 11th Level (3d8), and at 17th Level (4d8). | |||
*'''Ringing Strike.''' Your Apparatus is a Simple Melee Weapon with the Versatile Property, that deals 1d8 (1d10) Bludgeoning Damage on hit. You can use your Intelligence, instead of your Strength, for the Attack and Damage Rolls made with the Apparatus. | |||
'' | You also Learn the Booming Blade Cantrip. It counts as an Artificer Spell for you and doesn't count against your number of Cantrips Known. | ||
<br><br> | <br><br> | ||
==== | ==== Thunderous Note ==== | ||
'' | ''5th Level Master Composer Feature''<br> | ||
When you deal Damage with | When you deal Thunder Damage with a Composer feature or with a Spell cast using your Musical Apparatus as the Spellcasting Focus, you add your Intelligence Modifier to the Damage dealt, and you can expend a Spell Slot of 1st Level or higher to knock back the target. If the target is a Large or smaller creature, it is pushed 10ft away from you for each Level of the Spell Slot expended. | ||
<br><br> | <br><br> | ||
==== | ==== Resonant Frequency ==== | ||
'' | ''9th Level Master Composer Feature''<br> | ||
As an Action, you can play a note on your Apparatus to cause a creature of your choice within 10ft of you to resonate with undetectable vibrations for 1 hour. The next time it is hit with a Melee Attack, the creature that made the Attack makes a Constitution Saving Throw against your Spell Save DC. On a failed Save, the Attacker takes 2d8 Thunder Damage and can't take Reactions until the start of its next turn. On a successful Save the Attacker takes half as much Damage.<br> | |||
You can | You can use this Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest. | ||
<br><br> | <br><br> | ||
==== | ==== Master Composer ==== | ||
'' | ''15th Level Master Composer Feature''<br> | ||
You have mastered the theory and applications of musical artifice, becoming a master. You gain the following benefits: | |||
* | *You gain Immunity to Thunder Damage and cannot be [[Conditions#Deafened|Deafened]]. | ||
*Your Musical Apparatus gains both effects from your Weaponized Apparatus feature. | |||
*Your Thunderous Note feature can affect Huge or smaller creatures. Large or smaller creatures that fail the Saving Throw fall [[Conditions#Prone|Prone]] as well. | |||
*The damage of your Resonant Frequency feature increases to 4d8. | |||
* | |||
* | |||
* | |||
<br><br> | <br><br> | ||
== | == Master Dungeoneer == | ||
While most artificers focus on developing a single invention, Dungeoneers use their ingenuity to weaponize the mundane. They use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the hardiest of adventurers and monsters. Dungeoneers will set out for an adventure to analyze the traps that guard tombs and temples. | |||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Dungeoneer Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
Line 1,621: | Line 1,591: | ||
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Artificer#Artisan's Tools|Carpenter's Tools]], [[Artificer#Artisan's Tools|Mason's Tools]], and Improvised Weapons, you can also use your Intelligence for Improvised Weapons | ||
|- | |- | ||
| | | [[Artificer#Dungeoncraft|Dungeoncraft]] || 3rd || You can create some of the items from the [[Adventuring Gear#General Equipment|General Equipment]] at the end of a Long Rest, and can craft the same objects quicker and use your Spell Save DC | ||
|- | |- | ||
| [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action | | [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action | ||
|- | |- | ||
| [[Artificer#Magical Attacks|Magical Attacks | | [[Artificer#Magical Attacks|Magical Attacks]] || 5th || You can swap Attacks out for Cantrips | ||
|- | |- | ||
| | | [[Artificer#Arcane Improvisation|Arcane Improvisation]] || 9th || Your Improvised Weapon Attacks and Attacks made with Dungeoneer Objects become magical, and you can use some of your Spells without needing Material Components | ||
|- | |- | ||
| [[Artificer#Master | | [[Artificer#Master Dungeoneer|Master Dungeoneer]] || 15th || A bunch of Saving Throws you impose on creatures have Disadvantage and you can cast the [[Level 5#Passwall|Passwall]] and [[Level 5#Wall of Stone|Wall of Stone]] Spells as a Ritual over 1 hour, causing it to become permanent | ||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level | ''1st Level Master Dungeoneer 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" | ||
Line 1,647: | Line 1,613: | ||
! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || | | 2nd || [[Level 1#Alarm|Alarm]], [[Level 1#Unseen Servant|Unseen Servant]] | ||
|- | |- | ||
| 5th || | | 5th || [[Level 2#Arcane Lock|Arcane Lock]], [[Level 2#Knock|Knock]] | ||
|- | |- | ||
| 9th || | | 9th || [[Level 3#Glyph of Warding|Glyph of Warding]], [[Level 3#Tiny Hut|Tiny Hut]] | ||
|- | |- | ||
| 13th || | | 13th || [[Level 4#Guardian of Faith|Guardian of Faith]], [[Level 4#Resilient Sphere|Resilient Sphere]] | ||
|- | |- | ||
| 17th || | | 17th || [[Level 5#Passwall|Passwall]], [[Level 5#Wall of Stone|Wall of Stone]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level | ''1st Level Master Dungeoneer Feature''<br> | ||
You gain Proficiency with | You gain Proficiency with [[Artificer#Artisan's Tools|Carpenter's Tools]] and [[Artificer#Artisan's Tools|Mason's Tools]].<br> | ||
Additionally, you gain Proficiency with Improvised Weapons and can use your Intelligence, in place of Strength or Dexterity, for all of your Attack and Damage Rolls with Improvised Weapons. | |||
