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Manoeuvre Versatility

  • casting timerest
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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

  • casting timeaction
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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

  • casting timeaction
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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

  • casting timespellcasting
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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

  • casting timespellcasting
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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

  • casting timerest
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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

  • casting timerest
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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

Armour of Tools

  • casting timerest
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Artificer Infusion

Item: a suit of armour

As an action, a creature wearing this infused armour can integrate into it artisan's tools or thieves' tools. The tools remain integrated in the armour for 8 hours or until the wearer removes the tools as an action. The armour can have only one tool integrated at a time.

The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a free hand to use the tool.

Artificer (core) 2nd level

Enhanced Arcane Focus

  • casting timerest
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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

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Enhanced Defence

  • casting timerest
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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

Enhanced Weapon

  • casting timerest
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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

Mind Sharpener

  • casting timerest
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Artificer Infusion

Item: a suit of armour or robes

The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Concentration saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.

Artificer (core) 2nd level

Repeating Shot

  • casting timerest
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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

  • casting timerest
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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

  • casting timerest
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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

  • casting timerest
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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

  • casting timerest
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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) 6th 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)

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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

  • casting timerest
  • range

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

Replicate Magic Item

  • casting timerest
  • range

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

  • casting timerest
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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

  • casting timerest
  • range

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

Spell-Refuelling Ring

  • casting timerest
  • range

Artificer Infusion

Item: a ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can't be used again until the next dawn.

Artificer (core) 6th level

Armour of Magical Strength

  • casting timerest
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Artificer Infusion

Item: a suit of armour (requires attunement)

While wearing this armour, a creature can use its Intelligence modifier in place of Strength modifier when making Strength checks and Strength saving throws.

The armour has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armour regains 1d4 expended charges daily at dawn.

Artificer (core) 10th level

Helm of Awareness

  • casting timerest
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Artificer Infusion

Item: a helmet (requires attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can't be surprised, provided it isn't incapacitated.

Artificer (core) 10th level

Replicate Magic Item, p.1

  • casting timerest
  • range

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

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Replicate Magic Item, p.2

  • casting timerest
  • range

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

  • casting timerest
  • range

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

Tool Expertise

  • casting timepassive
  • range

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Artificer (core) 6th level

Flash of Genius

  • casting timereaction
  • range

Starting at 7th level, you gain the ability to come up with solution under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Artificer (core) 7th level

Magic Item Adept

  • casting timepassive
  • range

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

- You can attune to up to four magic items at once.

- If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Artificer (core) 10th level

Spell-Storing Item

  • casting timerest
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At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate on it. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Artificer (core) 11th level

Magic Item Savant

  • casting timepassive
  • range

At 14th level, your skill with magic items deepens more:

- You can attune to up to five magic items at once.

- You ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Artificer (core) 14th level

Magic Item Master

  • casting timepassive
  • range

Starting at 18th level, you can attune to up to six magic items at once.

Artificer (core) 18th level

Soul of Artifice

  • casting timepassive
  • range

At 20th level, you develop a mystical connection to your magic item, which you can draw on for protection:

- You gain a +1 bonus to all saving throws per magic item you are currently attuned to.

- If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Artificer (core) 20th level

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Tool Proficiency

  • casting timepassive
  • range

When you adopt this specialisation at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Artificer (Alchemist) 3rd level

Alchemist Spells

  • casting timespellcasting
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Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

At 3rd level - healing word, ray of sickness

At 5th level - flaming sphere, Melf's acid arrow

At 9th level - gaseous form, mass healing word

At 13th level - blight, death ward

At 17th level - cloudkill, raise dead

Artificer (Alchemist) 3rd level

Experimental Elixir

  • casting timerest
  • range

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll a d6 on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

Artificer (Alchemist) 3rd level

Experimental Elixir table

1. Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.

2. Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.

3. Resilience. The drinker gains a +1 bonus to AC for 10 minutes.

4. Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.

5. Flight. The drinker gains a flying speed of 10 feet for 10 minutes.

6. Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which lasts for 10 minutes.

Artificer (Alchemist) 3rd level

Alchemical Savant

  • casting timespellcasting
  • range

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1)

Artificer (Alchemist) 5th level

Restorative Reagents

  • casting timespellcasting
  • range

Starting at 9th level, you can incorporate restorative reagents into some of your works:

- Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).

- You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Artificer (Alchemist) 9th level

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Artificer (Alchemist) 2nd level Abjuration

Chemical Mastery

  • casting timespellcasting
  • range

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

- You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.

- You can cast greater restoration and heal without expending a spell slot and without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

Artificer (Alchemist) 15th level

Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamond dust worth 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum

Artificer (Alchemist) 5th level Abjuration

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Heal

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Artificer (Alchemist) 6th level Evocation

Tools of the Trade

  • casting timepassive
  • range

You gain proficiency with heavy armour. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one type of artisan's tools of your choice.

Artificer (Armourer) 3rd level

Armourer Spells

  • casting timespellcasting
  • range

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

At 3rd level - magic missile, shield

At 5th level - mirror image, shatter

At 9th level - hypnotic pattern, lightning bolt

At 13th level - fire shield, greater invisibility

At 17th level - passwall, wall of force

Artificer (Armourer) 3rd level

Power Armour

  • casting timeaction
  • range

Your metallurgical pursuits have led to you making armour a conduit for your artificer magic. As an action, you can turn a suit of heavy armour you are wearing into power armour, provided you have smith's tools in hand. You gain the following benefits while wearing the power armour:

- If the armour normally has a Strength requirement, the power armour lacks this requirement for you.
- You can use the power armour as a spellcasting focus for your artificer spells.
- The power armour attaches to you and can't be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.

