Artificer: Difference between revisions
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= Artificer Specialization = | = Artificer Specialization = | ||
== 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. | |||
<br><br> | |||
==== Specialist Spells ==== | |||
''1st Level 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. | |||
{| class="wikitable" | |||
|+ Specialist Spells | |||
|- | |||
! Header text !! Header text | |||
|- | |||
| 2nd || Shield, Thunderwave | |||
|- | |||
| 5th || Mirror Image, Shatter | |||
|- | |||
| 9th || Lightning Bolt | |||
|- | |||
| 13th || Thunderstep | |||
|- | |||
| 17th || Example | |||
|} | |||
<br> | |||
==== Tools of the Trade ==== | |||
''1st Level Armorer Feature''<br> | |||
You gain Proficiency with Smith's Tools and Heavy Armor. | |||
<br><br> | |||
==== Arcane Gauntlet ==== | |||
''1st Level 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. | |||
It is a simple weapon only usable by you, and you use your Intelligence, in place of Strength or Dexterity, for its attack and damage rolls. | |||
You can only have one Arcane Gauntlet at a time. Creating a second causes the magic of the first to immediately dispel. | |||
Lightning Cannon. Your Arcane Gauntlet gains the ranged (90/300) property. On hit, it deals 1d6 lightning damage, and once per turn, when you hit with a Lightning Cannon attack, you can cause it to deal an additional 1d6 lightning damage. | |||
Thunder Gauntlet. Your Arcane Gauntlet remains a melee weapon. On hit, it deals 1d8 thunder damage, and any target hit by this Gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn. |
Revision as of 15:01, 26 December 2022
Artificer
A graying halfling hunched over his workbench, carefully adjusting the clockwork mechanism that would power his creation. Before him laid an automaton of intricate iron gears within a suit of plate armor, built to resemble a large halfling. As the tiny inventor affixed his signature mithril mustache to the face plate, a jolt of electric-blue magic flashed from the automaton. With a sharp motion, the Steel Defender sat upright and awaited the first command of its creator.
The goblin delicately made his way down the tunnel that he had booby-trapped with vials
of noxious fumes and acids. This was the third time this year his clan had moved burrows to avoid being raided by adventuring parties, and the inventive goblin was determined to protect the newest home burrow. He was confident that this time he would stop the adventurers that always seemed to find their way to his home.
A young human woman, wearing a leather apron over her fine clothes, flexed the steel gauntlet she had just enchanted. As she closed her fist the gauntlet let forth a blinding arc of lavender lightning, destroying the table on the opposite side of the room. As the dust settled, she affixed the gauntlet to her now complete suit of Arcane Armor. When she revealed this, her latest creation, to her father, he would have no choice but to finally show her his approval.
Relentless in their pursuit of innovation, artificers are defined by their insatiable curiosity and willingness to push the limits of arcane invention, even at great risk to themselves. For most artificers, they stake their personal value on the fruits of their experimentation, and they see mastering the basics of their chosen craft as the first step toward true greatness.
Deep down, the goal of every artificer is the discovery of a new groundbreaking invention, magical or otherwise. Some artificers are engineers, students of science and warfare, who bring their considerable intellect to bear to construct deadly weapons augmented with magic. Others view themselves as artists, combining the rigid formulas of arcane magic with the artisanal touch of their own specialized tools and spells.
Almost every artificer has a rival, most often another artificer who they seek to outdo at every turn. These intense rivalries are the sole motivation of some artificers, and outdoing their rival is more valuable than any fame or riches they could gain from their discoveries. Many are willing to risk everything they have to achieve a new breakthrough before their rival.
By the same token, artificers with similar philosophies and aims often band together in loose artisan's guilds. They share insights and discoveries, hoping to keep ahead of rival guilds by pooling resources and working as a team. However, even when working together, most artificers are protective of any insights they think could lead to a groundbreaking discovery.
