Artificer: Difference between revisions

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*'''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.
:Your total number of Infusions Known increases by one again 9th Level (2 extra) and at 15th Level (3 extra) in this class. Both of these additional Infusions must also be chosen from the list of Elixir Infusions detailed at the end of this Specialization.
:Your total number of Infusions Known increases by one again 9th Level (2 extra) and at 15th Level (3 extra) in this class. Both of these additional Infusions must also be chosen from the list of Elixir Infusions detailed at the end of this Specialization.
*'''Creating an Elixir.''' At the end of a Long Rest, you can use [[Adventuring Gear#Alchemical Supplies|Alchemist's Supplies]] to create individual Tiny vials that contain a copy of each Elixir Infusion you Know, without expending a Spell Slot. Elixirs produce the effect of their Spell at its lowest Level and become unusable at the end of your next Long Rest.<br>
*'''Creating an Elixir.''' At the end of a Long Rest, you can use [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]] to create individual Tiny vials that contain a copy of each Elixir Infusion you Know, without expending a Spell Slot. Elixirs produce the effect of their Spell at its lowest Level and become unusable at the end of your next Long Rest.<br>
:As an Action, you can create another vial of an Elixir Infusion you Know by expending the Spell Slot listed in its description. An Elixir can be used as part of the same Action you create it.<br>
:As an Action, you can create another vial of an Elixir Infusion you Know by expending the Spell Slot listed in its description. An Elixir can be used as part of the same Action you create it.<br>
*'''Using an Elixir.''' As an Action, any creature can drink an Elixir Infusion, administer an Elixir Infusion to a creature within its Reach, or throw an Elixir at a point within 30ft of it. When thrown, an Elixir produces its Spell effect at the point of impact. If an Elixir Spell requires Concentration, the creature that drinks it must Concentrate on the effect. Your Elixir Spells use your Artificer Spell Save DC and Spellcasting Modifier.
*'''Using an Elixir.''' As an Action, any creature can drink an Elixir Infusion, administer an Elixir Infusion to a creature within its Reach, or throw an Elixir at a point within 30ft of it. When thrown, an Elixir produces its Spell effect at the point of impact. If an Elixir Spell requires Concentration, the creature that drinks it must Concentrate on the effect. Your Elixir Spells use your Artificer Spell Save DC and Spellcasting Modifier.
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==== Armor Model ====
==== Armor Model ====
''3rd Level Master 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 [[Adventuring Gear#Artisan's Tools|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.
*'''Guardian Model.''' As a Bonus Action, you can gain Temporary Hit Points equal to your Artificer Level. You lose these Temporary Hit Points if you doff the Armor. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
*'''Guardian Model.''' As a Bonus Action, you can gain Temporary Hit Points equal to your Artificer Level. You lose these Temporary Hit Points if you doff the Armor. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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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>
If your Steel Defender has died within the last hour, you can touch it with a Set of Smith's Tools and expend a Spell Slot of 1st Level or higher to return it to life at its Hit Point Maximum. At the end of a Long Rest, you can make a new Steel Defender using your Smith's Tools. If you already have a Steel Defender from this feature, the first one turns to ash.<br>
If your Steel Defender has died within the last hour, you can touch it with a Set of [[Adventuring Gear#Artisan's Tools|Smith's Tools]] and expend a Spell Slot of 1st Level or higher to return it to life at its Hit Point Maximum. At the end of a Long Rest, you can make a new Steel Defender using your [[Adventuring Gear#Artisan's Tools|Smith's Tools]]. If you already have a Steel Defender from this feature, the first one turns to ash.<br>
Upon its creation, you choose the shape of your Steel Defender, which can affect its abilities in and out of combat:
Upon its creation, you choose the shape of your Steel Defender, which can affect its abilities in and out of combat:
*'''Humanoid.''' Your Steel Defender is the Size and shape of a Medium Humanoid creature. It is Proficient with Shields, and it has Humanoid hands that it can use to perform basic tasks.
*'''Humanoid.''' Your Steel Defender is the Size and shape of a Medium Humanoid creature. It is Proficient with Shields, and it has Humanoid hands that it can use to perform basic tasks.
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''9th Level Master 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 [[Adventuring Gear#Tools|Set of Tools]] of your choice and it learns to speak, read, and write two [[Languages[[ of your choice.
*'''Modular Construction.''' Your Steel Defender can bear up to two Infusions, though the Infusions must be meant for different types of objects.
*'''Modular Construction.''' Your Steel Defender can bear up to two Infusions, though the Infusions must be meant for different types of objects.
*'''Reinforced Plating.''' You improve the structure of your Steel Defender. It gains Resistance to Bludgeoning, Piercing, and slashing damage from all non-magical attacks.
*'''Reinforced Plating.''' You improve the structure of your Steel Defender. It gains Resistance to Bludgeoning, Piercing, and slashing damage from all non-magical attacks.
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==== Chronometer ====
==== Chronometer ====
''1st Level Master 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 [[Adventuring Gear#Artisan's Tools|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>
Your Chronometer has a number of Charges equal to twice your Intelligence Modifier and regains all expended charges when you finish a Long Rest. While holding your Chronometer, you can expend 1 Charge to use one of the following abilities:
Your Chronometer has a number of Charges equal to twice your Intelligence Modifier and regains all expended charges when you finish a Long Rest. While holding your Chronometer, you can expend 1 Charge to use one of the following abilities:
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==== Arcane Armament ====
==== Arcane Armament ====
''1st Level Master 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 [[Adventuring Gear#Artisan's Tools|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.
*The Weapon gains the Thrown (20/60) Property.
*The Weapon gains the Thrown (20/60) Property.
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==== Automatons ====
==== Automatons ====
''1st Level Master 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 [[Adventuring Gear#Artisan's Tools|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>
Whenever you create an Automaton, you can program some phrases it can say. You can choose a number of phrases up to your Proficiency Bonus. Each of these phrases can have a number of words equal to your Artificer Level.<br>
Whenever you create an Automaton, you can program some phrases it can say. You can choose a number of phrases up to your Proficiency Bonus. Each of these phrases can have a number of words equal to your Artificer Level.<br>
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*'''Anchor Automaton.''' When Activated, the Automaton latches onto a target within 5ft of it, reducing the target's Speed by a number of feet equal to 5 x your Intelligence Modifier.
*'''Anchor Automaton.''' When Activated, the Automaton latches onto a target within 5ft of it, reducing the target's Speed by a number of feet equal to 5 x your Intelligence Modifier.
*'''Armor Automaton.''' When Activated, the Automaton attaches itself to a willing creature within 5ft of it. While attached, that creature's AC cannot be less than 13 + your Intelligence Modifier.
*'''Armor Automaton.''' When Activated, the Automaton attaches itself to a willing creature within 5ft of it. While attached, that creature's AC cannot be less than 13 + your Intelligence Modifier.
*'''Artisan Automaton.''' This Automaton is Proficient with one Set of Tools of your choice, and when Activated, it makes an Ability Check with its Tool Set, and adds your Intelligence Modifier to the Check.
*'''Artisan Automaton.''' This Automaton is Proficient with one [[Adventuring Gear#Tools|Set of Tools]] of your choice, and when Activated, it makes an Ability Check with its [[Adventuring Gear#Tools|Tool Set]], and adds your Intelligence Modifier to the Check.
*'''Assault.''' When Activated, the Automaton makes a Melee Spell Attack against a creature within 5ft of it. On hit, it deals Bludgeoning Damage equal to 1d6 + your Intelligence Modifier
*'''Assault.''' When Activated, the Automaton makes a Melee Spell Attack against a creature within 5ft of it. On hit, it deals Bludgeoning Damage equal to 1d6 + your Intelligence Modifier
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==== Marionette Strings ====
==== Marionette Strings ====
''3rd Level Master 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 [[Adventuring Gear#Artisan's Tools|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 [[Adventuring Gear#Artisan's Tools|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:
*'''Corrected Strike.''' When the attached creature makes a Melee Attack, you can use your Reaction to have it reroll the Attack.
*'''Corrected Strike.''' When the attached creature makes a Melee Attack, you can use your Reaction to have it reroll the Attack.
*'''Channel Spell.''' When you cast an Artificer Spell, you can cast it from the attached creatures space.
*'''Channel Spell.''' When you cast an Artificer Spell, you can cast it from the attached creatures space.
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==== Nimble Fingers ====
==== Nimble Fingers ====
''9th Level Master 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 [[Adventuring Gear#Artisan's Tools|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 Master 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 [[Level 6#Irresistible Dance|Irresistible Dance]] Spell without expending a Spell Slot or requiring Concentration. You cannot use this Action if the [[Level 6#Irresistible Dance|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 [[Adventuring Gear#Artisan's Tools|Weaver's Tools]], you can cast the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell without expending a Spell Slot or requiring Concentration. You cannot use this Action if the [[Level 6#Irresistible Dance|Irresistible Dance]] Spell, cast with this feature, is currently active. You must have a free hand or a hand holding a Set of [[Adventuring Gear#Artisan's Tools|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 [[Level 6#Irresistible Dance|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 [[Level 6#Irresistible Dance|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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==== Arcane Sidearm ====
==== Arcane Sidearm ====
''1st Level Master 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 [[Adventuring Gear#Artisan's Tools|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>
You can only have one Arcane Sidearm at a time. Creating another Arcane Sidearm renders that magic of the first inert.
You can only have one Arcane Sidearm at a time. Creating another Arcane Sidearm renders that magic of the first inert.