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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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''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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'''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. | ||
<br><br> | <br><br> | ||
==== 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. | ||
<br><br> | <br><br> | ||
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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. | ||
<br><br> | <br><br> | ||
==== 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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''1st Level Master 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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*'''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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==== Armor Model ==== | ==== Armor Model ==== | ||
''3rd Level Master 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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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. | ||
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*It is completely concealed within your arm unless you use a Bonus Action to activate or retract your blade. | *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. | *You can use your Intelligence Modifier, in place of your Strength or Dexterity, for the Attack and Damage Rolls of your blade. | ||
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==== Enhancements ==== | ==== Enhancements ==== | ||
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''1st Level Master Battle Smith Feature''<br> | ''1st Level Master Battle Smith Feature''<br> | ||
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> | 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 Incapacitated, the Steel Defender takes the Action that would best protect itself and you.<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 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 Smith's Tools. If you already have a Steel Defender from this feature, the first one turns to ash.<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: | Upon its creation, you choose the shape of your Steel Defender, which can affect its abilities in and out of combat: | ||
*'''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. | *'''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. | ||
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''9th Level Master Battle Smith Feature''<br> | ''9th Level Master Battle Smith Feature''<br> | ||
You can imbue your Steel Defender with wondrous abilities and features. Choose one of the Greater Upgrades below: | 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 Set of Tools of your choice and it learns to speak, read, and write two Languages of your choice. | *'''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. | *'''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. | *'''Reinforced Plating.''' You improve the structure of your Steel Defender. It gains Resistance to Bludgeoning, Piercing, and slashing damage from all non-magical attacks. | ||
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==== Chronometer ==== | ==== Chronometer ==== | ||
''1st Level Master Chronothief Feature''<br> | ''1st Level Master Chronothief Feature''<br> | ||
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 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 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 Chronometer at a time, and creating a second causes the magic of the first to instantly dispel.<br> | 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: | 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: | ||
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==== Stolen Moments ==== | ==== Stolen Moments ==== | ||
''5th Level Master Chronothief Feature''<br> | ''5th Level Master Chronothief Feature''<br> | ||
Your Chronometer can capture time for later use. When you Daze, Paralyze, Slow, 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> | 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. | 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. | ||
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Your understanding and control over time magic has greatly increased. Some of your Chronometer options improve in the following ways: | Your understanding and control over time magic has greatly increased. Some of your Chronometer options improve in the following ways: | ||
*'''Accelerate.''' Opportunity Attacks against the target creature have Disadvantage until the end of their next turn. | *'''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 Stunned until the beginning of its 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. | *'''Rush.''' You also gain a bonus to your Initiative Roll equal to your Intelligence Modifier. | ||
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''3rd Level Master Composer Feature''<br> | ''3rd Level Master Composer Feature''<br> | ||
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: | 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 Deafened until the start of your next turn. | *'''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). | :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. | *'''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. | ||
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''15th Level Master Composer Feature''<br> | ''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 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 Deafened. | *You gain Immunity to Thunder Damage and cannot be [[Conditions#Deafened|Deafened]]. | ||
*Your Musical Apparatus gains both effects from your Weaponized Apparatus feature. | *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 Prone as well. | *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. | *The damage of your Resonant Frequency feature increases to 4d8. | ||
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==== Arcane Armament ==== | ==== Arcane Armament ==== | ||
''1st Level Master 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. | ||
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==== Automatons ==== | ==== Automatons ==== | ||
''1st Level Master 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> | 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> | ||
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''3rd Level Master 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 | ||
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| 2nd || [[Level 1#Ensnaring Strike|Ensnaring Strike]], [[Level 1#Entangle|Entangle]] | | 2nd || [[Level 1#Ensnaring Strike|Ensnaring Strike]], [[Level 1#Entangle|Entangle]] | ||
|- | |- | ||
| 5th || [[Level | | 5th || [[Level 2#Crown of Madness|Crown of Madness]], [[Level 2#Hold Person|Hold Person]] | ||
|- | |- | ||
| 9th || [[Level | | 9th || [[Level 3#Hypnotic Pattern|Hypnotic Pattern]], [[Level 3#Slow|Slow]] | ||
|- | |- | ||
| 13th || [[Level | | 13th || [[Level 4#Dominate Beast|Dominate Beast]], [[Level 4#Grasping Vine|Grasping Vine]] | ||
|- | |- | ||
| 17th || [[Level | | 17th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Hold Monster|Hold Monster]] | ||
|} | |} | ||
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==== Marionette Strings ==== | ==== Marionette Strings ==== | ||
''3rd Level Master 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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==== Nimble Fingers ==== | ==== Nimble Fingers ==== | ||
''9th Level Master 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. | ||
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==== Master Puppeteer ==== | ==== Master Puppeteer ==== | ||
''15th Level Master 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 [[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 | 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 [[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. | 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. | ||
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==== Arcane Sidearm ==== | ==== Arcane Sidearm ==== | ||
''1st Level Master 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 Master 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. | ||
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