Level | Proficiency Bonus | Features | Infusions Known | Experience Points |
---|---|---|---|---|
1st | +2 | Infusions, Artificer Specialization | 2 | 0 |
2nd | +2 | Spellcasting | 2 | 300 |
3rd | +2 | Artificer Specialization Feature | 3 | 1,000 |
4th | +2 | Ability Score Improvement | 3 | 3,000 |
5th | +3 | Artificer Specialization Feature | 4 | 6,000 |
6th | +3 | Tool Expert, The Right Tool for the Job | 4 | 10,000 |
7th | +3 | Flash of Genius | 5 | 20,000 |
8th | +3 | Ability Score Improvement | 5 | 40,000 |
9th | +4 | - | 6 | 60,000 |
10th | +4 | Magic Item Mastery (4) | 6 | 80,000 |
11th | +4 | - | 7 | 100,000 |
12th | +4 | Ability Score Improvement | 7 | 120,000 |
13th | +5 | - | 8 | 140,000 |
14th | +5 | Arcane Breakthrough, Magic Item Mastery (6) | 8 | 160,000 |
15th | +5 | Artificer Specialization Feature | 9 | 180,000 |
16th | +5 | Ability Score Improvement | 9 | 200,000 |
17th | +6 | - | 10 | 225,000 |
18th | +6 | Magic Item Mastery (8) | 10 | 250,000 |
19th | +6 | Ability Score Improvement | 11 | 300,000 |
20th | +6 | Soul of Artifice | 11 | 350,000 |
Class Information
Hit Dice. 1d8 per Artificer Level
1st Level Hitpoints. 8 + your Constitution Modifier
Higher Level Hitpoints. 1d8 (or 5) + your Constitution Modifier per Artificer Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Simple Weapons
Tool Proficiencies. Tinker's Tools and two Sets of Tools of your choice
Saving Throw Proficiencies. Wisdom and Charisma
Skill Proficiencies. Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand.
Equipment. Two Simple Weapons of your choice, a set of Artisan's Tools of your choice, a set of Tinker's Tools, an Equipment Pack, a set of Leather Armor or Scale Mail, and a Light Crossbow.
Infusions
1st Level Artificer Feature
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.
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.
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.
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.
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.
You can Infuse multiple objects at the end of each Long Rest, up to one for each Infusion you know. Each Infusion can be in only one object at a time, and no object can bear more than one Infusion. If you transfer an Infusion to a new object, any previous instance of that Infusion immediately ends.
Artificer Specialization
1st, 3rd, 5th, 9th, and 15th Level Artificer Feature
You choose one of the Artificer Specializations in the table below that represents the arcane research and inventions you make.
Spellcasting
2nd Level Artificer Feature
Spellcasting Ability. Intelligence
Spell Save DC. 8 + your Intelligence Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Intelligence Modifier + your Proficiency Bonus
Spellcasting Focus. An Set of Tools or an Infused object
Spell Learning Method. You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
2nd | 2 | 2 | 2 | - | - | - | - |
3rd | 2 | 3 | 3 | - | - | - | - |
4th | 3 | 3 | 3 | - | - | - | - |
5th | 3 | 4 | 4 | 2 | - | - | - |
6th | 3 | 4 | 4 | 2 | - | - | - |
7th | 3 | 5 | 4 | 3 | - | - | - |
8th | 3 | 5 | 4 | 3 | - | - | - |
9th | 3 | 6 | 4 | 3 | 2 | - | - |
10th | 4 | 6 | 4 | 3 | 2 | - | - |
11th | 4 | 7 | 4 | 3 | 3 | - | - |
12th | 4 | 7 | 4 | 3 | 3 | - | - |
13th | 4 | 8 | 4 | 3 | 3 | 1 | - |
14th | 4 | 8 | 4 | 3 | 3 | 1 | - |
15th | 4 | 9 | 4 | 3 | 3 | 2 | - |
16th | 4 | 9 | 4 | 3 | 3 | 2 | - |
17th | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
18th | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
19th | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
20th | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
Tool Magic
2nd Level Artificer Feature
You Learn a Cantrip while you are holding a Set of Tools. These Spells count as Artificer Spells for you and do not count against your Spells Known. The specific Spells learnt are described in the table below.
