Artificer: Difference between revisions

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You can also cast the [[Level 5#Passwall|Passwall]] and [[Level 5#Wall of Stone|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 [[Level 5#Passwall|Passwall]] and [[Level 5#Wall of Stone|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.
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== Master Augmenter ==
Where most artificers develop objects of wondrous power, those known as Augmenters 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.
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{| class="wikitable"
|+ Augmenter Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells
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| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]]
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| Blade Enhancement || 1st || You get a hidden Blade which you can retract, you can also use your Intelligence for its Attacks
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| Enhancements || 3rd || You can get one of a few prosthetics that can replace missing body parts or can be place over existing body parts, you can create more as you gain Levels in this class
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| [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action
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| [[Artificer#Magical Attacks|Magical Attacks|]] || 5th || You can swap Attacks out for Cantrips
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| [[Artificer#Improved Enhancements|Improved Enhancements]] || 9th || You get an extra infusion which you must use on one of your Enhancements or your Hidden Blade, your Hidden Blade deals extra Damage too
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| [[Artificer#Master Augmenter|Master Augmenter]] || 15th || You can majorly improve one of your Enhancements or your Blade, you can switch this choice
|}
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==== Specialist Spells ====
''1st Level Master Augmenter Feature''<br>
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known.
{| class="wikitable"
|+ Specialist Spells
|-
! Artificer Level !! Spell
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| 2nd || [[Level 1#Expeditious Retreat|Expeditious Retreat]], [[Level 1#Thunderous Smite|Thunderous Smite]]
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| 5th || [[Level 2#Alter Self|Alter Self]], [[Level 2#Spider Climb|Spider Climb]]
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| 9th || [[Level 3#Blinding Smite|Blinding Smite]], [[Level 3#Haste|Haste]]
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| 13th || [[Level 4#Freedom of Movement|Freedom of Movement]], [[Level 4#Greater Invisibility|Greater Invisibility]]
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| 17th || [[Level 5#Banishing Smite|Banishing Smite]], [[Level 5#Skill Empowerment|Skill Empowerment]]
|}
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==== Tools of the Trade ====
''1st Level Master Augmenter Feature''<br>
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and [[Armor and Weapons#Heavy Armor|Heavy Armor]].
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==== Blade Enhancement ====
''1st Level Master Augmenter 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:
*It is completely concealed within your arm unless you use a Bonus Action to activate or retract your blade.
*You can use your Intelligence Modifier, in place of your Strength or Dexterity, for the Attack and Damage Rolls of your blade.
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==== Enhancements ====
''3rd Level Master Augmenter 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:
*'''Mobility Enhancement.''' You modify one of your legs. You can take the Dash Action as a Bonus Action.
*'''Nimble Enhancement.''' You modify one of your hands. You add your Intelligence Modifier to any Dexterity Checks you make that involve your modified hand.
*'''Power Enhancement.''' You modify one of your arms. You add your Intelligence Modifier to any Strength Checks you make that involve your modified arm.
*'''Visual Enhancement.''' You modify one of your eyes. You add your Intelligence Modifier to any Checks you make that rely on sight.
At the end of a Long Rest, you can change which Enhancement is selected. As you gain Levels in this class, your body can bear additional Enhancements at one time: at 5th Level (2), 9th Level (3), and at 15th Level (4).
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==== Extra Attack ====
''5th Level Master Augmenter Feature''<br>
You can make an additional Attack whenever you take the Attack Action.
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==== Combat Enhancement ====
''5th Level Master Augmenter Feature''<br>
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).
*Your Blade counts as magical for the sake of overcoming Resistance and Immunity to non-magical Damage.
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==== Improved Enhancements ====
''9th Level Master Augmenter 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>
Additionally, your Blade now deals 2d8 Slashing Damage.
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==== Master Augmenter ====
''15th Level Master Augmenter Feature''<br>
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.
*'''Mobile Masterwork.''' You do not provoke Opportunity Attacks and you can move across vertical surfaces and liquids without falling during the move.
*'''Nimble Masterwork.''' When you make a Dexterity Saving Throw 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. 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.
*'''Power Masterwork.''' When you make a Strength Check with a modified arm, you treat a roll of 14 or lower on the d20 as a 15.
*'''Visual Masterwork.''' When you make an Ability Check that relies on sight, you treat a roll of 14 or lower on the d20 as a 15.
At the end of a Long Rest, you can replace your Masterwork Enhancement with another of your choice.
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== Master Forgewright ==
== Master Forgewright ==