<br><br> | <br><br> | ||
==== | ==== Dungeoncraft ==== | ||
'' | ''3rd Level Master Dungeoneer Feature''<br> | ||
At the end of a Long Rest, you craft a number of objects from the [[Adventuring Gear#General Equipment|General Equipment]] list equal to your Intelligence Modifier. These objects appear as mundane versions of those objects but turn to ash at the end of your next Long Rest. They are referred to as Dungeoncraft Objects. You can also craft the normal versions of Dungeoncraft Objects in a quarter of the normal time.<br> | |||
If an object you craft with this feature forces a creature to make a Saving Throw, it uses your Spell Save DC. | |||
You | |||
<br><br> | <br><br> | ||
==== Extra Attack ==== | ==== Extra Attack ==== | ||
''5th Level | ''5th Level Master Dungeoneer Feature''<br> | ||
You can make an additional Attack whenever you take the Attack Action. | You can make an additional Attack whenever you take the Attack Action. | ||
<br><br> | <br><br> | ||
==== | ==== Magical Attacks ==== | ||
''5th Level | ''5th Level Master Dungeoneer Feature''<br> | ||
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> | |||
<br> | |||
==== | ==== Arcane Improvisation ==== | ||
''9th Level | ''9th Level Master Dungeoneer Feature''<br> | ||
When you deal Damage with Improvised Weapons and Dungeoncraft Objects, that Damage is magical for the purpose of overcoming Resistance and Immunity to non-magical Damage.<br> | |||
Additionally, your | Additionally, you can cast each of the Spells gained from your Specialist Spells feature without requiring Material Components. When you cast one of those Spells in this way, you cannot cast it in this way again until you finish a Long Rest. | ||
<br><br> | <br><br> | ||
==== Master | ==== Master Dungeoneer ==== | ||
''15th Level | ''15th Level Master Dungeoneer Feature''<br> | ||
You have become a master of Dungeoneering artifice. When a creature makes a Saving Throw imposed by one of your Dungeoncraft Objects, or by a Spell you gained form your Specialist Spells feature, that creature has Disadvantage on the Saving Throw.<br> | |||
You can also cast the [[Level 5#Passwall|Passwall]] and [[Level 5#Wall of Stone|Wall of Stone]] Spells, each as a Ritual. When you cast either Spell in this way, you add 1 hour to the Casting Time, rather than 10 minutes, and the structure created by the Spell is permanent. | |||
<br><br> | |||
== Forgewright == | == Master Forgewright == | ||
While most artificers are primarily inventors that take up a life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament. | While most artificers are primarily inventors that take up a life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament. | ||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Forgewright Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
Line 1,721: | Line 1,670: | ||
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Adventuring Gear#Artisan's Tools|Smith's Tools]] | ||
|- | |- | ||
| | | [[Artificer#Arcane Armament|Arcane Armament]] || 1st || You can improve a Weapon, using your Intelligence, being able to throw it and have it return to you, and make it magical | ||
|- | |- | ||
| | | [[Artificer#Forge of War|Forge of War]] || 3rd || You increase your Crit Range by 1 while using your Arcane Armament, and you get an extra Infusion which you can only use to improve your Arcane Armament | ||
|- | |- | ||
| | | [[Artificer#Arcane Jolt|Arcane Jolt]] || 5th || You can spend Spell Slots to deal extra Damage with your Arcane Armament | ||
|- | |- | ||
| [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action | | [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action | ||
|- | |- | ||
| [[Artificer#Magical Attacks|Magical Attacks | | [[Artificer#Magical Attacks|Magical Attacks]] || 5th || You can swap Attacks out for Cantrips | ||
|- | |- | ||
| | | [[Artificer#Improved Arcane Jolt|Improved Arcane Jolt]] || 9th || Your Arcane Armament deals extra Force Damage | ||
|- | |- | ||
| [[Artificer#Master | | [[Artificer#Master Forgewright|Master Forgewright]] || 15th || You can have your nearby allies deal extra Force Damage with their Weapon Attacks | ||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level Forgewright Feature''<br> | ''1st Level Master Forgewright 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" | ||
Line 1,747: | Line 1,696: | ||
! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || Compelled Duel, Zephyr Strike | | 2nd || [[Level 1#Compelled Duel|Compelled Duel]], [[Level 1#Zephyr Strike|Zephyr Strike]] | ||
|- | |- | ||
| 5th || Cloud of Daggers, Misty Step | | 5th || [[Level 2#Cloud of Daggers|Cloud of Daggers]], [[Level 2#Misty Step|Misty Step]] | ||
|- | |- | ||
| 9th || Blinding Smite, Conjure Barrage | | 9th || [[Level 3#Blinding Smite|Blinding Smite]], [[Level 3#Conjure Barrage|Conjure Barrage]] | ||
|- | |- | ||
| 13th || Fire Shield, Staggering Smite | | 13th || [[Level 4#Fire Shield|Fire Shield]], [[Level 4#Staggering Smite|Staggering Smite]] | ||
|- | |- | ||
| 17th || Conjure Volley, Steel Wind Strike | | 17th || [[Level 5#Conjure Volley|Conjure Volley]], [[Level 5#Steel Wind Strike|Steel Wind Strike]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level Forgewright Feature''<br> | ''1st Level Master Forgewright Feature''<br> | ||
You gain Proficiency with Martial Weapons and Smith's Tools. | You gain Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]] and [[Adventuring Gear#Artisan's Tools|Smith's Tools]]. | ||
<br><br> | <br><br> | ||
