Artificer: Difference between revisions

789 bytes added ,  14:29, 26 December 2022
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Additionally, any improvements caused by reaching certain Levels are only achieved if you have that many Artificer Levels.<br>
Additionally, any improvements caused by reaching certain Levels are only achieved if you have that many Artificer Levels.<br>
You can select and Infusion multiple times in order to infuse multiple items with it.
You can select and Infusion multiple times in order to infuse multiple items with it.
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=== Adjustable Tool Set ===
''Item: a 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>
At 11th Level, this Tool Set grants a +1 bonus to Ability Checks Madde with it. This bonus increases to +2 at 17th Level.
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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 or wielding the 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).
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=== 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.<br>
At 11th Level, this magic Instrument grants a +1 bonus to Spell Attack Rolls. This bonus increases to +2 at 17th Level.
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=== Enhanced Tool Set ====
''Item: a 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.
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=== Featherweight Belt ===
=== Featherweight Belt ===
''Item: A belt or cloak (requires attunement)''<br>
''Item: A belt or cloak (requires attunement)''<br>
When worn, this magic belt reduces the user to one-tenth of their weight without decreasing their physical abilities.<br>
When worn, this magic belt reduces the user to one-tenth of its weight without decreasing its physical abilities.<br>
At 11th Level, it reduces the wearer to one-hundredth of their weight without decreasing their physical abilities.
At 11th Level, it reduces the wearer to one-hundredth of its weight without decreasing its physical abilities.
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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.<br>
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.<br>
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.
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.
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Power Whip
=== Power Whip ===
Item: A whip or chain  
''Item: A Whip or chain''<br>
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and its damage die becomes a 1d8.
This magic 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).
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This bonus increases at 11th level (+2) and 17th level (+3).
=== Repeating Shot ===
''Item: A Ranged Weapon (requires attunement)''<br>
This magic 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.
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Repeating Shot
=== Replicate Magic Item ===
Item: A ranged weapon (requires attunement)
''Item: An item of the same type as the magic item you are replicating''<br>
This magic weapon ignores the loading property if it has it. If you load no ammunition into the weapon it produces its own, creating magic ammunition when you make a ranged attack. The ammunition vanishes after it either hits or misses.
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.<br>
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.
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At 11th level, this weapon grants a +1 bonus to its attack
=== Returning Weapon ===
    and damage rolls. This bonus increases to +2 at 17th level.
''Item: A Weapon with the Thrown Property''<br>
After making a Ranged Attack with this magic Weapon, the 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.
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        Returning Weapon
=== Ring of Proficiency ===
            Item: A weapon with the thrown property
''Item: A ring (requires attunement)''<br>
            After making a ranged attack this magic weapon,
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).
          regardless if the attack hits or misses its target, it
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        instantaneously returns to its wielder'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.
 
Homing Weapon
Prerequisite: 5th-level artificer
Item: A weapon with the ranged or thrown property
The wielder of this magic weapon ignores the disadvantage
          imposed when attacking at the weapon's long range.
 
            At 11th level it gains a +1 bonus to its attack and
                damage rolls. This bonus becomes +2 at 17th level.
 
                Immovable Boots
                        Prerequisite: 5th-level artificer
                    Item: A pair of boots (requires attunement)  
      When the wearer is standing on a flat surface, it can use an action to activate the boots, magically fixing the wearer in place. Until the wearer uses an action to deactivate the boots, they do not move, even if they are defying gravity.
 
A creature can use an action to make a DC 30 Strength check, separating the boots from the surface on a success.


= Artificer Specialization =
= Artificer Specialization =