Artificer: Difference between revisions

7,018 bytes added ,  16:27, 26 December 2022
Line 247: Line 247:


== 1st Level Infusions ==
== 1st Level Infusions ==
 
==== Adjustable Tool Set ====
=== Adjustable Tool Set ===
''Item: a Set of Tools (requires attunement)''<br>
''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>
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>
Line 254: Line 253:
<br><br>
<br><br>


=== Arm Launcher ===
==== Arm Launcher ====
''Item: A glove or gauntlet''<br>
''Item: A glove or gauntlet''<br>
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.
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.
<br><br>
<br><br>


=== Enhanced Arcane Focus ===
==== Enhanced Arcane Focus ====
''Item: A Spellcasting Focus (requires attunement by a creature that can cast Spells)''<br>
''Item: A Spellcasting Focus (requires attunement by a creature that can cast Spells)''<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>
Line 265: Line 264:
<br><br>
<br><br>


=== Enhanced Defense ===
==== Enhanced Defense ====
''Item: A suit of Armor or a Shield''<br>
''Item: A suit of Armor or a 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 or wielding the Shield.<br>
Line 271: Line 270:
<br><br>
<br><br>


=== Enhanced Instrument ===
==== Enhanced Instrument ====
''Item: a Musical Instrument (requires attunement)''
''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>
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>
Line 277: Line 276:
<br><br>
<br><br>


=== Enhanced Tool Set ===
==== Enhanced Tool Set ====
''Item: a Set of Tools you are Proficient with''<br>  
''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.
Whenever the user makes an Ability Check with this 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 Simple or 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 Weapon grants the user a +1 bonus to any Attack and Damage Rolls it makes with this infused Weapon.<br>
Line 288: Line 287:
<br><br>
<br><br>


=== 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 its weight without decreasing its physical abilities.<br>
When worn, this magic belt reduces the user to one-tenth of its weight without decreasing its physical abilities.<br>
Line 294: Line 293:
<br><br>
<br><br>


=== Featherweight Weapon ===
==== Featherweight Weapon ====
''Item: A Weapon without the Light Property (requires attunement)''<br>
''Item: A 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 Weapon loses the Heavy Property if it had it. If the Weapon did not have the Heavy Property, it gains the Light Property.<br>
Line 300: Line 299:
<br><br>
<br><br>


=== Goggles of Clearsight ===
==== Goggles of Clearsight ====
''Item: A pair of goggles or glasses''<br>
''Item: A pair of goggles or glasses''<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>
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>
Line 306: Line 305:
<br><br>
<br><br>


=== Power Whip ===
==== Power Whip ====
''Item: A Whip or chain''<br>
''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.<br>
This magic Weapon grants a +1 bonus to Attack and Damage rolls made with it, and its Damage Die becomes a 1d8.<br>
Line 312: Line 311:
<br><br>
<br><br>


=== Repeating Shot ===
==== Repeating Shot ====
''Item: A Ranged Weapon (requires attunement)''<br>
''Item: A Ranged Weapon (requires attunement)''<br>
This magic Weapon ignores the Loading Property if it has it.<br>
This magic Weapon ignores the Loading Property if it has it.<br>
Line 318: Line 317:
<br><br>
<br><br>


=== Replicate Magic Item ===
==== Replicate Magic Item ====
''Item: An item of the same type as the magic item you are replicating''<br>
''Item: An item of the same type as the magic item you are replicating''<br>
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>
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>
Line 324: Line 323:
<br><br>
<br><br>


=== Returning Weapon ===
==== Returning Weapon ====
''Item: A Weapon with the Thrown Property''<br>
''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>
After making a Ranged Attack with this magic Weapon, the Weapon returns to the user's hand.<br>
Line 330: Line 329:
<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 Set of Tools that you are Proficient in (your choice when you infuse this item).
<br><br>
<br><br>
== 5th Level Infusions ==
==== Homing Weapon ====
''5th Level Item: A 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>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
<br><br>
==== Immovable Boots ====
''5th Level Item: A pair of boots (requires attunement)''<br>
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, it does not move, even if it is defying gravity.<br>
A creature can use an Action to make a DC30 Strength (Athletics) Check. On a successful Check, the boots separate from the surface.
<br><br>
==== Light Blade ====
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>
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.
<br><br>
==== Many-Handed Pouch ====
''5th Level Item: Up to a number of individual pouches equal 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>
If the Infusion ends, the items stored in the shared space all move into one of the pouches, determined randomly.
<br><br>
==== Mind Sharpener ====
''5th Level Item: A suit of 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.
<br><br>
==== Minor Arcane Item ====
''5th Level Item: a Tiny object or 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>
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.
<br><br>
==== Radiant Weapon ====
''5th Level Item: A 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>
This magical weapon has 4 charges. When its wielder hits a creature with this 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 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.
<br><br>
==== Repulsion Gauntlets ====
''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>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
<br><br>
==== Repulsion Shield ====
''5th Level Item: A 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>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
<br><br>
==== Ring of Spell Refueling ====
''5th Level Item: A ring (requires attunement)''<br>
While wearing this magic ring, the wearer can use an Action to recover one of its expended Spell Slots of 3rd Level or lower.<br>
Once used, the ring can't be used again until the next dawn.
<br><br>
==== Skyfall Harness ====
''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>
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.
<br><br>
==== Wall Shield ====
''5th Level Item: a Shield (requires attunement)''<br>
This magical shield has 4 charges. As an Action, the wielder can expend 1 charge and slam the shield into the ground, causing it to be unusable as a Shield, to replicate the effects of the 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.
<br><br>
==== War Gauntlet ====
''5th Level Item: An armored gauntlet and a Martial Weapon or 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>
At 11th Level, this Weapon grants a +1 bonus to its Attack and Damage Rolls. This bonus increases to +2 at 17th Level.
<br><br>
== 11th Level Infusions ==


= Artificer Specialization =
= Artificer Specialization =