==== Arcane Armament ==== | ==== Arcane Armament ==== | ||
''1st Level Forgewright Feature''<br> | ''1st Level Master Forgewright Feature''<br> | ||
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: | Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan's Tools|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. | *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 Thrown (20/60) Property. | ||
Line 1,775: | Line 1,724: | ||
==== Forge of War ==== | ==== Forge of War ==== | ||
''3rd Level Forgewright Feature''<br> | ''3rd Level Master Forgewright Feature''<br> | ||
Your signature artifice enhances the power of your weapon. Your Crit Range for Attacks made with your Arcane Armament increases by 1.<br> | 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. | Additionally, your total number of Infusions Known increases by 1, but this Infusions can only be used to Infuse your Arcane Armament. | ||
Line 1,781: | Line 1,730: | ||
==== Arcane Jolt ==== | ==== Arcane Jolt ==== | ||
''5th Level Forgewright Feature''<br> | ''5th Level Master 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. | 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. | ||
<br><br> | <br><br> | ||
==== Extra Attack ==== | ==== Extra Attack ==== | ||
''5th Level Forgewright Feature''<br> | ''5th Level Master Forgewright Feature''<br> | ||
You can make an additional Attack whenever you take the Attack Action. | You can make an additional Attack whenever you take the Attack Action. | ||
<br><br> | <br><br> | ||
==== Magical Attacks ==== | ==== Magical Attacks ==== | ||
''5th Level Forgewright Feature''<br> | ''5th Level Master Forgewright Feature''<br> | ||
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action. | 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> | <br><br> | ||
==== Improved Arcane Jolt ==== | ==== Improved Arcane Jolt ==== | ||
''9th Level Forgewright Feature''<br> | ''9th Level Master Forgewright Feature''<br> | ||
The magic of your Arcane Armament empowers its strikes. Your Arcane Armament does an extra 1d6 Force Damage on a hit. | The magic of your Arcane Armament empowers its strikes. Your Arcane Armament does an extra 1d6 Force Damage on a hit. | ||
<br><br> | <br><br> | ||
==== Master Forgewright ==== | ==== Master Forgewright ==== | ||
''15th Level Forgewright Feature''<br> | ''15th Level Master 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 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> | 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> | ||
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. | 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> | <br><br><br> | ||
== Machinist == | == Master Machinist == | ||
While some artificers spend their lives perfecting one solitary creation, Machinist artificer value quantity over quality. They are known for creating their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of strange and wondrous servants, Machinists are ready for any challenge. | While some artificers spend their lives perfecting one solitary creation, Machinist artificer value quantity over quality. They are known for creating their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of strange and wondrous servants, Machinists are ready for any challenge. | ||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Machinist Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
Line 1,817: | Line 1,766: | ||
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Smith's Tools]] | ||
|- | |- | ||
| | | [[Artificer#Automatons|Automatons]] || 1st || You can create an Automaton at the end of a Long Rest and by expending a Spell Slot, these Automatons last for an hour and can speak a few programmed phrases | ||
|- | |- | ||
| | | [[Artificer#Innovative Models|Innovative Models]] || 3rd || When you make an Automaton, you can choose one of a few models that represents its purpose it was created for | ||
|- | |- | ||
| | | [[Artificer#Arcane Conduit|Arcane Conduit]] || 5th || You can cast your Spells from an Automaton's space | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Automated Army|Automated Army]] || 5th || You can create two Automatons, and you can create more as you gain Levels in this class | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Efficient Artifice|Efficient Artifice]] || 9th || When you expend a Spell Slot to create an Automaton, you create more | ||
|- | |- | ||
| [[Artificer#Master Machinist|Master Machinist]] || 15th || When you are hit by an Attack or make a Saving Throw, you can sacrifice an Automaton instead | |||
| [[Artificer#Master | |||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level Machinist Feature''<br> | ''1st Level Master Machinist 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" | ||
Line 1,843: | Line 1,790: | ||
! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || Color Spray, Unseen Servant | | 2nd || [[Level 1#Color Spray|Color Spray]], [[Level 1#Unseen Servant|Unseen Servant]] | ||
|- | |- | ||
| 5th || Cloud of Daggers, Cordon of Arrows | | 5th || [[Level 2#Cloud of Daggers|Cloud of Daggers]], [[Level 2#Cordon of Arrows|Cordon of Arrows]] | ||
|- | |- | ||
| 9th || Spirit Guardians, Tiny Servant | | 9th || [[Level 3#Spirit Guardians|Spirit Guardians]], [[Level 3#Tiny Servant|Tiny Servant]] | ||
|- | |- | ||
| 13th || Faithful Hound, Summon Construct | | 13th || [[Level 4#Faithful Hound|Faithful Hound]], [[Level 4#Summon Construct|Summon Construct]] | ||
|- | |- | ||