The armour continues to be power armour until you doff it, you don another suit of armour, or you die.

Artificer (Armourer) 3rd level

Armour Model

  • casting timerest
  • range

You can customise your power armour. When you do so, choose one of the following armour models: guardian or infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

You can change your power armour's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Artificer (Armourer) 3rd level

Guardian (Armour Model)

  • casting timerest
  • range

Armour Model

You design your armour to be in the frontline of conflict. It has the following benefits:

Thunder Gauntlets. Your armoured fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has adisadvantage on attack rolls against targets other than you until the start of your next turn, as the armour magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armour.

Artificer (Armourer) 3rd level

Infiltratior (Armour Model)

  • casting timerest
  • range

Armour Model

You customise your armour for subtle undertakings. It has the following features:

Lightning Launcher. A gemlike node appears on one of your armoured fists or on the chest. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 damage ot that target.

Powered Steps. Your walking speed increases by 5 feet.

Second Skin. The armour's weight is negligible, and it becomes formmiting and wearable under clothing. If the armour normally imposes disadvantage on Dexterity (Stealth) checks, the power armour doesn't.

Artificer (Armourer) 3rd level

Extra Attack

  • casting timeattack
  • range

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Artificer (Armourer) 5th level

Armour Modifications

  • casting timepassive
  • range

You learn how to use your artificer infusions to specially modify the armour enhanced by your Power Armour feature. That armour now counts as separate items for the purpose of your Infuse Items feature: armour (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armour.

Artificer (Armourer) 9th level

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Perfected Armour

  • casting timepassive
  • range

Your power armour gains additional benefits based on its model:

Guardian. Tinkering with your armour's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccpied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.

Artificer (Armourer) 15th level

Tool Proficiency

  • casting timepassive
  • range

When you adopt this specialisation at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Artificer (Artillerist) 3rd level

Artillerist Spells

  • casting timespellcasting
  • range

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

At 3rd level - shield, thunderwave

At 5th level - scorching ray, shatter

At 9th level - fireball, windwall

At 13th level - ice storm, wall of fire

At 17th level - cone of cold, wall of force

Artificer (Artillerist) 3rd level

Eldritch Cannon, p.1

  • casting timeaction
  • range

At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in on hand. This cannon is a magical object. Regardless of its size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

Artificer (Artillerist) 3rd level

Eldritch Cannon, p.2

  • casting timeaction
  • range

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As a part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present.

Artificer (Artillerist) 3rd level

Types of Eldritch Cannons

Flamethrower. The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the are that aren't being worn or carried.

Force Ballista. Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector. The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Artificer (Artillerist) 3rd level

Arcane Firearm

  • casting timerest
  • range

At 5th level, when you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Artificer (Artillerist) 5th level

Explosive Cannon

  • casting timepassive
  • range

Starting at 9th level, every eldritch cannon you create is more destructive:

- The cannon's damage rolls all increase by 1d8.

- As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Artificer (Artillerist) 9th level

Fortified Position

  • casting timepassive
  • range

Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannons:

-You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.

- You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Artificer (Artillerist) 15th level

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Tool Proficiency

  • casting timepassive
  • range

When you adopt this specialisation at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Artificer (Battle Smith) 3rd level

Battle Smith Spells

  • casting timespellcasting
  • range

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

At 3rd level - shield, heroism

At 5th level - branding smite, warding bond

At 9th level - aura of vitality, conjure barrage

At 13th level - aura of purity, fire shield

At 17th level - banishing smite, mass cure wounds

Artificer (Battle Smith) 3rd level

Battle Ready

  • casting timepassive
  • range

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

- You gain proficiency with martial weapons.

- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Artificer (Battle Smith) 3rd level

Steel Defender

  • casting timepassive
  • range

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. You determine the creature's appearance. The steel defender 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 one of the actions in its stat block, or the Dash, Disengage, Help, Hide, or Search action.

The steel defender regains 2d6 hit points if the mending spell is cast on it. If it has died within the last hour, you can use your smith's tools and an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.

Artificer (Battle Smith) 3rd level

Steel Defender, stats

Medium construct, neutral

Armour class: 15 (natural armour)

Hit Points: equal to the steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class

Speed: 40 ft.

STR: 14 (+2), DEX: 12 (+1), CON: 14 (+2),
INT: 4 (-4), WIS: 10 (+0), CHA: 6 (-2)

Saving Throws: Dex +3, Con +4

Skills: Athletics +4, Perception +4

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Senses: darkvision 60 ft., passive Perception 14

Languages: understands the languages you speak

Artificer (Battle Smith)

Steel Defender, actions

Vigilant. The defender can't be surprised

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the steel defender's skill bonuses, saving throw bonuses, its bonuses to hit and to damage of its attacks and the number of hit points restored by its Repair action.


Actions (Requires Your Bonus Action)

Force-Empowered Rend.
Ranged Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.

Repair (3/Day).
The magical mechanisms inside the defender restore 2d8 +2 hit points to itself or to one construct or object within 5 feet of it.


Reactions

Deflect Attack.
The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

Artificer (Battle Smith)

Extra Attack

  • casting timeattack
  • range

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Artificer (Battle Smith) 5th level

Arcane Jolt

  • casting timeattack
  • range

At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:

- The target takes an extra 2d6 force damage.

- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once a turn. You regain all expended uses when you finish a long rest.

Artificer (Battle Smith) 9th level

Improved Defender

  • casting timepassive
  • range

At 15th level, your Arcane Jolt and steel defender become more powerful:

- The extra damage and the healing of your Arcane Jolt both increase to 4d6.

- Your steel defender gains a +2 bonus to Armour Class.

- Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Artificer (Battle Smith) 15th level

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