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Manoeuvre Versatility

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If you know any manoeuvres from the fighter's Battle Master archetype, you can replace one manoeuvre you know with a different manoeuvre whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.

Artificer (core) 1st level

Magical Tinkering, p.1

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At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

- The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

- A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

Artificer (core) 1st level

Magical Tinkering, p.2

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The chosen property lasts indefinitely. As an action you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Artificer (core) 1st level

Spellcasting, p.1

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Preparing and Casting Spells. The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level and higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Focus. You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tools - in hand when you cast any spell with this Spellcasting feature.

Artificer (core) 1st level

Spellcasting, p.2

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Spellcasting Ability. Intelligence is your spellcasting ability for your artificer spells. Your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Cantrips. At 1st level, you know two cantrips of your choice from the artificer spell list. You learn one additional artificer cantrip of your choice at 10th and 14th level.

Cantrip Versatility. Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the artificer spell list.

Ritual Casting. You can cast an artificer spell you know as a ritual if that spell has the ritual tag and you have the spell prepared.

Artificer (core) 1st level

Infuse Item, p.1

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At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. When you gain this feature, pick four artificer infusions to learn. You learn two additional infusions of your choice when you reach 6th, 10th, 14th, and 18th level in this class. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turining it into a magical object. If the item requires attunement, you can attune yourself to it the instant you infuse the item.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

Artificer (core) 2nd level

Infuse Item, p.2

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You can infuse more than one nonmagical object at the end of a long rest: up to 2 at 2nd level, up to 3 at 6th level, up to 4 at 10th level, up to 5 at 14th level, and up to 6 at 18th level. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and the the new infusion applies.

Also, you can now use any item bearing one of your infusions as a spellcasting focus.

Artificer (core) 2nd level

Enhanced Arcane Focus

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Artificer Infusion

Item: a rod, staff, or wand (requires attunement)

While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class.

Artificer (core) 2nd level

Enhanced Defence

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Artificer Infusion

Item: a suit of armour or a shield

A creature gains a +1 bonus to Armour Class while wearing (armour) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Artificer (core) 2nd level

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Enhanced Weapon

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Artificer Infusion

Item: a simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Artificer (core) 2nd level

Repeating Shot

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Artificer Infusion

Item: a simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Artificer (core) 2nd level

Replicate Magic Item

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Artificer Infusion

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. See the item's description in the Dungeon Master's Guide for information about it and the type of object required for its making. Each time you do so, choose a magic item that you can make with it, picking it from the list:

- Alchemy jug
- Armblade (requires attunement)
- Bag of holding
- Cap of water breathing
- Goggles of night
- Prosthetic limb (requires attunement)
- Rope of climbing
- Sending stones
- Wand of magic detection
- Wand of secrets

Artificer (core) 2nd level

Returning Weapon

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Artificer Infusion

Item: a simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Artificer (core) 2nd level

Boots of the Winding Path

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Artificer Infusion

Item: a pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Artificer (core) 6th level

Homunculus Servant

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Artificer Infusion

Item: a gem worth at least 100 gp or a dragonshard

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance. The homunculus is friendly to you and your companions, and it obeys your commands.

In combat, the homunculus shares your initiative count, 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 take a bonus action on your turn to command it to take the action in its stat block, or the Dash, Disengage, Help, Hide, or Search action.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.

Artificer (core) 2nd level

Homunculus, stats

Tiny construct, neutral

Armour class: 13 (natural armour)

Hit Points: equal to the homunculus's Constitution modifier + your Intelligence modifier + your level in this class

Speed: 20 ft., fly 30 ft. (hover)

STR: 4 (-3), DEX: 15 (+2), CON: 12 (+1),
INT: 10 (+0), WIS: 10 (+0), CHA: 7 (-2)

Saving Throws: Dex +4

Skills: Perception +4, Stealth +4

Damage Immunities: poison

Condition Immunities: exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 14

Languages: understands the languages you speak

Artificer (core)

Homunculus, actions

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill bonuses, saving throw bonuses and its bonuses to hit and to damage of its attacks.


Actions (Requires Your Bonus Action)

Force Strike.
Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.


Reactions

Channel Magic.
The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Artificer (core)

Radiant Weapon

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Artificer Infusion

Item: a simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Artificer (core) 6th level

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Replicate Magic Item

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Artificer Infusion

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. See the item's description in the Dungeon Master's Guide for information about it and the type of object required for its making. Each time you do so, choose a magic item that you can make with it, picking it from the list:

- Boots of elvenkind
- Cloak of elvenkind (requires attunement)
- Cloak of the manta ray
- Eyes of charming (requires attunement)
- Gloves of thievery
- Lantern of revealing
- Pipes of haunting
- Ring of water walking
- Wand of sheath (requires attunement)

Artificer (core) 6th level

Repulsion Shield

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Artificer Infusion

Item: a shield (requires attunement)

A creature gains a +1 bonus to Armour Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend one of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Artificer (core) 6th level

Resistant Armour

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Artificer Infusion

Item: a suit of armour (requires attunement)

While wearing this armour, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Artificer (core) 6th level

Replicate Magic Item, p.1

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Artificer Infusion

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. See the item's description in the Dungeon Master's Guide for information about it and the type of object required for its making. Each time you do so, choose a magic item that you can make with it, picking it from the list:

- Armblade (requires attunement)
- Boots of striding and springing (requires attunement)
- Boots of the winterlands (requires attunement)
- Braces of archery (requires attunement)
- Brooch of shielding (requires attunement)
- Cloak of protection (requires attunement)
- Eyes of the eagle (requires attunement)
- Gauntlets of ogre power (requires attunement)
- Gloves of swimming and climbing (requires attunement)
- Hat of disguise (requires attunement)
- Headband of intellect (requires attunement)
- Helm of telepathy (requires attunement)

Artificer (core) 10th level

Replicate Magic Item, p.2

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Artificer Infusion

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. See the item's description in the Dungeon Master's Guide for information about it and the type of object required for its making. Each time you do so, choose a magic item that you can make with it, picking it from the list:

- Medallion of thoughts (requires attunement)
- Periapt of wound closure (requires attunement)
- Pipes of the sewers (requires attunement)
- Quiver of Ehlonna
- Ring of jumping (requires attunement)
- Ring of mind shielding (requires attunement)
- Slippers of spider climbing (requires attunement)
- Ventilating lung (requires attunement)
- Winged boots (requires attunement)

Artificer (core) 10th level

Replicate Magic Item

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Artificer Infusion

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. See the item's description in the Dungeon Master's Guide for information about it and the type of object required for its making. Each time you do so, choose a magic item that you can make with it, picking it from the list:

- Amulet of health (requires attunement)
- Arcane propulsion arm (requires attunement)
- Belt of hill giant strength (requires attunement)
- Boots of levitation (requires attunement)
- Boots of speed (requires attunement)
- Bracers of defence (requires attunement)
- Cloak of the bat (requires attunement)
- Dimensional shackles
- Gem of seeing (requires attunement)
- Horn of blasting
- Ring of free action (requires attunement)
- Ring of protection (requires attunement)
- Ring of the ram (requires attunement)

Artificer (core) 14th level

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