| 17th || Animate Objects, Awaken | | 17th || [[Level 5#Animate Objects|Animate Objects]], [[Level 5#Awaken|Awaken]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level Machinist Feature''<br> | ''1st Level Master Machinist Feature''<br> | ||
You gain Proficiency with Smith's Tools. | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools]]. | ||
<br><br> | <br><br> | ||
==== Automatons ==== | ==== Automatons ==== | ||
''1st Level Machinist Feature''<br> | ''1st Level Master Machinist Feature''<br> | ||
You learned to craft unique mechanical servants known as Automatons. At the end of each Long Rest, you can use your Smith's Tools to craft a Small Automaton in an unoccupied space within 5ft of you.<br> | You learned to craft unique mechanical servants known as Automatons. At the end of each Long Rest, you can use your [[Adventuring Gear#Artisan's Tools|Smith's Tools]] to craft a Small Automaton in an unoccupied space within 5ft of you.<br> | ||
Automatons are magical constructs with an AC of 12 + your Intelligence Modifier, and a number of Hit Points equal to your Artificer Level + your Intelligence Modifier. When an Automaton would make a Saving Throw, it treats all of its Ability Scores as if they were 10. If the Mending Spell is cast on an Automaton, it regains 2d6 Hit Points. The Automaton disintegrates into dust after it is reduced to 0 Hit Points or after 1 hour.<br> | Automatons are magical constructs with an AC of 12 + your Intelligence Modifier, and a number of Hit Points equal to your Artificer Level + your Intelligence Modifier. When an Automaton would make a Saving Throw, it treats all of its Ability Scores as if they were 10. If the Mending Spell is cast on an Automaton, it regains 2d6 Hit Points. The Automaton disintegrates into dust after it is reduced to 0 Hit Points or after 1 hour.<br> | ||
Whenever you create an Automaton, you can program some phrases it can say. You can choose a number of phrases up to your Proficiency Bonus. Each of these phrases can have a number of words equal to your Artificer Level.<br> | |||
You can use an Action and expend a Spell Slot of 1st Level or higher to create another Automaton. You can only have one Automaton active at once, if you create a second one, then the previous one disintegrates to dust.<br> | You can use an Action and expend a Spell Slot of 1st Level or higher to create another Automaton. You can only have one Automaton active at once, if you create a second one, then the previous one disintegrates to dust.<br> | ||
Your Automatons do nothing on their own. However, you can use a Bonus Action to Activate one of your Automatons that is within 60ft of you, as well as move it up to 25ft. | Your Automatons do nothing on their own. However, you can use a Bonus Action to Activate one of your Automatons that is within 60ft of you, as well as move it up to 25ft. Whenever you Activate a Automaton, you can have it speak one of its programmed phrases. | ||
<br><br> | <br><br> | ||
==== Innovative Models ==== | ==== Innovative Models ==== | ||
''3rd Level Machinist Feature''<br> | ''3rd Level Master Machinist Feature''<br> | ||
You have improved your craft. Whenever you create an Automaton, choose one of the Automaton models below that gives a bonus when you Activate the Automaton with your Automatons feature: | You have improved your craft. Whenever you create an Automaton, choose one of the Automaton models below that gives a bonus when you Activate the Automaton with your Automatons feature: | ||
*'''Agent Automaton.''' When Activated, you can see and hear through the Automaton, so long as you are within 100ft of it. You are Deafened and Blinded to your own senses until you end this link as a Free Action. | *'''Agent Automaton.''' When Activated, you can see and hear through the Automaton, so long as you are within 100ft of it. You are [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|Blinded]] to your own senses until you end this link as a Free Action. | ||
*'''Anchor Automaton.''' When Activated, the Automaton latches onto a target within 5ft of it, reducing the target's Speed by a number of feet equal to 5 x your Intelligence Modifier. | *'''Anchor Automaton.''' When Activated, the Automaton latches onto a target within 5ft of it, reducing the target's Speed by a number of feet equal to 5 x your Intelligence Modifier. | ||
*'''Armor Automaton.''' When Activated, the Automaton attaches itself to a willing creature within 5ft of it. While attached, that creature's AC cannot be less than 13 + your Intelligence Modifier. | *'''Armor Automaton.''' When Activated, the Automaton attaches itself to a willing creature within 5ft of it. While attached, that creature's AC cannot be less than 13 + your Intelligence Modifier. | ||
*'''Artisan Automaton.''' This Automaton is Proficient with one Set of Tools of your choice, and when Activated, it makes an Ability Check with its Tool Set, and adds your Intelligence Modifier to the Check. | *'''Artisan Automaton.''' This Automaton is Proficient with one [[Adventuring Gear#Tools|Set of Tools]] of your choice, and when Activated, it makes an Ability Check with its [[Adventuring Gear#Tools|Tool Set]], and adds your Intelligence Modifier to the Check. | ||
*'''Assault.''' When Activated, the Automaton makes a Melee Spell Attack against a creature within 5ft of it. On hit, it deals Bludgeoning Damage equal to 1d6 + your Intelligence Modifier | *'''Assault.''' When Activated, the Automaton makes a Melee Spell Attack against a creature within 5ft of it. On hit, it deals Bludgeoning Damage equal to 1d6 + your Intelligence Modifier | ||
