Artificer: Difference between revisions

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= Artificer Specialization =
= Artificer Specialization =
== Aeronaut ==
== Master Aeronaut ==
The most dangerous Specialization an artificer can pursue is that of the Aeronaut. Constantly carrying out dangerous trials in their pursuit of mechanical flight, these pioneering minds will risk anything to complete the perfect flying machine. No setback or injury can dampen the spirits of a true Aeronaut.
The most dangerous Specialization an artificer can pursue is that of the Aeronaut. Constantly carrying out dangerous trials in their pursuit of mechanical flight, these pioneering minds will risk anything to complete the perfect flying machine. No setback or injury can dampen the spirits of a true Aeronaut.
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Aeronaut Feature''<br>
''1st Level Master Aeronaut 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Aeronaut Feature''<br>
''1st Level Master Aeronaut Feature''<br>
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]].
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]].
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==== Aeronaut's Harness ====
==== Aeronaut's Harness ====
''1st Level Aeronaut Feature''<br>
''1st Level Master Aeronaut Feature''<br>
When you adopt this Specialization, you craft for yourself the signature safety harness of an Aeronaut. You learn the [[Artificer#Skyfall Harness|Skyfall Harness]] Infusion, it doesn't count against your total number of Infusions Known, and you can ignore its Level prerequisite.<br>
When you adopt this Specialization, you craft for yourself the signature safety harness of an Aeronaut. You learn the [[Artificer#Skyfall Harness|Skyfall Harness]] Infusion, it doesn't count against your total number of Infusions Known, and you can ignore its Level prerequisite.<br>
However, until you reach 5th Level in this class, only you can don the [[Artificer#Skyfall Harness|Skyfall Harness]] you create with this Infusion. For all other creatures, this Infusion fails to function.
However, until you reach 5th Level in this class, only you can don the [[Artificer#Skyfall Harness|Skyfall Harness]] you create with this Infusion. For all other creatures, this Infusion fails to function.
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==== Flying Machine ====
==== Flying Machine ====
''3rd Level Aeronaut Feature''<br>
''3rd Level Master Aeronaut Feature''<br>
You have constructed the signature invention of an Aeronaut, the Flying Machine. Over the course of 1 hour, which can be performed during a Short or Long rest, you can use [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]] to craft a Flying Machine. Some Flying Machines include wings made of canvas, rotating blades, stained glass, or even elemental engines.<br>
You have constructed the signature invention of an Aeronaut, the Flying Machine. Over the course of 1 hour, which can be performed during a Short or Long rest, you can use [[Adventuring Gear#Artisan's Tools|Woodcarver's Tools]] to craft a Flying Machine. Some Flying Machines include wings made of canvas, rotating blades, stained glass, or even elemental engines.<br>
Your Flying Machine can only be used by you and can be attached to your [[Artificer#Skyfall Harness|Skyfall Harness]]. While you wear your Flying Machine, you can use it as an Artificer Spellcasting Focus without needing a free hand. You also gain a 20ft Flying Speed and can hover while wearing your Flying Machine.<br>
Your Flying Machine can only be used by you and can be attached to your [[Artificer#Skyfall Harness|Skyfall Harness]]. While you wear your Flying Machine, you can use it as an Artificer Spellcasting Focus without needing a free hand. You also gain a 20ft Flying Speed and can hover while wearing your Flying Machine.<br>
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==== Airborne Assault ====
==== Airborne Assault ====
''5th Level Aeronaut Feature''<br>
''5th Level Master Aeronaut Feature''<br>
Your Flying Machine allows you to attack foes from unorthodox positions and catch enemies unaware. While you are at least 5ft above the ground, your Weapon Attacks and Spell Attacks deal an additional 1d8 Damage on a hit.<br>
Your Flying Machine allows you to attack foes from unorthodox positions and catch enemies unaware. While you are at least 5ft above the ground, your Weapon Attacks and Spell Attacks deal an additional 1d8 Damage on a hit.<br>
When you reach 15th Level in this class, this bonus Damage increases to 2d8.
When you reach 15th Level in this class, this bonus Damage increases to 2d8.
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==== Aerial Maneuvers ====
==== Aerial Maneuvers ====
''9th Level Aeronaut Feature''<br>
''9th Level Master Aeronaut Feature''<br>
You have greatly improved the maneuverability of your Flying Machine. While you are at least 5ft above the ground, you gain the following benefits:
You have greatly improved the maneuverability of your Flying Machine. While you are at least 5ft above the ground, you gain the following benefits:
*You can take the Dash Action as a Bonus Action.
*You can take the Dash Action as a Bonus Action.
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==== Master Aeronaut ====
==== Master Aeronaut ====
''15th Level Aeronaut Feature''<br>
''15th Level Master Aeronaut Feature''<br>
You have become a master Aeronaut. While you are at least 5ft above the ground, When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.<br>
You have become a master Aeronaut. While you are at least 5ft above the ground, When an effect would force you to make a Dexterity Saving Thrown that would have you take Damage on a failed Save or half as much Damage on a successful Save, you instead take no Damage if you succeed on the Saving Throw, and only half Damage if you fail.<br>
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.  
Additionally, if you take no Damage due to a successful Save and the effect has an area, you can move out of that area without expending movement or provoking Opportunity Attacks.  
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== Alchemist ==
== Master Alchemist ==
Alchemy is a delicate art, tip the ratio of ingredients too far out of line and the effects could be disastrous. Alchemists are experts at combining exotic reagents to produce a variety of materials and effects. From healing droughts that can heal
Alchemy is a delicate art, tip the ratio of ingredients too far out of line and the effects could be disastrous. Alchemists are experts at combining exotic reagents to produce a variety of materials and effects. From healing droughts that can heal
a wound in moments, to sticky goo that explodes when it comes in contact with flame. With the right reagents and a bit of luck, Alchemists use their wondrous Elixirs to give
a wound in moments, to sticky goo that explodes when it comes in contact with flame. With the right reagents and a bit of luck, Alchemists use their wondrous Elixirs to give
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Alchemist Feature''<br>
''1st Level Master Alchemist 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Alchemist Feature''<br>
''1st Level Master Alchemist Feature''<br>
You gain Proficiency with [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]].
You gain Proficiency with [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]].
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==== Homunculus ====
==== Homunculus ====
''1st Level 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 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>
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==== Alchemical Elixirs ====
==== Alchemical Elixirs ====
''3rd Level Alchemist Feature''<br>
''3rd Level Master Alchemist Feature''<br>
As your knowledge of alchemy has grown, you have learned to create potent Elixirs that mimic certain Spell effects:<br>
As your knowledge of alchemy has grown, you have learned to create potent Elixirs that mimic certain Spell effects:<br>
*'''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.
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==== Potent Potions ====
==== Potent Potions ====
''5th Level Alchemist Feature''<br>
''5th Level Master Alchemist Feature''<br>
Whenever one of your Elixirs or an Artificer Spell you cast deals Acid, Fire, Necrotic, or Poison Damage, or restores Hit Points to a creature, you can add your Intelligence Modifier to one of the Damage or healing rolls.
Whenever one of your Elixirs or an Artificer Spell you cast deals Acid, Fire, Necrotic, or Poison Damage, or restores Hit Points to a creature, you can add your Intelligence Modifier to one of the Damage or healing rolls.
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==== Restorative Reagents ====
==== Restorative Reagents ====
''9th Level Alchemist Feature''<br>
''9th Level Master Alchemist Feature''<br>
You include revitalizing additives in all the Elixirs you create. When a creature uses one of your Elixirs on itself or restores a creature's Hit Points with one, the target of the Elixir gains Temporary Hit Points equal to your Artificer Level.
You include revitalizing additives in all the Elixirs you create. When a creature uses one of your Elixirs on itself or restores a creature's Hit Points with one, the target of the Elixir gains Temporary Hit Points equal to your Artificer Level.
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==== Master Alchemist ====
==== Master Alchemist ====
''15th Level Alchemist Feature''<br>
''15th Level Master Alchemist Feature''<br>
You have become a master among Alchemists. You gain Resistance to both Acid and Poison Damage, and you are Immune to the Poisoned Condition.<br>
You have become a master among Alchemists. You gain Resistance to both Acid and Poison Damage, and you are Immune to the Poisoned Condition.<br>
Additionally, you can create a copy of any Elixir Infusion you Know as a Bonus Action instead of as an Action.
Additionally, you can create a copy of any Elixir Infusion you Know as a Bonus Action instead of as an Action.
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==== Create Minor Elixir ====
==== Create Minor Elixir ====
''3rd Level Alchemist Item: A vial''<br>
''3rd Level Master Alchemist Item: A vial''<br>
Each time you select this Infusion, choose two Elixir effects to Learn from the table. To produce an additional minor elixir, you must expend a Spell Slot of 1st Level or higher.
Each time you select this Infusion, choose two Elixir effects to Learn from the table. To produce an additional minor elixir, you must expend a Spell Slot of 1st Level or higher.
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==== Create Greater Elixir ====
==== Create Greater Elixir ====
''5th Level Alchemist Item: A vial''<br>
''5th Level Master Alchemist Item: A vial''<br>
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional greater elixir, you must expend a Spell Slot of 2nd Level or higher.
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional greater elixir, you must expend a Spell Slot of 2nd Level or higher.
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==== Create Advanced Elixir ====
==== Create Advanced Elixir ====
''9th Level Alchemist Item: A vial''<br>
''9th Level Master Alchemist Item: A vial''<br>
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 3rd Level or higher.
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 3rd Level or higher.
