Artificer: Difference between revisions

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'''Saving Throw Proficiencies.''' Wisdom and Charisma<br>
'''Saving Throw Proficiencies.''' Wisdom and Charisma<br>
'''Skill Proficiencies.''' Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand<br>
'''Skill Proficiencies.''' Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Sleight of Hand<br>
'''Equipment.''' Two [[Armor and Weapons#Simple Weapons|Simple Weapons]] of your choice, a [[Adventuring Gear#Tools|Set of Tools]] of your choice, a set of [[Adventuring Gear#Artisan's Tools|Tinker's Tools]], an [[Equipment Packs|Equipment Pack]], a set of [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]], and a [[Armor and Weapons#Simple Ranged Weapons|Light Crossbow]]
'''Equipment.''' Two [[Armor and Weapons#Simple Weapons|Simple Weapons]] of your choice, a [[Adventuring Gear#Tools|Set of Tools]] of your choice, a Set of [[Adventuring Gear#Artisan's Tools|Tinker's Tools]], an [[Equipment Packs|Equipment Pack]], [[Armor and Weapons#Light Armor|Leather Armor]] or [[Armor and Weapons#Medium Armor|Scale Mail]], and a [[Armor and Weapons#Simple Ranged Weapons|Light Crossbow]]
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''1st Level Artificer Feature''<br>
''1st Level Artificer Feature''<br>
You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. You learn two Infusions of your choice from the list at the end of this class. The Infusions Known column of the Artificer table shows when you learn more Infusions of your choice.<br>
You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. You learn two Infusions of your choice from the list at the end of this class. The Infusions Known column of the Artificer table shows when you learn more Infusions of your choice.<br>
At the end of a Long rest, as long as you have Tinker's Tools, you can replace one Infusion you know with another Infusion of your choice, as long as you meet all of its Prerequisites.<br>
At the end of a Long rest, as long as you have [[Adventuring Gear#Artisan's Tools|Tinker's Tools]], you can replace one Infusion you know with another Infusion of your choice, as long as you meet all of its Prerequisites.<br>
At the end of a Long Rest, you can use your Tinker's Tools to imbue an Infusion you know into an object. To do so, you must be able to touch the object with your Tools.<br>
At the end of a Long Rest, you can use your [[Adventuring Gear#Artisan's Tools|Tinker's Tools]] to imbue an Infusion you know into an object. To do so, you must be able to touch the object with your [[Adventuring Gear#Artisan's Tools|Tools]].<br>
If the Infusion requires attunement, you can attune to the object the instant you Infuse it, or you can forgo attunement so another creature can attune to it. To attune to the Infused item later, you must follow the normal attunement process.<br>
If the Infusion requires attunement, you can attune to the object the instant you Infuse it, or you can forgo attunement so another creature can attune to it. To attune to the Infused item later, you must follow the normal attunement process.<br>
The Infusion remains in an item indefinitely. If you die, the Infusion vanishes after a number of days have passed equal to your Intelligence Modifier. Infusions vanish immediately if you give up your knowledge of one to learn another, or imbue the Infusion into another object.<br>
The Infusion remains in an item indefinitely. If you die, the Infusion vanishes after a number of days have passed equal to your Intelligence Modifier. Infusions vanish immediately if you give up your knowledge of one to learn another, or imbue the Infusion into another object.<br>
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'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Save DC.''' 8 + your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spell Attack Bonus.''' Your Intelligence Modifier + your Proficiency Bonus<br>
'''Spellcasting Focus.''' A Set of Tools or an Infused object<br>
'''Spellcasting Focus.''' A [[Adventuring Gear#Tools|Set of Tools]] or an Infused object<br>
'''Spell Learning Method.''' You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.
'''Spell Learning Method.''' You start knowing 2 Spells, and then Learn 1 new Spell every odd Level.
{| class="wikitable"
{| class="wikitable"
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==== Tool Magic ====
==== Tool Magic ====
''2nd Level Artificer Feature''<br>
''2nd Level Artificer Feature''<br>
You Learn a Cantrip while you are holding a Set of Tools. These Spells count as Artificer Spells for you and do not count against your Spells Known. The specific Spells learnt are described in the table below.
You Learn a Cantrip while you are holding a [[Adventuring Gear#Tools|Set of Tools]]. These Cantrips count as Artificer Spells for you and do not count against your Spells Known. The specific Spells learnt are described in the table below.
{| class="wikitable"
{| class="wikitable"
|+ Tool Spells
|+ Tool Spells
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==== Tool Expert ====
==== Tool Expert ====
''6th Level Artificer Feature''<br>
''6th Level Artificer Feature''<br>
You can quickly and effectively use Tools. You are considered to have Expertise with all Tools you are Proficient in. Additionally, you add half your Proficiency Bonus (rounded up) to any rolls you make using Tools that you are not Proficient with.
You can quickly and effectively use Tools. You are considered to have Expertise with all [[Adventuring Gear#Tools|Tools]] you are Proficient in. Additionally, you add half your Proficiency Bonus (rounded up) to any rolls you make using [[Adventuring Gear#Tools|Tools]] that you are not Proficient with.
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==== The Right Tool for the Job ====
==== The Right Tool for the Job ====
''6th Level Artificer Feature''<br>
''6th Level Artificer Feature''<br>
You learn how to produce exactly the tool you need. By using Artisan's Tools, you can magically create one Set of Tools of your choice at your feet. This requires 1 hour of uninterrupted work which can be performed during a Short or Long Rest.<br>
You learn how to produce exactly the tool you need. By using [[Adventuring Gear#Artisan's Tools|Artisan's Tools]], you can magically create one [[Adventuring Gear#Tools|Set of Tools]] of your choice at your feet. This requires 1 hour of uninterrupted work which can be performed during a Short or Long Rest.<br>
You can have a number of these Tools created with this feature equal to your Intelligence Modifier. If you would create a Set of Tools that would cause you to have more than that number created at once, one of Set of Tools of your choice created with this feature crumbles to dust.
You can have a number of these [[Adventuring Gear#Tools|Tools]] created with this feature equal to your Intelligence Modifier. If you would create a [[Adventuring Gear#Tools|Set of Tools]] that would cause you to have more than that number created at once, one of [[Adventuring Gear#Tools|Set of Tools]] of your choice created with this feature crumbles to dust.
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