<br> | <br> | ||
==== Arcane Conduit ==== | ==== Arcane Conduit ==== | ||
''5th Level Machinist Feature''<br> | ''5th Level Master Machinist Feature''<br> | ||
You can channel your signature artificer magic through your Automatons. When you cast an Artificer Spell, you can cause the Spell to be cast from the space of an Automaton of your choice that it is within 60ft of you. | You can channel your signature artificer magic through your Automatons. When you cast an Artificer Spell, you can cause the Spell to be cast from the space of an Automaton of your choice that it is within 60ft of you. | ||
<br><br> | <br><br> | ||
==== Automated Army ==== | ==== Automated Army ==== | ||
''5th Level Machinist Feature''<br> | ''5th Level Master Machinist Feature''<br> | ||
You now create two Automatons of your choice at the end of a Long Rest without expending a Spell Slot, you can have two Automatons active at once, and you can activate up to two Automatons with the same Bonus Action.<br> | You now create two Automatons of your choice at the end of a Long Rest without expending a Spell Slot, you can have two Automatons active at once, and you can activate up to two Automatons with the same Bonus Action.<br> | ||
When you reach 9th Level in this class, you can create, control, and have up to three Automatons active at once. When you reach 15th Level in this class, you can create, control, and have up to four Automatons active at once. | When you reach 9th Level in this class, you can create, control, and have up to three Automatons active at once. When you reach 15th Level in this class, you can create, control, and have up to four Automatons active at once. | ||
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==== Efficient Artifice ==== | ==== Efficient Artifice ==== | ||
''9th Level Machinist Feature''<br> | ''9th Level Master Machinist Feature''<br> | ||
Whenever you expend a Spell Slot to create an Automaton, you create a number of Automatons equal to the Level of the Spell Slot expended. You cannot use this feature to exceed the maximum number of Automatons you can control. | Whenever you expend a Spell Slot to create an Automaton, you create a number of Automatons equal to the Level of the Spell Slot expended. You cannot use this feature to exceed the maximum number of Automatons you can control. | ||
<br><br> | <br><br> | ||
==== Master Machinist ==== | ==== Master Machinist ==== | ||
''15th Level Alchemist Feature''<br> | ''15th Level Master Alchemist Feature''<br> | ||
You have become a master of Machinist artifice. When you are forced to make a Saving Throw or are hit by an Attack, you can use your Reaction to switch places with one of your Automatons that is within 60ft of you. The Automaton then becomes the target of the Attack or Saving Throw. | You have become a master of Machinist artifice. When you are forced to make a Saving Throw or are hit by an Attack, you can use your Reaction to switch places with one of your Automatons that is within 60ft of you. The Automaton then becomes the target of the Attack or Saving Throw. | ||
<br><br><br> | <br><br><br> | ||
== Puppeteer == | == Master Puppeteer == | ||
Though all artificers have their quirks, Puppeteers tend to be the strangest subset of arcane inventors. They dedicate their research and intellect towards mastery of manipulation and control of other creatures through the use of their Marionette Strings. Often found literally pulling the strings from behind the scenes, these strange artificers prefer to empower their allies rather than risk their own lives on the front lines. | Though all artificers have their quirks, Puppeteers tend to be the strangest subset of arcane inventors. They dedicate their research and intellect towards mastery of manipulation and control of other creatures through the use of their Marionette Strings. Often found literally pulling the strings from behind the scenes, these strange artificers prefer to empower their allies rather than risk their own lives on the front lines. | ||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Puppeteer Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
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| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Weaver's Tools]] | ||
| | |||
|- | |- | ||
| | | [[Artificer#Arcane Threads|Arcane Threads]] || 1st || You learn the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, can cause it to deal no Damage, cause it to target objects, either pulling yourself to the object or vise versa | ||
|- | |- | ||
| [[Artificer#Marionette Strings|Marionette Strings]] || 3rd || You can attach an ally to some Marionette Strings, giving it a bunch of buffs | |||
| [[Artificer# | |||
|- | |- | ||
| [[Artificer# | | [[Artificer#Strange Strikes|Strange Strikes]] || 5th || You can cause the creature attached to your Marionette Strings to make additional Attacks | ||
|- | |- | ||
| | | [[Artificer#Nimble Fingers|Nimble Fingers]] || 9th || You can attach two creatures to your Marionette Strings | ||
|- | |- | ||
| [[Artificer#Master | | [[Artificer#Master Puppeteer|Master Puppeteer]] || 15th || You can cast the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell without Concentration if you have a free hand | ||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level Puppeteer Feature''<br> | ''1st Level Master Puppeteer 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 || Ensnaring Strike | | 2nd || [[Level 1#Ensnaring Strike|Ensnaring Strike]], [[Level 1#Entangle|Entangle]] | ||