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==== Create Expert Elixir ====
==== Create Expert Elixir ====
''11th Level Alchemist Item: A vial''<br>
''11th Level Master Alchemist Item: A vial''<br>
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 4th Level or higher.
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional advanced elixir, you must expend a Spell Slot of 4th Level or higher.
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==== Create Masterwork Elixir ====
==== Create Masterwork Elixir ====
''17th Level Alchemist Item: A vial''<br>
''17th Level Master Alchemist Item: A vial''<br>
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional masterwork elixir, you must expend a Spell Slot of 5th Level or higher.
Each time you select this Infusion, choose one Elixir effect to Learn from the table. To produce an additional masterwork elixir, you must expend a Spell Slot of 5th Level or higher.
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== Archivist ==
== Master Archivist ==
For centuries chroniclers have sought the best way to store vast amounts of information. While most were satisfied with scrolls, the Archivists looked for something greater. In their research, they learned to store libraries worth of information in objects, awakening the first Artificial Minds. Working with these wondrous Minds, Archivists wield the limitless power of these arcane intelligences to drive their research forward.
For centuries chroniclers have sought the best way to store vast amounts of information. While most were satisfied with scrolls, the Archivists looked for something greater. In their research, they learned to store libraries worth of information in objects, awakening the first Artificial Minds. Working with these wondrous Minds, Archivists wield the limitless power of these arcane intelligences to drive their research forward.
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Archivist Feature''<br>
''1st Level Master Archivist 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Archivist Feature''<br>
''1st Level Master Archivist Feature''<br>
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Calligrapher's Supplies]] and you learn to speak, read, and write two [[Languages]] of your choice.
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Calligrapher's Supplies]] and you learn to speak, read, and write two [[Languages]] of your choice.
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==== Artificial Mind ====
==== Artificial Mind ====
''1st Level Archivist Feature''<br>
''1st Level Master Archivist Feature''<br>
You learn to awaken mundane objects. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan's Tools|Calligrapher's Supplies]] to awaken an Artificial Mind in a Tiny object you touch. While the object is awakened, it counts as a magic item that requires attunement and can be used as an Artificer Spellcasting Focus. If you awaken a second Artificial Mind, any previous Artificial Minds are instantly dispelled.<br>
You learn to awaken mundane objects. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use [[Adventuring Gear#Artisan's Tools|Calligrapher's Supplies]] to awaken an Artificial Mind in a Tiny object you touch. While the object is awakened, it counts as a magic item that requires attunement and can be used as an Artificer Spellcasting Focus. If you awaken a second Artificial Mind, any previous Artificial Minds are instantly dispelled.<br>
While you are attuned to an Artificial Mind, you gain the following benefits:
While you are attuned to an Artificial Mind, you gain the following benefits:
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==== Information Overload ====
==== Information Overload ====
''3rd Level Archivist Feature''<br>
''3rd Level Master Archivist Feature''<br>
Your Artificial Mind can bombard other minds with psychic information. As an Action, you can force a creature you can see within 30ft of you to make an Intelligence Saving Throw. On a failed Save, the target takes 1d8 Psychic Damage and has Disadvantage on the next Attack it makes before the start of your next turn.<br>
Your Artificial Mind can bombard other minds with psychic information. As an Action, you can force a creature you can see within 30ft of you to make an Intelligence Saving Throw. On a failed Save, the target takes 1d8 Psychic Damage and has Disadvantage on the next Attack it makes before the start of your next turn.<br>
As you gain Levels in this class, the Psychic Damage dealt increases: at 5th Level you deal 2d8 Psychic Damage, at 11th Level you deal 3d8 Psychic Damage, and at 17th Level you deal 4d8 Psychic Damage.
As you gain Levels in this class, the Psychic Damage dealt increases: at 5th Level you deal 2d8 Psychic Damage, at 11th Level you deal 3d8 Psychic Damage, and at 17th Level you deal 4d8 Psychic Damage.
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==== Acute Overload ====
==== Acute Overload ====
''5th Level Archivist Feature''<br>
''5th Level Master Archivist Feature''<br>
The power of your Artificial Mind has increased. Whenever you deal Damage with your Information Overload feature, you can expend a Spell Slot of 1st Level or higher to increase the Damage. The Damage is increased by 1d8, and an Additional 1d8 for each Level of the Spell Slot expended.<br>
The power of your Artificial Mind has increased. Whenever you deal Damage with your Information Overload feature, you can expend a Spell Slot of 1st Level or higher to increase the Damage. The Damage is increased by 1d8, and an Additional 1d8 for each Level of the Spell Slot expended.<br>
Additionally, whenever you deal Psychic Damage with a Spell cast with your Artificial Mind, you deal additional Psychic Damage equal to your Intelligence Modifier.
Additionally, whenever you deal Psychic Damage with a Spell cast with your Artificial Mind, you deal additional Psychic Damage equal to your Intelligence Modifier.
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==== Improved Consciousness ====
==== Improved Consciousness ====
''9th Level Archivist Feature''<br>
''9th Level Master Archivist Feature''<br>
When you are forced to make a Constitution Saving Throw to maintain Concentration on an affect while you are attuned to your Artificial Mind, you add your Intelligence Modifier to he Save. Additionally, your Artificial Mind does not count against the number of items you can be attuned to.
When you are forced to make a Constitution Saving Throw to maintain Concentration on an affect while you are attuned to your Artificial Mind, you add your Intelligence Modifier to he Save. Additionally, your Artificial Mind does not count against the number of items you can be attuned to.
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==== Master Archivist ====
==== Master Archivist ====
''15th Level Archivist Feature''<br>
''15th Level Master Archivist Feature''<br>
You have become a master of Archivist artifice. As a Bonus Action, you can transform into pure information and teleport to an unoccupied space that you can see within 60ft of you, or an unoccupied space within 5ft of a creature or object bearing one of your Infusions.
You have become a master of Archivist artifice. As a Bonus Action, you can transform into pure information and teleport to an unoccupied space that you can see within 60ft of you, or an unoccupied space within 5ft of a creature or object bearing one of your Infusions.
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Armorer Feature''<br>
''1st Level Master 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Armorer Feature''<br>
''1st Level Master Armorer Feature''<br>
You gain Proficiency with Smith's Tools and Heavy Armor.
You gain Proficiency with Smith's Tools and Heavy Armor.
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==== Arcane Gauntlet ====
==== Arcane Gauntlet ====
''1st Level Armorer Feature''<br>
''1st Level Master 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. You can only ave one Arcane Gauntlet created at a time. Creating a second casques the first to immediately crumble to dust.<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. You can only ave one Arcane Gauntlet created at a time. Creating a second casques the first to immediately crumble to dust.<br>
*'''Lightning Cannon.''' This Arcane Gauntlet is a Ranged Weapon that has a Range of (90/300) and deals 2d6 Lightning Damage.
*'''Lightning Cannon.''' This Arcane Gauntlet is a Ranged Weapon that has a Range of (90/300) and deals 2d6 Lightning Damage.
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==== Arcane Armor ====
==== Arcane Armor ====
''3rd Level Armorer Feature''<br>
''3rd Level Master Armorer Feature''<br>
You expand the magic of your Arcane Gauntlet to encompass a full suit of Armor. At the end of a Long Rest, you can use your Smith's Tools to transform a set of Armor into Arcane Armor. This armor incorporates your Arcane Gauntlet, is only usable by you, and while wearing it you gain the following benefits:
You expand the magic of your Arcane Gauntlet to encompass a full suit of Armor. At the end of a Long Rest, you can use your Smith's Tools to transform a set of Armor into Arcane Armor. This armor incorporates your Arcane Gauntlet, is only usable by you, and while wearing it you gain the following benefits:
*If the Armor normally has a Strength requirement, your Arcane Armor lacks this requirement for you.
*If the Armor normally has a Strength requirement, your Arcane Armor lacks this requirement for you.
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==== Armor Model ====
==== Armor Model ====
''3rd Level 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 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.
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==== Extra Attack ====
==== Extra Attack ====
''5th Level Armorer Feature''<br>
''5th Level Master Armorer Feature''<br>
You can make an additional Attack whenever you take the Attack Action.
You can make an additional Attack whenever you take the Attack Action.
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==== Magical Attacks ====
==== Magical Attacks ====
''5th Level Armorer Feature''<br>
''5th Level Master Armorer Feature''<br>
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.
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==== Modular Armor ====
==== Modular Armor ====
''9th Level Armorer Feature''<br>
''9th Level Master Armorer Feature''<br>
Your Arcane Armor now counts as multiple items for the purposes of your Infusions as follows:
Your Arcane Armor now counts as multiple items for the purposes of your Infusions as follows:
*Armor (The chest-plate)
*Armor (The chest-plate)
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==== Perfected Armor ====
==== Perfected Armor ====
''15th Level Armorer Feature''<br>
''15th Level Master Armorer Feature''<br>
You have learnt to perfect the process by which you create your Arcane Armor. You gain an additional benefit based on the Armor Model you chose as follows:
You have learnt to perfect the process by which you create your Arcane Armor. You gain an additional benefit based on the Armor Model you chose as follows:
*'''Assault Model.''' You gain a Flying Speed equal to your Walking Speed, additionally, your Lightning Cannon now deals 3d6 Lightning Damage and ignores both 1/2 and 3/4 Cover, and your Thunder Gauntlet now deals 2d10 Thunder Damage.
*'''Assault Model.''' You gain a Flying Speed equal to your Walking Speed, additionally, your Lightning Cannon now deals 3d6 Lightning Damage and ignores both 1/2 and 3/4 Cover, and your Thunder Gauntlet now deals 2d10 Thunder Damage.