Set of Tools | Cantrip |
---|---|
Alchemy Kit | Acid Splash |
Brewer's Supplies | Control Water |
Calligrapher's Supplies | Message |
Carpenter's Tools | Thorn Whip |
Cartographer's Tools | Shooting Star |
Cobbler's Tools | Resistance |
Cook's Utensils | Spare the Dying |
Disguise Kit | Minor Illusion |
Forgery Kit | Amanuensis |
Gaming Set | Lucky Number |
Glassblower's Tools | Control Flames |
Herbalism Kit | Druidcraft |
Jeweler's Tools | Thaumaturgy |
Leatherworker's Tools | Mending |
Mason's Tools | Magic Stone |
Musical Instrument | Echoing Strike |
Painter's Supplies | Prestidigitation |
Poisoner's Kit | Poison Spray |
Potter's Tools | Mold Earth |
Smith's Tools | Produce Flame |
Thieve's Tools | Minor Illusion |
Tinker's Tools | Shocking Grasp |
Weaver's Tools | Mage Hand |
Woodcarver's Tools | Shillelagh |
Ability Score Improvements
4th, 8th, 12th, 16th, and 19th Level Artificer Feature
Your skill and strength expands, choose one of the following:
- Increase one Ability Score of your choice by 3.
- Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
- Increases three Ability Scores of your choice by 1.
- Gain one Feat of your choice.
No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.
Tool Expert
6th Level Artificer Feature
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.
The Right Tool for the Job
6th Level Artificer Feature
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.
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.
Flash of Genius
7th Level Artificer Feature
You gain the ability to come up with solutions under pressure. When you or another creature you can see within 30ft of you makes an Ability Check or a Saving Throw, you can use your Reaction to add your Intelligence Modifier to the roll.
You can use this feature a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.
Magic Item Mastery
10th Level Artificer Feature
You have gained a deep understanding of the inner workings of magic items, allowing you greater use of them. You can attune to up to four magic items at once.
The number of magic items you can attune to at one time increases as you gain Levels in this class: you can attune to 6 magic items at 14th Level, and 8 magic items at 18th Level.
Additionally, crafting a magic item with a rarity of Common or Uncommon takes a quarter of the normal time and costs half the normal amount GP for you. When you reach 20th Level in this class, this bonus also applies to Rare and Very Rare magic items.
Arcane Breakthrough
14th Level Artificer Feature
Your expert understanding of magic items allows you to attune to any magic item regardless of any alignment, class, race, Spell, or Level requirements.
Soul of Artifice
20th Level Artificer Feature
You imbue a spark of your own essence in the magic items you bear. You gain a +1 bonus to all Saving Throws you make for each of magic item you are attuned to.
Additionally, if you are reduced to 0 Hit Points, you can end your attunement on one magic item or end an Infusion to drop to 1 Hit Point instead.
Also, if you are killed, any object that bears one of your Infusions counts as part of your body for the purposes of any Spell that would bring you back to life.
Infusions
Below are the Infusions available to an Artificer. To select an Infusion, you must meet the Prerequisite in the italics below the name of the Infusion. If the Infusion has a Level listed in these italics, you must have that many Levels in this class to select it. If an Infusion would require a creature to make a Saving Throw, it uses your Spell Save DC.
To Infuse an object, the object you infuse must match the type of object listed in the italics below the name of the Infusion.
Additionally, any improvements caused by reaching certain Levels are only achieved if you have that many Artificer Levels.
You can select and Infusion multiple times in order to infuse multiple items with it.
1st Level Infusions
Adjustable Tool Set
Item: a Set of Tools (requires attunement)
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.
At 11th Level, this Tool Set grants a +1 bonus to Ability Checks Madde with it. This bonus increases to +2 at 17th Level.