|- | |- | ||
| 5th || Crown of Madness, Hold Person | | 5th || [[Level 2#Crown of Madness|Crown of Madness]], [[Level 2#Hold Person|Hold Person]] | ||
|- | |- | ||
| 9th || Hypnotic Pattern, Slow | | 9th || [[Level 3#Hypnotic Pattern|Hypnotic Pattern]], [[Level 3#Slow|Slow]] | ||
|- | |- | ||
| 13th || Dominate Beast, Grasping Vine | | 13th || [[Level 4#Dominate Beast|Dominate Beast]], [[Level 4#Grasping Vine|Grasping Vine]] | ||
|- | |- | ||
| 17th || Dominate Person, Hold Monster | | 17th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Hold Monster|Hold Monster]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level Puppeteer Feature''<br> | ''1st Level Master Puppeteer Feature''<br> | ||
You gain Proficiency with Weaver's Tools. | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Weaver's Tools]]. | ||
<br><br> | <br><br> | ||
==== Arcane Threads ==== | ==== Arcane Threads ==== | ||
''1st Level Puppeteer Feature''<br> | ''1st Level Master Puppeteer Feature''<br> | ||
You have constructed for yourself arcane threads that you can manipulate with magic. You learn the Thorn Whip Cantrip, which counts as an Artificer Spell for you and doesn't count against your Cantrips Known. If you cast the Thorn Whip Cantrip using Weaver's Tools as your Spellcasting Focus, it changes in the following ways: | You have constructed for yourself arcane threads that you can manipulate with magic. You learn the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip, which counts as an Artificer Spell for you and doesn't count against your Cantrips Known. If you cast the [[Cantrips#Thorn Whip|Thorn Whip]] Cantrip using [[Adventuring Gear#Artisan's Tools|Weaver's Tools]] as your Spellcasting Focus, it changes in the following ways: | ||
*You can cause the Spell to deal no Damage. | *You can cause the Spell to deal no Damage. | ||
*You can target an object instead of a creature with the Spell. If the object is smaller than you and is not being worn or carried, it is pushed 30ft towards you. If the object is larger than you, you are pushed 30ft towards the object. | *You can target an object instead of a creature with the Spell. If the object is smaller than you and is not being worn or carried, it is pushed 30ft towards you. If the object is larger than you, you are pushed 30ft towards the object. | ||
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==== Marionette Strings ==== | ==== Marionette Strings ==== | ||
''3rd Level Puppeteer Feature''<br> | ''3rd Level Master Puppeteer Feature''<br> | ||
You can use your strange artifice to help and control. While holding Weaver's Tools, you can use an Action to cause your Marionette Strings to fly and attach to a willing creature within 30ft of you.<br> | You can use your strange artifice to help and control. While holding [[Adventuring Gear#Artisan's Tools|Weaver's Tools]], you can use an Action to cause your Marionette Strings to fly and attach to a willing creature within 30ft of you.<br> | ||
Your Marionette Strings detach after 1 minute, if you use a Free Action to detach them, or if you and the attached creature are ever more than 30ft apart. You must have a free hand or be holding a set of Weaver's Tools to keep the creature attached to the Marionette Strings. While a creature is attached to your Marionette Strings, you gain the following features: | Your Marionette Strings detach after 1 minute, if you use a Free Action to detach them, or if you and the attached creature are ever more than 30ft apart. You must have a free hand or be holding a set of [[Adventuring Gear#Artisan's Tools|Weaver's Tools]] to keep the creature attached to the Marionette Strings. While a creature is attached to your Marionette Strings, you gain the following features: | ||
*'''Corrected Strike.''' When the attached creature makes a Melee Attack, you can use your Reaction to have it reroll the Attack. | *'''Corrected Strike.''' When the attached creature makes a Melee Attack, you can use your Reaction to have it reroll the Attack. | ||
*'''Channel Spell.''' When you cast an Artificer Spell, you can cast it from the attached creatures space. | *'''Channel Spell.''' When you cast an Artificer Spell, you can cast it from the attached creatures space. | ||
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==== Strange Strikes ==== | ==== Strange Strikes ==== | ||
''5th Level Puppeteer Feature''<br> | ''5th Level Master Puppeteer Feature''<br> | ||
The control you can exert through your Marionette Strings grows. When the creature attached to your Marionette Strings makes an Attack, you can use your Reaction to cause them to make an additional Attack | The control you can exert through your Marionette Strings grows. When the creature attached to your Marionette Strings makes an Attack, you can use your Reaction to cause them to make an additional Attack | ||
<br><br> | <br><br> | ||
==== Nimble Fingers ==== | ==== Nimble Fingers ==== | ||
''9th Level Puppeteer Feature''<br> | ''9th Level Master Puppeteer Feature''<br> | ||
You can have up to two creatures attached to your Marionette Strings at one time. Both creatures follow the same rules listed in your Marionette Strings feature, but each one requires a free hand or a hand that is holding a | You can have up to two creatures attached to your Marionette Strings at one time. Both creatures follow the same rules listed in your Marionette Strings feature, but each one requires a free hand or a hand that is holding a Set of [[Adventuring Gear#Artisan's Tools|Weaver's Tools]].<br> | ||
In addition, the length of your Marionette Strings, and the Range of all of your Puppeteer features increases to 60ft. | In addition, the length of your Marionette Strings, and the Range of all of your Puppeteer features increases to 60ft. | ||
<br><br> | <br><br> | ||
==== Master Puppeteer ==== | ==== Master Puppeteer ==== | ||
''15th Level Puppeteer Feature''<br> | ''15th Level Master Puppeteer Feature''<br> | ||
You have become a master Puppeteer. As an Action, while holding your Weaver's Tools, you can cast the Irresistible Dance Spell without expending a Spell Slot or requiring Concentration. You cannot use this Action if the Irresistible Dance Spell, cast with this feature, is currently active. You must have a free hand or a hand holding a | You have become a master Puppeteer. As an Action, while holding your [[Adventuring Gear#Artisan's Tools|Weaver's Tools]], you can cast the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell without expending a Spell Slot or requiring Concentration. You cannot use this Action if the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell, cast with this feature, is currently active. You must have a free hand or a hand holding a Set of [[Adventuring Gear#Artisan's Tools|Weaver's Tools]] that is not currently controlling the Marionette Strings a creature is attached to in order to maintain the Spell.<br> | ||
You can cast the Irresistible Dance Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can cast the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
<br><br><br> | <br><br><br> | ||
== Wandslinger == | == Master Wandslinger == | ||
Wandslingers use their ingenuity and artistic minds to craft wondrous arcane weapons. What they lack in flexibility and subtlety, they make up for in overwhelming arcane firepower. Wandslingers are marked by their signature Arcane Sidearm. For some, these are intricately carved wands or staffs, and for others, they are expertly crafted runic iron cannons. | Wandslingers use their ingenuity and artistic minds to craft wondrous arcane weapons. What they lack in flexibility and subtlety, they make up for in overwhelming arcane firepower. Wandslingers are marked by their signature Arcane Sidearm. For some, these are intricately carved wands or staffs, and for others, they are expertly crafted runic iron cannons. | ||
<br><br> | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ Wandslinger Features | ||
|- | |- | ||
! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
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| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | | [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells | ||
|- | |- | ||
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in | | [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]] | ||
| | |||
|- | |- | ||
| | | [[Artificer#Arcane Sidearm|Arcane Sidearm]] || 1st || You get an Arcane Sidearm which you can use to make Attacks that deal Force Damage | ||
|- | |- | ||
| | | [[Artificer#Quickdraw|Quickdraw]] || 1st || When you roll Initiative you can make a single Attack with your Arcane Sidearm | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Arcane Duelist|Arcane Duelist]] || 3rd || You can use a Bonus Action to do do one of a few either offensive or defensive Actions with your Arcane Sidearm | ||
|- | |- | ||
| [[Artificer# | | [[Artificer#Spell Slinger|Spell Slinger]] || 5th || When you take the Attack Action and only use your Arcane Sidearm, you can make more Attacks | ||
|- | |- | ||
| | | [[Artificer#Expert Duelist|Expert Duelist]] || 9th || Your Bonus Action used for your Arcane Duelist feature improves | ||
|- | |- | ||
| [[Artificer#Master | | [[Artificer#Master Wandslinger|Master Wandslinger]] || 15th || You gain a variety of buffs | ||
|} | |} | ||
<br> | <br> | ||
==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level Wandslinger Feature''<br> | ''1st Level Master Wandslinger 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 || Shield, Thunderwave | | 2nd || [[Level 1#Shield|Shield]], [[Level 1#Thunderwave|Thunderwave]] | ||
|- | |- | ||
| 5th || Blur, Shatter | | 5th || [[Level 2#Blur|Blur]], [[Level 2#Shatter|Shatter]] | ||
|- | |- | ||
| 9th || Counterspell, Lightning Bolt | | 9th || [[Level 3#Counterspell|Counterspell]], [[Level 3#Lightning Bolt|Lightning Bolt]] | ||
|- | |- | ||
| 13th || Vitriolic Sphere, Wall of Fire | | 13th || [[Level 4#Vitriolic Sphere|Vitriolic Sphere]], [[Level 4#Wall of Fire|Wall of Fire]] | ||
|- | |- | ||
| 17th || Cone of Cold, Wall of Force | | 17th || [[Level 5#Cone of Cold|Cone of Cold]], [[Level 5#Wall of Force|Wall of Force]] | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | ==== Tools of the Trade ==== | ||
''1st Level Wandslinger Feature''<br> | ''1st Level Master Wandslinger Feature''<br> | ||
You gain Proficiency with Woodcarver's Tools. | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]]. | ||
<br><br> | <br><br> | ||
==== Arcane Sidearm ==== | ==== Arcane Sidearm ==== | ||
''1st Level Wandslinger Feature''<br> | ''1st Level Master Wandslinger Feature''<br> | ||
You have constructed for yourself a Wandslinger's signature weapon. At the end of a Long Rest, you can use Woodcarver's Tools to craft an Arcane Sidearm. It resembles a Tiny object of your choosing, though its appearance has no effect on its abilities. Many Wandslingers craft Sidearms that resemble delicate wands, ornate rods, or even eldritch cannons.<br> | You have constructed for yourself a Wandslinger's signature weapon. At the end of a Long Rest, you can use [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]] to craft an Arcane Sidearm. It resembles a Tiny object of your choosing, though its appearance has no effect on its abilities. Many Wandslingers craft Sidearms that resemble delicate wands, ornate rods, or even eldritch cannons.<br> | ||
Your Arcane Sidearm is a Simple Weapon with the Ranged (120/300) Property, and you use your Intelligence, instead of your Dexterity, for its Attack and Damage Rolls. On hit, it deals Force Damage equal to 1d10 + your Intelligence Modifier. You can also use your Arcane Sidearm as an Artificer Spellcasting Focus.<br> | Your Arcane Sidearm is a Simple Weapon with the Ranged (120/300) Property, and you use your Intelligence, instead of your Dexterity, for its Attack and Damage Rolls. On hit, it deals Force Damage equal to 1d10 + your Intelligence Modifier. You can also use your Arcane Sidearm as an Artificer Spellcasting Focus.<br> | ||
You can only have one Arcane Sidearm at a time. Creating another Arcane Sidearm renders that magic of the first inert. | You can only have one Arcane Sidearm at a time. Creating another Arcane Sidearm renders that magic of the first inert. | ||
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==== Quickdraw ==== | ==== Quickdraw ==== | ||
''1st Level Wandslinger Feature''<br> | ''1st Level Master Wandslinger Feature''<br> | ||
You have honed your reflexes so that you can nearly always strike first. When you roll Initiative at the start of combat and are not Surprised or Incapacitated, you can use your Reaction to make a single Attack with your Arcane Sidearm, or another magic wand, rod, or staff that you are holding before any other creatures act. | You have honed your reflexes so that you can nearly always strike first. When you roll Initiative at the start of combat and are not Surprised or [[Conditions#Incapacitated|Incapacitated]], you can use your Reaction to make a single Attack with your Arcane Sidearm, or another magic wand, rod, or staff that you are holding before any other creatures act. | ||
<br><br> | <br><br> | ||
==== Arcane Duelist ==== | ==== Arcane Duelist ==== | ||
''3rd Level Wandslinger Feature''<br> | ''3rd Level Master Wandslinger Feature''<br> | ||
You have begun to master the signature abilities of an arcane duelist. As a Bonus Action, you can use your Arcane Sidearm to use one of the following abilities: | You have begun to master the signature abilities of an arcane duelist. As a Bonus Action, you can use your Arcane Sidearm to use one of the following abilities: | ||
*'''Shocking Burst.''' Your Arcane Sidearm conjures a burst of lightning at a point you can see within 60ft of you, forcing creatures within 5ft of that point to make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creatures takes 2d6 Lightning Damage, and half as much Damage on a successful Save. | *'''Shocking Burst.''' Your Arcane Sidearm conjures a burst of lightning at a point you can see within 60ft of you, forcing creatures within 5ft of that point to make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creatures takes 2d6 Lightning Damage, and half as much Damage on a successful Save. | ||
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==== Spell Slinger ==== | ==== Spell Slinger ==== | ||
''5th Level Wandslinger Feature''<br> | ''5th Level Master Wandslinger Feature''<br> | ||
You wield your Arcane Sidearm with deadly skill. When you take the Attack Action, and all of the Attacks you make are made with your Arcane Sidearm, you can make an additional Attack as part of that Action.<br> | You wield your Arcane Sidearm with deadly skill. When you take the Attack Action, and all of the Attacks you make are made with your Arcane Sidearm, you can make an additional Attack as part of that Action.<br> | ||
As you gain Levels in this class, the number of additional Attacks you make with this feature increases: at 11th Level you make two additional Attacks, and at 17th Level you make three additional Attacks. | As you gain Levels in this class, the number of additional Attacks you make with this feature increases: at 11th Level you make two additional Attacks, and at 17th Level you make three additional Attacks. | ||
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==== Expert Duelist ==== | ==== Expert Duelist ==== | ||
''9th Level Wandslinger Feature''<br> | ''9th Level Master Wandslinger Feature''<br> | ||
The amount of Damage dealt, or Temporary Hit Points granted by your Bonus Action options from your Arcane Duelist feature increased by 1d6 + your Intelligence Modifier. | The amount of Damage dealt, or Temporary Hit Points granted by your Bonus Action options from your Arcane Duelist feature increased by 1d6 + your Intelligence Modifier. | ||
<br><br> | <br><br> | ||
==== Master Wandslinger ==== | ==== Master Wandslinger ==== | ||
''15th Level Wandslinger Feature''<br> | ''15th Level Master Wandslinger Feature''<br> | ||
You have become a master of Wandslinger artifice. You gain the following benefits: | You have become a master of Wandslinger artifice. You gain the following benefits: | ||
*When you use take the Attack Action and make all Attacks with your Arcane Sidearm, you can cast a Spell with a Casting Time of 1 Action as a Bonus Action on that turn. | *When you use take the Attack Action and make all Attacks with your Arcane Sidearm, you can cast a Spell with a Casting Time of 1 Action as a Bonus Action on that turn. |