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== Artillerist ==
== Master Artillerist ==
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Artillerist Feature''<br>
''1st Level Master Artillerist 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Artillerist Feature''<br>
''1st Level Master Artillerist Feature''<br>
You gain Proficiency with Woodcarver's Tools.
You gain Proficiency with Woodcarver's Tools.
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==== Eldritch Cannon ====
==== Eldritch Cannon ====
''1st Level Artillerist Feature''<br>
''1st Level Master Artillerist Feature''<br>
When you adopt this Specialization, you craft for yourself the signature offensive tool of the Artillerist, the Eldritch Cannon. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Woodcarver's Tools to craft an Eldritch Cannon. You determine the appearance of the Eldritch Cannon, which has no effect on the abilities. The Eldritch Cannon is a Small or Tiny object (your choice upon creation).<br>
When you adopt this Specialization, you craft for yourself the signature offensive tool of the Artillerist, the Eldritch Cannon. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Woodcarver's Tools to craft an Eldritch Cannon. You determine the appearance of the Eldritch Cannon, which has no effect on the abilities. The Eldritch Cannon is a Small or Tiny object (your choice upon creation).<br>
The Eldritch Cannon has an AC of 18 and a number of Hit Points equal to 5 x your Artificer Level. It is Immune to Poison and Psychic Damage. If it is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as a 10. If the Mending Spell is cast not it, it regains 2d6 Hit Points. It disappears if it is reduced to 0 Hit Points, you deconstruct it as an Action, or if you create another one with this feature. When the Eldritch Cannon disappears, it crumbles to dust.<br>
The Eldritch Cannon has an AC of 18 and a number of Hit Points equal to 5 x your Artificer Level. It is Immune to Poison and Psychic Damage. If it is forced to make an Ability Check or Saving Throw, it treats all of its Ability Scores as a 10. If the Mending Spell is cast not it, it regains 2d6 Hit Points. It disappears if it is reduced to 0 Hit Points, you deconstruct it as an Action, or if you create another one with this feature. When the Eldritch Cannon disappears, it crumbles to dust.<br>
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==== Cannon Specialization ====
==== Cannon Specialization ====
''3rd Level Artillerist Feature''<br>
''3rd Level Master Artillerist Feature''<br>
You learn to specialize your Eldritch Cannon, to improve it potency. At the end of a Long Rest, you can use your Woodcarver's Tools to augment your Eldritch Cannon, choosing one of the following specializations:
You learn to specialize your Eldritch Cannon, to improve it potency. At the end of a Long Rest, you can use your Woodcarver's Tools to augment your Eldritch Cannon, choosing one of the following specializations:
*'''Flamethrower.''' When you use your Bonus Action to make an Attack with your Eldritch Cannon, it instead creates an Emanated Cone with a Range of half the normal Attack originating from the Eldritch Cannon. All creatures in this Cone make a Dexterity Saving Throw against your Spell Save DC. On a failed Save a creature takes Fire Damage equal to the Force Damage you would have dealt with the Spell Attack. On a successful Save a creature takes half as much Damage. The fire ignites any flammable objects in the Cone that aren't being worn or carried.
*'''Flamethrower.''' When you use your Bonus Action to make an Attack with your Eldritch Cannon, it instead creates an Emanated Cone with a Range of half the normal Attack originating from the Eldritch Cannon. All creatures in this Cone make a Dexterity Saving Throw against your Spell Save DC. On a failed Save a creature takes Fire Damage equal to the Force Damage you would have dealt with the Spell Attack. On a successful Save a creature takes half as much Damage. The fire ignites any flammable objects in the Cone that aren't being worn or carried.
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==== Heightened Specializations ====
==== Heightened Specializations ====
''5th Level Artillerist Feature''<br>
''5th Level Master Artillerist Feature''<br>
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.
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==== Dual Firepower ====
==== Dual Firepower ====
''9th Level Artillerist Feature''<br>
''9th Level Master Artillerist Feature''<br>
You can have up to two Eldritch Cannons active at once. When you use a Bonus Action to make an Attack with one of your Eldritch Cannons, you can command the other Cannon as a Free Action. You can use this Free Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can have up to two Eldritch Cannons active at once. When you use a Bonus Action to make an Attack with one of your Eldritch Cannons, you can command the other Cannon as a Free Action. You can use this Free Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Fortified Position ====
==== Fortified Position ====
''15th Level Artillerist Feature''<br>
''15th Level Master Artillerist Feature''<br>
You’re a master at forming well-defended emplacements using Eldritch Cannon. You and creatures of your choice have 1/2 Cover while within 10ft of your Eldritch Cannon.<br>
You’re a master at forming well-defended emplacements using Eldritch Cannon. You and creatures of your choice have 1/2 Cover while within 10ft of your Eldritch Cannon.<br>
Additionally, you can have up to three Eldritch Cannons active at once. When you use the Free Action to command a second Cannon granted by your Dual Firepower feature, you command your third Cannon as well.
Additionally, you can have up to three Eldritch Cannons active at once. When you use the Free Action to command a second Cannon granted by your Dual Firepower feature, you command your third Cannon as well.
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== Battle Smith ==
== Master Battle Smith ==
A combination of protector and medic, Battle Smith artificers are experts at defending others and repairing both material and personnel. To aid in their work, Battle Smiths construct and modify their Steel Defender, a one-of-a-kind companion.
A combination of protector and medic, Battle Smith artificers are experts at defending others and repairing both material and personnel. To aid in their work, Battle Smiths construct and modify their Steel Defender, a one-of-a-kind companion.
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Battle Smith Feature''<br>
''1st Level Master Battle Smith 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Battle Smith Feature''<br>
''1st Level Master Battle Smith Feature''<br>
You gain Proficiency with Smith's Tools and Heavy Armor.
You gain Proficiency with Smith's Tools and Heavy Armor.
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==== Steel Defender ====
==== Steel Defender ====
''1st Level 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 Incapacitated, the Steel Defender takes the Action that would best protect itself and you.<br>
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==== Battle Ready ====
==== Battle Ready ====
''3rd Level Battle Smith Feature''<br>
''3rd Level Master Battle Smith Feature''<br>
You have trained to stand alongside your Steel Defender in battle. You can use your Intelligence, in place of Strength or Dexterity for Attack and Damage Rolls you make with magic Weapons, or any Weapon that has been Infused by you.
You have trained to stand alongside your Steel Defender in battle. You can use your Intelligence, in place of Strength or Dexterity for Attack and Damage Rolls you make with magic Weapons, or any Weapon that has been Infused by you.
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==== Infusion Bearer ====
==== Infusion Bearer ====
''5th Level Battle Smith Feature''<br>
''5th Level Master Battle Smith Feature''<br>
You have designed your Steel Defender to bear your most potent Infusions. Your Steel Defender can bear any Infusion that is meant for boots, cloaks, gauntlets, helms, or suits of armor. Though, it can only bear one Infusion at a time.
You have designed your Steel Defender to bear your most potent Infusions. Your Steel Defender can bear any Infusion that is meant for boots, cloaks, gauntlets, helms, or suits of armor. Though, it can only bear one Infusion at a time.
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==== Minor Upgrade ====
==== Minor Upgrade ====
''5th Level Battle Smith Feature''<br>
''5th Level Master Battle Smith Feature''<br>
You have improved the offensive capabilities of your Steel Defender. At the end of a Long Rest, choose one of the Minor Upgrades below:
You have improved the offensive capabilities of your Steel Defender. At the end of a Long Rest, choose one of the Minor Upgrades below:
*'''Minor Arcanum.''' You imbue your Steel Defender with a 1st Level Artificer Spell with a Casting Time of one Action. As a Bonus Action, you can order your Steel Defender to cast the imbued Spell at 1st Level, using your Spellcasting Modifier.
*'''Minor Arcanum.''' You imbue your Steel Defender with a 1st Level Artificer Spell with a Casting Time of one Action. As a Bonus Action, you can order your Steel Defender to cast the imbued Spell at 1st Level, using your Spellcasting Modifier.
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==== Greater Upgrade ====
==== Greater Upgrade ====
''9th Level 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 Set of Tools of your choice and it learns to speak, read, and write two Languages of your choice.
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==== Masterwork Upgrade ====
==== Masterwork Upgrade ====
''15th Level Battle Smith Feature''<br>
''15th Level Master Battle Smith Feature''<br>
You imbue your Steel Defender with wondrous abilities and powers. Choose one of the Masterwork Upgrades below:
You imbue your Steel Defender with wondrous abilities and powers. Choose one of the Masterwork Upgrades below:
*'''Arcane Ward.''' Creatures of your choice within 15ft of your Steel Defender gain Resistance to Damage dealt by Spells and other magical effects.
*'''Arcane Ward.''' Creatures of your choice within 15ft of your Steel Defender gain Resistance to Damage dealt by Spells and other magical effects.
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Biomancer Feature''<br>
''1st Level Master Biomancer 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Biomancer Feature''<br>
''1st Level Master Biomancer Feature''<br>
You gain Proficiency with Leatherworker's Tools.
You gain Proficiency with Leatherworker's Tools.
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==== Biomancer Golem ====
==== Biomancer Golem ====
''1st Level Biomancer Feature''<br>
''1st Level Master Biomancer Feature''<br>
You can use the magic of your artifice to create a facsimile of life. You Learn the Find Familiar Spell, it counts as an Artificer Spell and you can cast it as a Ritual, and it doesn't count against your Spells Known. When you cast the Find Familiar Spell, you can cause your familiar to become a Biomancer Golem, augmenting the Spell in the following ways:
You can use the magic of your artifice to create a facsimile of life. You Learn the Find Familiar Spell, it counts as an Artificer Spell and you can cast it as a Ritual, and it doesn't count against your Spells Known. When you cast the Find Familiar Spell, you can cause your familiar to become a Biomancer Golem, augmenting the Spell in the following ways:
*The Material Component for the Spell is 1 pound of organic matter.
*The Material Component for the Spell is 1 pound of organic matter.
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==== Modular Biology ====
==== Modular Biology ====
''3rd Level Biomancer Feature''<br>
''3rd Level Master Biomancer Feature''<br>
You can use your knowledge of arcane biology to enhance your physical form. At the end of a Long Rest, you can use your Leatherworker's Tools to modify your body in one of the following ways:
You can use your knowledge of arcane biology to enhance your physical form. At the end of a Long Rest, you can use your Leatherworker's Tools to modify your body in one of the following ways:
*'''Amphibious Physiology.''' You develop gills and webbing between your digits. You can breathe both air and water, and you gain a Swimming Speed equal to your Walking Speed.
*'''Amphibious Physiology.''' You develop gills and webbing between your digits. You can breathe both air and water, and you gain a Swimming Speed equal to your Walking Speed.
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==== Augmented Flesh ====
==== Augmented Flesh ====
''5th Level Biomancer Feature''<br>
''5th Level Master Biomancer Feature''<br>
Your own altered form can merge with that of your Biomancer Golem to enhance your abilities. As an Action, you can touch your Biomancer Golem, causing it to disappear as it merges with you, causing you to gain the following benefits:
Your own altered form can merge with that of your Biomancer Golem to enhance your abilities. As an Action, you can touch your Biomancer Golem, causing it to disappear as it merges with you, causing you to gain the following benefits:
*You gain Temporary Hit Points equal to the Biomancer Golem's current Hit Points + your Intelligence Modifier.
*You gain Temporary Hit Points equal to the Biomancer Golem's current Hit Points + your Intelligence Modifier.
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==== Arcane Evolution ====
==== Arcane Evolution ====
''9th Level Biomancer Feature''<br>
''9th Level Master Biomancer Feature''<br>
Your Speed increases by 10ft, and you gain two options with your Modular Biology feature instead of one.
Your Speed increases by 10ft, and you gain two options with your Modular Biology feature instead of one.
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==== Mastered Evolution ====
==== Mastered Evolution ====
''15th Level Biomancer Feature''<br>
''15th Level Master Biomancer Feature''<br>
You gain three options with your Modular Biology feature instead of two.
You gain three options with your Modular Biology feature instead of two.
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==== Master Biomancer ====
==== Master Biomancer ====
''15th Level Biomancer Feature''<br>
''15th Level Master Biomancer Feature''<br>
You have become a master amongst Biomancers. Whenever you target a creature with one of your Spells gained from your Specialist Spells feature, you can grant one target of that Spell a number of Temporary Hit Points equal to your Artificer Level + your Intelligence Modifier.<br>
You have become a master amongst Biomancers. Whenever you target a creature with one of your Spells gained from your Specialist Spells feature, you can grant one target of that Spell a number of Temporary Hit Points equal to your Artificer Level + your Intelligence Modifier.<br>
Additionally, while you have the Temporary Hit Points granted by your Augmented Flesh feature, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.
Additionally, while you have the Temporary Hit Points granted by your Augmented Flesh feature, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.
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== Chronothief ==
== Master Chronothief ==
For those that pursue the magic of artifice, no area of study is too dangerous. Perhaps against their better judgment, some artificers choose to experiment with Chronomancy, the magic of time. Known as Chronothieves, these bold artificers are marked by their signature Chronometers, a wondrous object that they use to steal moments and adjust the flow of time.
For those that pursue the magic of artifice, no area of study is too dangerous. Perhaps against their better judgment, some artificers choose to experiment with Chronomancy, the magic of time. Known as Chronothieves, these bold artificers are marked by their signature Chronometers, a wondrous object that they use to steal moments and adjust the flow of time.
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Chronothief Feature''<br>
''1st Level Master Chronothief 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Chronothief Feature''<br>
''1st Level Master Chronothief Feature''<br>
You gain Proficiency with Jeweler's Tools.<br>
You gain Proficiency with Jeweler's Tools.<br>
Additionally, you are always aware of the exact time at any moment if you have spent at least a single day in the plane of existence you are currently in.
Additionally, you are always aware of the exact time at any moment if you have spent at least a single day in the plane of existence you are currently in.
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==== Chronometer ====
==== Chronometer ====
''1st Level 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 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>
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==== Improved Chronometer ====
==== Improved Chronometer ====
''3rd Level Chronothief Feature''<br>
''3rd Level Master Chronothief Feature''<br>
You have come to a deeper understanding of chronomancy magic, growing your Chronometer's power. You can expend 1 Charge of your Chronometer to use the following abilities:
You have come to a deeper understanding of chronomancy magic, growing your Chronometer's power. You can expend 1 Charge of your Chronometer to use the following abilities:
*'''Rush.''' When you roll Initiative at the start of combat and you aren't Surprised, you can replace the d20 result with your Artificer Level.
*'''Rush.''' When you roll Initiative at the start of combat and you aren't Surprised, you can replace the d20 result with your Artificer Level.
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==== Stolen Moments ====
==== Stolen Moments ====
''5th Level 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 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>
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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==== Empowered Chronomancy ====
==== Empowered Chronomancy ====
''9th Level Chronothief Feature''<br>
''9th Level Master Chronothief Feature''<br>
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.
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==== Master Chronothief ====
==== Master Chronothief ====
''15th Level Chronothief Feature''<br>
''15th Level Master Chronothief Feature''<br>
You have become a master Chronothief. While holding your Chronometer, you can use your Action to overload the device, expending all of its remaining Charges, to cast the Time Stop Spell as an Artificer Spell without expended a Spell Slot.<br>
You have become a master Chronothief. While holding your Chronometer, you can use your Action to overload the device, expending all of its remaining Charges, to cast the Time Stop Spell as an Artificer Spell without expended a Spell Slot.<br>
When you use this Action you cannot use it again, and your Chronometer cannot regain charges until the end of your next Short or Long Rest.
When you use this Action you cannot use it again, and your Chronometer cannot regain charges until the end of your next Short or Long Rest.
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== Composer ==
== Master Composer ==
Behind every great musician, every standing ovation, every sold-out concert, there is most often Composer who put quill to parchment and penned the notes. These great minds are unlike other bards and entertainers, Composers take a more cerebral approach to music. They are masters of patterns and repetition, and when they apply their analytical mind to a problem it is only a matter of time before they find a solution.
Behind every great musician, every standing ovation, every sold-out concert, there is most often Composer who put quill to parchment and penned the notes. These great minds are unlike other bards and entertainers, Composers take a more cerebral approach to music. They are masters of patterns and repetition, and when they apply their analytical mind to a problem it is only a matter of time before they find a solution.
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Composer Feature''<br>
''1st Level Master Composer 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Composer Feature''<br>
''1st Level Master Composer Feature''<br>
You gain Proficiency with Smith's Tools.<br>
You gain Proficiency with Smith's Tools.<br>
In addition, if you spend at least 1 minute practicing with a Musical Instrument, you are considered Proficient with that Musical Instrument until the end of your next Long Rest.
In addition, if you spend at least 1 minute practicing with a Musical Instrument, you are considered Proficient with that Musical Instrument until the end of your next Long Rest.
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==== Musical Apparatus ====
==== Musical Apparatus ====
''1st Level Composer Feature''<br>
''1st Level Master Composer Feature''<br>
You have designed a wondrous new Musical Instrument. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Smith's Tools to construct a Musical Apparatus of your own design. You have Proficiency and Expertise with your Apparatus as a Musical Instrument.<br>
You have designed a wondrous new Musical Instrument. Over the course of 1 hour, which can be performed during a Short or Long Rest, you can use Smith's Tools to construct a Musical Apparatus of your own design. You have Proficiency and Expertise with your Apparatus as a Musical Instrument.<br>
You can only have one Musical Apparatus active at once. If you create a second, he previous Apparatus becomes unusable.
You can only have one Musical Apparatus active at once. If you create a second, he previous Apparatus becomes unusable.
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==== Weaponized Apparatus ====
==== Weaponized Apparatus ====
''3rd Level 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 Deafened until the start of your next turn.
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==== Thunderous Note ====
==== Thunderous Note ====
''5th Level Composer Feature''<br>
''5th Level Master Composer Feature''<br>
When you deal Thunder Damage with a Composer feature or with a Spell cast using your Musical Apparatus as the Spellcasting Focus, you add your Intelligence Modifier to the Damage dealt, and you can expend a Spell Slot of 1st Level or higher to knock back the target. If the target is a Large or smaller creature, it is pushed 10ft away from you for each Level of the Spell Slot expended.
When you deal Thunder Damage with a Composer feature or with a Spell cast using your Musical Apparatus as the Spellcasting Focus, you add your Intelligence Modifier to the Damage dealt, and you can expend a Spell Slot of 1st Level or higher to knock back the target. If the target is a Large or smaller creature, it is pushed 10ft away from you for each Level of the Spell Slot expended.
<br><br>
<br><br>


==== Resonant Frequency ====
==== Resonant Frequency ====
''9th Level Composer Feature''<br>
''9th Level Master Composer Feature''<br>
As an Action, you can play a note on your Apparatus to cause a creature of your choice within 10ft of you to resonate with undetectable vibrations for 1 hour. The next time it is hit with a Melee Attack, the creature that made the Attack makes a Constitution Saving Throw against your Spell Save DC. On a failed Save, the Attacker takes 2d8 Thunder Damage and can't take Reactions until the start of its next turn. On a successful Save the Attacker takes half as much Damage.<br>
As an Action, you can play a note on your Apparatus to cause a creature of your choice within 10ft of you to resonate with undetectable vibrations for 1 hour. The next time it is hit with a Melee Attack, the creature that made the Attack makes a Constitution Saving Throw against your Spell Save DC. On a failed Save, the Attacker takes 2d8 Thunder Damage and can't take Reactions until the start of its next turn. On a successful Save the Attacker takes half as much Damage.<br>
You can use this Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.
You can use this Action a number of times equal to your Intelligence Modifier, regaining expended uses at the end of a Long Rest.
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==== Master Composer ====
==== Master Composer ====
''15th Level 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 Deafened.
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<br><br>
<br><br>


== Dungeoneer ==
== Master Dungeoneer ==
While most artificers focus on developing a single invention, Dungeoneers use their ingenuity to weaponize the mundane. They use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the hardiest of adventurers and monsters. Dungeoneers will set out for an adventure to analyze the traps that guard tombs and temples.
While most artificers focus on developing a single invention, Dungeoneers use their ingenuity to weaponize the mundane. They use basic adventuring gear to construct defensive traps, puzzles, and structures that can repel all but the hardiest of adventurers and monsters. Dungeoneers will set out for an adventure to analyze the traps that guard tombs and temples.
<br><br>
<br><br>
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Dungeoneer Feature''<br>
''1st Level Master Dungeoneer 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Dungeoneer Feature''<br>
''1st Level Master Dungeoneer Feature''<br>
You gain Proficiency with Carpenter's Tools and Mason's Tools.<br>
You gain Proficiency with Carpenter's Tools and Mason's Tools.<br>
Additionally, you gain Proficiency with Improvised Weapons and can use your Intelligence, in place of Strength or Dexterity, for all of your Attack and Damage Rolls with improvised weapons.
Additionally, you gain Proficiency with Improvised Weapons and can use your Intelligence, in place of Strength or Dexterity, for all of your Attack and Damage Rolls with improvised weapons.
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==== Dungeoncraft ====
==== Dungeoncraft ====
''3rd Level Dungeoneer Feature''<br>
''3rd Level Master Dungeoneer Feature''<br>
At the end of a Long Rest, you craft a number of objects from the Dungeoncraft Objects table equal to your Intelligence Modifier. These objects appear as mundane versions of those objects but turn to ash at the end of your next Long Rest. You can also craft the normal versions of Dungeoncraft Objects in a quarter of the normal time.<br>
At the end of a Long Rest, you craft a number of General Equipment objects equal to your Intelligence Modifier. These objects appear as mundane versions of those objects but turn to ash at the end of your next Long Rest. They are referred to as Dungeoncraft Objects. You can also craft the normal versions of Dungeoncraft Objects in a quarter of the normal time.<br>
If an object you craft with this feature forces a creature to make a Saving Throw, it uses your Spell Save DC.
If an object you craft with this feature forces a creature to make a Saving Throw, it uses your Spell Save DC.
<br><br>
<br><br>


==== Extra Attack ====
==== Extra Attack ====
''5th Level Dungeoneer Feature''<br>
''5th Level Master Dungeoneer Feature''<br>
You can make an additional Attack whenever you take the Attack Action.
You can make an additional Attack whenever you take the Attack Action.
<br><br>
<br><br>


==== Magical Attacks ====
==== Magical Attacks ====
''5th Level Dungeoneer Feature''<br>
''5th Level Master Dungeoneer Feature''<br>
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.
<br><br>
<br><br>


==== Arcane Improvisation ====
==== Arcane Improvisation ====
''9th Level Dungeoneer Feature''<br>
''9th Level Master Dungeoneer Feature''<br>
When you deal Damage with Improvised Weapons and Dungeoncraft Objects, that Damage is magical for the purpose of overcoming Resistance and Immunity to non-magical Damage.<br>
When you deal Damage with Improvised Weapons and Dungeoncraft Objects, that Damage is magical for the purpose of overcoming Resistance and Immunity to non-magical Damage.<br>
Additionally, you can cast each of the Spells gained from your Specialist Spells feature without requiring Material Components. When you cast one of those Spells in this way, you cannot cast it in this way again until you finish a Long Rest.
Additionally, you can cast each of the Spells gained from your Specialist Spells feature without requiring Material Components. When you cast one of those Spells in this way, you cannot cast it in this way again until you finish a Long Rest.
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==== Master Dungeoneer ====
==== Master Dungeoneer ====
''15th Level Dungeoneer Feature''<br>  
''15th Level Master Dungeoneer Feature''<br>  
You have become a master of Dungeoneering artifice. When a creature makes a Saving Throw imposed by one of your Dungeoncraft Objects, or by a Spell you gained form your Specialist Spells feature, that creature has Disadvantage one the Saving Throw.<br>
You have become a master of Dungeoneering artifice. When a creature makes a Saving Throw imposed by one of your Dungeoncraft Objects, or by a Spell you gained form your Specialist Spells feature, that creature has Disadvantage one the Saving Throw.<br>
You can also cast the Passwall and Wall of Stone Spells, each as a Ritual. When you cast either Spell in this way, you add 1 hour to the Casting Time, rather than 10 minutes, and the structure created by the Spell is permanent.
You can also cast the Passwall and Wall of Stone Spells, each as a Ritual. When you cast either Spell in this way, you add 1 hour to the Casting Time, rather than 10 minutes, and the structure created by the Spell is permanent.
<br><br>
<br><br>


==== Dungeoncraft Objects ====
== Master Enhanced ==
''1st Level Dungeoneer Feature Option''<br>
Below is the list of Dungeoncraft Objects available for you to create with your Dungeoncraft feature:
*Acid (1 vial)
*Alchemist's Fire (1 flask)
*Antitoxin (1 vial)
*Ball Bearings (1,000)
*Battle Standard
*Book
*Caltrops (20)
*Candle (10)
*Chain (25ft)
*Holy Water (1 vial)
*Hunting Trap
*Incense (5 sticks) and Censer
*Lantern, Bullseye
*Lantern, Hooded
*Lock and Key
*Manacles and Key
*Oil (1 flask)
*Hempen Rope (50ft)
*Torches (5)
*War Horn
<br><br>
 
== Enhanced ==
Where most artificers develop objects of wondrous power, those known as Enhanced bring their great intellect to bear by modifying their own bodies. They replace and improve their own limbs with arcane enhancements, forever striving to create a more perfect self. Enhanced artificers are known for their impressive, and deadly, combat Enhancements.
Where most artificers develop objects of wondrous power, those known as Enhanced bring their great intellect to bear by modifying their own bodies. They replace and improve their own limbs with arcane enhancements, forever striving to create a more perfect self. Enhanced artificers are known for their impressive, and deadly, combat Enhancements.
<br><br>
<br><br>
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Enhanced Feature''<br>
''1st Level Master Enhanced 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Enhanced Feature''<br>
''1st Level Master Enhanced Feature''<br>
You gain Proficiency with Smith's Tools and Heavy Armor.
You gain Proficiency with Smith's Tools and Heavy Armor.
<br><br>
<br><br>


==== Blade Enhancement ====
==== Blade Enhancement ====
''1st Level Enhanced Feature''<br>
''1st Level Master Enhanced Feature''<br>
You modify one of your arms to bear a hidden blade. It is a Simple Melee Weapon with the finesse Property that deals 1d8 Slashing Damage, and has the following abilities:
You modify one of your arms to bear a hidden blade. It is a Simple Melee Weapon with the finesse Property that deals 1d8 Slashing Damage, and has the following abilities:
*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.
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==== Enhancements ====
==== Enhancements ====
''3rd Level Enhanced Feature''<br>
''3rd Level Master Enhanced Feature''<br>
You gain the ability to enhance your body. Choose one of the following Enhancements which can be attached in place of a missing body part or over an existing body part:
You gain the ability to enhance your body. Choose one of the following Enhancements which can be attached in place of a missing body part or over an existing body part:
*'''Mobility Enhancement.''' You modify one of your legs. You can take the Dash Action as a Bonus Action.
*'''Mobility Enhancement.''' You modify one of your legs. You can take the Dash Action as a Bonus Action.
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==== Extra Attack ====
==== Extra Attack ====
''5th Level Enhanced Feature''<br>
''5th Level Master Enhanced Feature''<br>
You can make an additional Attack whenever you take the Attack Action.
You can make an additional Attack whenever you take the Attack Action.
<br><br>
<br><br>


==== Combat Enhancement ====
==== Combat Enhancement ====
''5th Level Enhanced Feature''<br>
''5th Level Master Enhanced Feature''<br>
You have improved your modifications to further augment your combat abilities. You gain the following benefits:
You have improved your modifications to further augment your combat abilities. You gain the following benefits:
*Each of your Enhancements can bear a single Infusion usually meant for the following objects: Mobility (boots), Nimble (gauntlets), Power (armor), Visual (helm, goggles).
*Each of your Enhancements can bear a single Infusion usually meant for the following objects: Mobility (boots), Nimble (gauntlets), Power (armor), Visual (helm, goggles).
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==== Improved Enhancements ====
==== Improved Enhancements ====
''9th Level Enhanced Feature''<br>
''9th Level Master Enhanced Feature''<br>
Your number of Infusions Known increases by 1, but this additional Infusion must be applied to one of your Enhancements or your Blade.<br>
Your number of Infusions Known increases by 1, but this additional Infusion must be applied to one of your Enhancements or your Blade.<br>
Additionally, your Blade now deals 2d8 Slashing Damage.
Additionally, your Blade now deals 2d8 Slashing Damage.
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==== Master Enhanced ====
==== Master Enhanced ====
''15th Level Enhanced Feature''<br>
''15th Level Master Enhanced Feature''<br>
Choose one of your Enhancements or your Blade to become a Masterwork Enhancement, granting you the additional benefits below:
Choose one of your Enhancements or your Blade to become a Masterwork Enhancement, granting you the additional benefits below:
*'''Blade Masterwork.''' Your Crit Range increase by 2 on Attacks made with your Blade.
*'''Blade Masterwork.''' Your Crit Range increase by 2 on Attacks made with your Blade.
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<br><br><br>
<br><br><br>


== Forgewright ==
== Master Forgewright ==
While most artificers are primarily inventors that take up a life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament.
While most artificers are primarily inventors that take up a life of adventure to test experiments in the field, those known as Forgewrights seek out battle for its own sake. Reveling in the thrill of combat, they combine their innovation with their skill as warriors to forge their signature Arcane Armament.
<br><br>
<br><br>
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Forgewright Feature''<br>
''1st Level Master Forgewright 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Forgewright Feature''<br>
''1st Level Master Forgewright Feature''<br>
You gain Proficiency with Martial Weapons and Smith's Tools.
You gain Proficiency with Martial Weapons and Smith's Tools.
<br><br>
<br><br>


==== Arcane Armament ====
==== Arcane Armament ====
''1st Level 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 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.
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==== Forge of War ====
==== Forge of War ====
''3rd Level Forgewright Feature''<br>
''3rd Level Master Forgewright Feature''<br>
Your signature artifice enhances the power of your weapon. Your Crit Range for Attacks made with your Arcane Armament increases by 1.<br>
Your signature artifice enhances the power of your weapon. Your Crit Range for Attacks made with your Arcane Armament increases by 1.<br>
Additionally, your total number of Infusions Known increases by 1, but this Infusions can only be used to Infuse your Arcane Armament.
Additionally, your total number of Infusions Known increases by 1, but this Infusions can only be used to Infuse your Arcane Armament.
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==== Arcane Jolt ====
==== Arcane Jolt ====
''5th Level Forgewright Feature''<br>
''5th Level Master Forgewright Feature''<br>
When you hit on an Attack with your Arcane Armament, you can expend a Spell Slot of 1st Level or higher to deal additional Force Damage to the target. The extra Damage dealt is 1d6 + 1d6 for each Level of the Spell Slot expended, to a maximum of 6d6.
When you hit on an Attack with your Arcane Armament, you can expend a Spell Slot of 1st Level or higher to deal additional Force Damage to the target. The extra Damage dealt is 1d6 + 1d6 for each Level of the Spell Slot expended, to a maximum of 6d6.
<br><br>
<br><br>


==== Extra Attack ====
==== Extra Attack ====
''5th Level Forgewright Feature''<br>
''5th Level Master Forgewright Feature''<br>
You can make an additional Attack whenever you take the Attack Action.
You can make an additional Attack whenever you take the Attack Action.
<br><br>
<br><br>


==== Magical Attacks ====
==== Magical Attacks ====
''5th Level Forgewright Feature''<br>
''5th Level Master Forgewright Feature''<br>
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.
When you would make a Weapon Attack, you can instead cast a Cantrip with a Casting Time of 1 Action or Bonus Action.
<br><br>
<br><br>


==== Improved Arcane Jolt ====
==== Improved Arcane Jolt ====
''9th Level Forgewright Feature''<br>
''9th Level Master Forgewright Feature''<br>
The magic of your Arcane Armament empowers its strikes. Your Arcane Armament does an extra 1d6 Force Damage on a hit.
The magic of your Arcane Armament empowers its strikes. Your Arcane Armament does an extra 1d6 Force Damage on a hit.
<br><br>
<br><br>


==== Master Forgewright ====
==== Master Forgewright ====
''15th Level Forgewright Feature''<br>
''15th Level Master Forgewright Feature''<br>
You have become a master among Forgewright artificers and can extend the power within your Arcane Armament to allies. As an Action, you can hold aloft your Arcane Armament and, choose a number of Weapons within 30ft of you equal to your Intelligence Modifier. For the next minute, these Weapons deal an additional 1d6 Force Damage on a hit.<br>
You have become a master among Forgewright artificers and can extend the power within your Arcane Armament to allies. As an Action, you can hold aloft your Arcane Armament and, choose a number of Weapons within 30ft of you equal to your Intelligence Modifier. For the next minute, these Weapons deal an additional 1d6 Force Damage on a hit.<br>
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a Spell Slot of 3rd Level or higher to use it again.
Once you use this feature, you can't use it again until you finish a Long Rest, unless you expend a Spell Slot of 3rd Level or higher to use it again.
<br><br><br>
<br><br><br>


== Machinist ==
== Master Machinist ==
While some artificers spend their lives perfecting one solitary creation, Machinist artificer value quantity over quality. They are known for creating their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of strange and wondrous servants, Machinists are ready for any challenge.
While some artificers spend their lives perfecting one solitary creation, Machinist artificer value quantity over quality. They are known for creating their signature Automatons, small clockwork men that are created for a single, but temporary purpose. Armed with their tools, and an army of strange and wondrous servants, Machinists are ready for any challenge.
<br><br>
<br><br>
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Machinist Feature''<br>
''1st Level Master Machinist 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Machinist Feature''<br>
''1st Level Master Machinist Feature''<br>
You gain Proficiency with Smith's Tools.
You gain Proficiency with Smith's Tools.
<br><br>
<br><br>


==== Automatons ====
==== Automatons ====
''1st Level 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 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>
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==== Innovative Models ====
==== Innovative Models ====
''3rd Level 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 Deafened and Blinded to your own senses until you end this link as a Free Action.
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==== Arcane Conduit ====
==== Arcane Conduit ====
''5th Level Machinist Feature''<br>
''5th Level Master Machinist Feature''<br>
You can channel your signature artificer magic through your Automatons. When you cast an Artificer Spell, you can cause the Spell to be cast from the space of an Automaton of your choice that it is within 60ft of you.
You can channel your signature artificer magic through your Automatons. When you cast an Artificer Spell, you can cause the Spell to be cast from the space of an Automaton of your choice that it is within 60ft of you.
<br><br>
<br><br>