Arm Launcher
Item: A glove or gauntlet
This tiny magical launcher can be loaded with a Tiny object, such as ball bearings, a vial of acid, or holy water. As a Bonus Action, the wearer can activate the launcher and make a Ranged Weapon Attack at a target within 20ft. The launcher can be reloaded as an Action.
Enhanced Arcane Focus
Item: A Spellcasting Focus (requires attunement by a creature that can cast Spells)
This item grants the user +1 bonus to Spell Attack Rolls, and it ignores 1/2 Cover when making Spell Attacks.
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
Enhanced Defense
Item: A suit of Armor or a Shield
This item grants the user +1 bonus to its AC while wearing the Armor or wielding the Shield.
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
Enhanced Instrument
Item: a Musical Instrument (requires attunement)
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.
At 11th Level, this magic Instrument grants a +1 bonus to Spell Attack Rolls. This bonus increases to +2 at 17th Level.
Enhanced Tool Set
Item: a Set of Tools you are Proficient with
Whenever the user makes an Ability Check with this Set of magical Tools, it adds your Intelligence Modifier to the Check.
Enhanced Weapon
Item: A Simple or Martial Weapon
This magic Weapon grants the user a +1 bonus to any Attack and Damage Rolls it makes with this infused Weapon.
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
Featherweight Belt
Item: A belt or cloak (requires attunement)
When worn, this magic belt reduces the user to one-tenth of its weight without decreasing its physical abilities.
At 11th Level, it reduces the wearer to one-hundredth of its weight without decreasing its physical abilities.
Featherweight Weapon
Item: A Weapon without the Light Property (requires attunement)
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.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
Goggles of Clearsight
Item: A pair of goggles or glasses
While wearing these goggles, the wearer can see through areas that are Lightly Obscured by magical or mundane phenomena without having Disadvantage on Perception Checks.
In addition, the wearer no longer suffers the negative effects of the Sunlight Sensitivity trait, and they have Advantage on Saving Throws to resist the Blinded Condition.
Power Whip
Item: A Whip or chain
This magic Weapon grants a +1 bonus to Attack and Damage rolls made with it, and its Damage Die becomes a 1d8.
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3).
Repeating Shot
Item: A Ranged Weapon (requires attunement)
This magic Weapon ignores the Loading Property if it has it.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
Replicate Magic Item
Item: An item of the same type as the magic item you are replicating
You give the item infused the properties of a Common magic item you choose. If the magic item requires attunement, then this infusion requires attunement for that item.
When you reach 5th Level, you can infuse the item with the properties of a Common or Uncommon magic item. When you reach 11th Level you can infuse the item with the properties of a Common, Uncommon, or Rare magic item. When you reach 17th Level you can infuse the item with the properties of a Common, Uncommon, Rare, or Very Rare magic item.
Returning Weapon
Item: A Weapon with the Thrown Property
After making a Ranged Attack with this magic Weapon, the Weapon returns to the user's hand.
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
Ring of Proficiency
Item: A ring (requires attunement)
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).
Artificer Specialization
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.
Specialist Spells
1st Level Armorer Feature
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.
Header text | Header text |
---|---|
2nd | Shield, Thunderwave |
5th | Mirror Image, Shatter |
9th | Lightning Bolt |
13th | Thunderstep |
17th | Example |
Tools of the Trade
1st Level Armorer Feature
You gain Proficiency with Smith's Tools and Heavy Armor.
Arcane Gauntlet
1st Level Armorer Feature
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.
It is a simple weapon only usable by you, and you use your Intelligence, in place of Strength or Dexterity, for its attack and damage rolls.
You can only have one Arcane Gauntlet at a time. Creating a second causes the magic of the first to immediately dispel.
Lightning Cannon. Your Arcane Gauntlet gains the ranged (90/300) property. On hit, it deals 1d6 lightning damage, and once per turn, when you hit with a Lightning Cannon attack, you can cause it to deal an additional 1d6 lightning damage.
Thunder Gauntlet. Your Arcane Gauntlet remains a melee weapon. On hit, it deals 1d8 thunder damage, and any target hit by this Gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn.