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''1st Level Master 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 [[Conditions#Incapacitated|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> | ||
If your Homunculus has died within the last hour, you can touch it with a Set of [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]] and expend a Spell Slot of 1st Level or higher to return it to life at its Hit Point Maximum. | If your Homunculus has died within the last hour, you can touch it with a Set of [[Adventuring Gear#Alchemical Tools|Alchemist's Supplies]] 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 Homunculus Servant using your Alchemist's Supplies. If you already have a Homunculus from this feature, the first one turns to ash. | At the end of a Long Rest, you can make a new Homunculus Servant using your Alchemist's Supplies. If you already have a Homunculus from this feature, the first one turns to ash. | ||
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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. | ||
*'''Force Ballista.''' The Attack deals an additional 1d8 Force Damage, knocks the target Prone, and ignores 3/4 Cover. | *'''Force Ballista.''' The Attack deals an additional 1d8 Force Damage, knocks the target [[Conditions#Prone|Prone]], and ignores 3/4 Cover. | ||
*'''Protector.''' Creatures that gain Temporary Hit Points gain an additional 1d8 Temporary Hit Points and can move 15ft without provoking Opportunity Attacks. | *'''Protector.''' Creatures that gain Temporary Hit Points gain an additional 1d8 Temporary Hit Points and can move 15ft without provoking Opportunity Attacks. | ||
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''1st Level Master 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 [[Conditions#Incapacitated|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 [[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> | 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: | ||
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==== Stolen Moments ==== | ==== Stolen Moments ==== | ||
''5th Level Master 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 [[Conditions#Dazed|Daze]], [[Conditions#Paralyzed|Paralyze]], [[Conditions#Slowed|Slow]], [[Conditions#Stunned|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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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. | ||
*'''Decelerate.''' You can spend an additional Charge to double the Speed reduction. If this feature reduces a target's Speed to 0, the creature is Stunned until the beginning of its next turn. | *'''Decelerate.''' You can spend an additional Charge to double the Speed reduction. If this feature reduces a target's Speed to 0, the creature is [[Conditions#Stunned|Stunned]] until the beginning of its next turn. | ||
*'''Rush.''' You also gain a bonus to your Initiative Roll equal to your Intelligence Modifier. | *'''Rush.''' You also gain a bonus to your Initiative Roll equal to your Intelligence Modifier. | ||
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''3rd Level Master 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 [[Conditions#Deafened|Deafened]] until the start of your next turn. | ||
:This Thunder Damage increases by 1d8 at 5th Level (2d8), and again at 11th Level (3d8), and at 17th Level (4d8). | :This Thunder Damage increases by 1d8 at 5th Level (2d8), and again at 11th Level (3d8), and at 17th Level (4d8). | ||
*'''Ringing Strike.''' Your Apparatus is a Simple Melee Weapon with the Versatile Property, that deals 1d8 (1d10) Bludgeoning Damage on hit. You can use your Intelligence, instead of your Strength, for the Attack and Damage Rolls made with the Apparatus. | *'''Ringing Strike.''' Your Apparatus is a Simple Melee Weapon with the Versatile Property, that deals 1d8 (1d10) Bludgeoning Damage on hit. You can use your Intelligence, instead of your Strength, for the Attack and Damage Rolls made with the Apparatus. | ||
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''15th Level Master 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 [[Conditions#Deafened|Deafened]]. | ||
*Your Musical Apparatus gains both effects from your Weaponized Apparatus feature. | *Your Musical Apparatus gains both effects from your Weaponized Apparatus feature. | ||
*Your Thunderous Note feature can affect Huge or smaller creatures. Large or smaller creatures that fail the Saving Throw fall Prone as well. | *Your Thunderous Note feature can affect Huge or smaller creatures. Large or smaller creatures that fail the Saving Throw fall [[Conditions#Prone|Prone]] as well. | ||
*The damage of your Resonant Frequency feature increases to 4d8. | *The damage of your Resonant Frequency feature increases to 4d8. | ||
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''3rd Level Master 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 [[Conditions#Deafened|Deafened]] and [[Conditions#Blinded|Blinded]] to your own senses until you end this link as a Free Action. | ||
*'''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. | ||
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| 2nd || [[Level 1#Ensnaring Strike|Ensnaring Strike]], [[Level 1#Entangle|Entangle]] | | 2nd || [[Level 1#Ensnaring Strike|Ensnaring Strike]], [[Level 1#Entangle|Entangle]] | ||
|- | |- | ||
| 5th || [[Level | | 5th || [[Level 2#Crown of Madness|Crown of Madness]], [[Level 2#Hold Person|Hold Person]] | ||
|- | |- | ||
| 9th || [[Level | | 9th || [[Level 3#Hypnotic Pattern|Hypnotic Pattern]], [[Level 3#Slow|Slow]] | ||
|- | |- | ||
| 13th || [[Level | | 13th || [[Level 4#Dominate Beast|Dominate Beast]], [[Level 4#Grasping Vine|Grasping Vine]] | ||
|- | |- | ||
| 17th || [[Level | | 17th || [[Level 5#Dominate Person|Dominate Person]], [[Level 5#Hold Monster|Hold Monster]] | ||
|} | |} | ||
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==== Quickdraw ==== | ==== Quickdraw ==== | ||
''1st Level Master 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 [[Conditions#Incapacitated|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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