==== Automated Army ====
==== Automated Army ====
''5th Level Machinist Feature''<br>
''5th Level Master Machinist Feature''<br>
You now create two Automatons of your choice at the end of a Long Rest without expending a Spell Slot, you can have two Automatons active at once, and you can activate up to two Automatons with the same Bonus Action.<br>
You now create two Automatons of your choice at the end of a Long Rest without expending a Spell Slot, you can have two Automatons active at once, and you can activate up to two Automatons with the same Bonus Action.<br>
When you reach 9th Level in this class, you can create, control, and have up to three Automatons active at once. When you reach 15th Level in this class, you can create, control, and have up to four Automatons active at once.
When you reach 9th Level in this class, you can create, control, and have up to three Automatons active at once. When you reach 15th Level in this class, you can create, control, and have up to four Automatons active at once.
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==== Efficient Artifice ====
==== Efficient Artifice ====
''9th Level Machinist Feature''<br>
''9th Level Master Machinist Feature''<br>
Whenever you expend a Spell Slot to create an Automaton, you create a number of Automatons equal to the Level of the Spell Slot expended. You cannot use this feature to exceed the maximum number of Automatons you can control.
Whenever you expend a Spell Slot to create an Automaton, you create a number of Automatons equal to the Level of the Spell Slot expended. You cannot use this feature to exceed the maximum number of Automatons you can control.
<br><br>
<br><br>


==== Master Machinist ====
==== Master Machinist ====
''15th Level Alchemist Feature''<br>
''15th Level Master Alchemist Feature''<br>
You have become a master of Machinist artifice. When you are forced to make a Saving Throw or are hit by an Attack, you can use your Reaction to switch places with one of your Automatons that is within 60ft of you. The Automaton then becomes the target of the Attack or Saving Throw.
You have become a master of Machinist artifice. When you are forced to make a Saving Throw or are hit by an Attack, you can use your Reaction to switch places with one of your Automatons that is within 60ft of you. The Automaton then becomes the target of the Attack or Saving Throw.
<br><br><br>
<br><br><br>
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Puppeteer Feature''<br>
''1st Level Master Puppeteer 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.
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.
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Puppeteer Feature''<br>
''1st Level Master Puppeteer Feature''<br>
You gain Proficiency with Weaver's Tools.
You gain Proficiency with Weaver's Tools.
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==== Arcane Threads ====
==== Arcane Threads ====
''1st Level Puppeteer Feature''<br>
''1st Level Master Puppeteer Feature''<br>
You have constructed for yourself arcane threads that you can manipulate with magic. You learn the Thorn Whip Cantrip, which counts as an Artificer Spell for you and doesn't count against your Cantrips Known. If you cast the Thorn Whip Cantrip using Weaver's Tools as your Spellcasting Focus, it changes in the following ways:
You have constructed for yourself arcane threads that you can manipulate with magic. You learn the Thorn Whip Cantrip, which counts as an Artificer Spell for you and doesn't count against your Cantrips Known. If you cast the Thorn Whip Cantrip using Weaver's Tools as your Spellcasting Focus, it changes in the following ways:
*You can cause the Spell to deal no Damage.
*You can cause the Spell to deal no Damage.
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==== Marionette Strings ====
==== Marionette Strings ====
''3rd Level 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 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 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:
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==== Strange Strikes ====
==== Strange Strikes ====
''5th Level Puppeteer Feature''<br>
''5th Level Master Puppeteer Feature''<br>
The control you can exert through your Marionette Strings grows. When the creature attached to your Marionette Strings makes an Attack, you can use your Reaction to cause them to make an additional Attack
The control you can exert through your Marionette Strings grows. When the creature attached to your Marionette Strings makes an Attack, you can use your Reaction to cause them to make an additional Attack
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==== Nimble Fingers ====
==== Nimble Fingers ====
''9th Level 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 set of Weaver's Tools.<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 set of 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 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 Irresistible Dance Spell without expending a Spell Slot or requiring Concentration. You cannot use this Action if the Irresistible Dance Spell, cast with this feature, is currently active. You must have a free hand or a hand holding a set of Weaver's Tools that is not currently controlling the Marionette Strings a creature is attached to in order to maintain the Spell.<br>
You have become a master Puppeteer. As an Action, while holding your Weaver's Tools, you can cast the Irresistible Dance Spell without expending a Spell Slot or requiring Concentration. You cannot use this Action if the Irresistible Dance Spell, cast with this feature, is currently active. You must have a free hand or a hand holding a set of 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 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 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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== Wandslinger ==
== Master Wandslinger ==
Wandslingers use their ingenuity and artistic minds to craft wondrous arcane weapons. What they lack in flexibility and subtlety, they make up for in overwhelming arcane firepower. Wandslingers are marked by their signature Arcane Sidearm. For some, these are intricately carved wands or staffs, and for others, they are expertly crafted runic iron cannons.
Wandslingers use their ingenuity and artistic minds to craft wondrous arcane weapons. What they lack in flexibility and subtlety, they make up for in overwhelming arcane firepower. Wandslingers are marked by their signature Arcane Sidearm. For some, these are intricately carved wands or staffs, and for others, they are expertly crafted runic iron cannons.
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==== Specialist Spells ====
==== Specialist Spells ====
''1st Level Wandslinger Feature''<br>
''1st Level Master Wandslinger 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.
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"
{| class="wikitable"
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Wandslinger Feature''<br>
''1st Level Master Wandslinger Feature''<br>
You gain Proficiency with Woodcarver's Tools.
You gain Proficiency with Woodcarver's Tools.
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==== Arcane Sidearm ====
==== Arcane Sidearm ====
''1st Level 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 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>
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==== Quickdraw ====
==== Quickdraw ====
''1st Level 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 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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==== Arcane Duelist ====
==== Arcane Duelist ====
''3rd Level Wandslinger Feature''<br>
''3rd Level Master Wandslinger Feature''<br>
You have begun to master the signature abilities of an arcane duelist. As a Bonus Action, you can use your Arcane Sidearm to use one of the following abilities:
You have begun to master the signature abilities of an arcane duelist. As a Bonus Action, you can use your Arcane Sidearm to use one of the following abilities:
*'''Shocking Burst.''' Your Arcane Sidearm conjures a burst of lightning at a point you can see within 60ft of you, forcing creatures within 5ft of that point to make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creatures takes 2d6 Lightning Damage, and half as much Damage on a successful Save.
*'''Shocking Burst.''' Your Arcane Sidearm conjures a burst of lightning at a point you can see within 60ft of you, forcing creatures within 5ft of that point to make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creatures takes 2d6 Lightning Damage, and half as much Damage on a successful Save.
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==== Spell Slinger ====
==== Spell Slinger ====
''5th Level Wandslinger Feature''<br>
''5th Level Master Wandslinger Feature''<br>
You wield your Arcane Sidearm with deadly skill. When you take the Attack Action, and all of the Attacks you make are made with your Arcane Sidearm, you can make an additional Attack as part of that Action.<br>
You wield your Arcane Sidearm with deadly skill. When you take the Attack Action, and all of the Attacks you make are made with your Arcane Sidearm, you can make an additional Attack as part of that Action.<br>
As you gain Levels in this class, the number of additional Attacks you make with this feature increases: at 11th Level you make two additional Attacks, and at 17th Level you make three additional Attacks.
As you gain Levels in this class, the number of additional Attacks you make with this feature increases: at 11th Level you make two additional Attacks, and at 17th Level you make three additional Attacks.
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==== Expert Duelist ====
==== Expert Duelist ====
''9th Level Wandslinger Feature''<br>
''9th Level Master Wandslinger Feature''<br>
The amount of Damage dealt, or Temporary Hit Points granted by your Bonus Action options from your Arcane Duelist feature increased by 1d6 + your Intelligence Modifier.
The amount of Damage dealt, or Temporary Hit Points granted by your Bonus Action options from your Arcane Duelist feature increased by 1d6 + your Intelligence Modifier.
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==== Master Wandslinger ====
==== Master Wandslinger ====
''15th Level Wandslinger Feature''<br>
''15th Level Master Wandslinger Feature''<br>
You have become a master of Wandslinger artifice. You gain the following benefits:
You have become a master of Wandslinger artifice. You gain the following benefits:
*When you use take the Attack Action and make all Attacks with your Arcane Sidearm, you can cast a Spell with a Casting Time of 1 Action as a Bonus Action on that turn.
*When you use take the Attack Action and make all Attacks with your Arcane Sidearm, you can cast a Spell with a Casting Time of 1 Action as a Bonus Action on that turn.