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= Infusions = | = 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.<br> | 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.<br> | ||
To Infuse an object, the object you infuse must match the type of object listed in the italics below the name of the Infusion. | To Infuse an object, the object you infuse must match the type of object listed in the italics below the name of the Infusion.<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. | |||
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=== Enhanced Arcane Focus === | === Enhanced Arcane Focus === | ||
''Item: A | ''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> | ||
This bonus increases when you reach 11th Level | This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | ||
<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. | This item grants the user +1 bonus to its AC while wearing the Armor or wielding the Shield.<br> | ||
This bonus increases when you reach 11th Level | This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | ||
<br><br> | <br><br> | ||
=== Enhanced Weapon === | === Enhanced Weapon === | ||
''Item: A Simple or Martial Weapon''<br> | ''Item: A Simple or Martial Weapon''<br> | ||
This magic | This magic Weapon grants the user a +1 bonus to any Attack and Damage Rolls it makes with this infused Weapon.<br> | ||
This bonus increases by 1 when you reach 11th Level (+2) and 17th Level (+3). | |||
<br><br> | |||
=== Featherweight Belt === | |||
''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> | |||
At 11th Level, it reduces the wearer to one-hundredth of their weight without decreasing their physical abilities. | |||
<br><br> | |||
=== Featherweight Weapon === | |||
''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> | |||
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> | |||
=== Goggles of Clearsight === | |||
''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> | |||
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 at 11th level (+2) and 17th level (+3). | This bonus increases at 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. 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. | |||
At 11th level, this weapon grants a +1 bonus to its attack | |||
and damage rolls. This bonus increases to +2 at 17th level. | |||
Returning Weapon | |||
Item: A weapon with the thrown property | |||
After making a ranged attack this magic weapon, | |||
regardless if the attack hits or misses its target, it | |||
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 = |