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Infusion: Returning Weapon

  • casting time Instantaneous
  • range touch

  • components simple or martial weapon that is thrown
  • duration until artificer's death

This magic weapon grants a +1 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 Infusion, 2nd level

Infusion: Replicate Magic Item

  • casting time Instantaneous
  • range touch

  • components magic item (see table)
  • duration until artificer's death

(May require attunement depending on item) Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times, each time you do so, choose a magic item that you can make with it, picking from the tables in EB p.63. See the DMG for more information, including the type of object required for its making.

Replicable Items (2nd Level Artificer):
- Requires attunement: Armblade, Prosthetic limb
- Does not require attunement: Alchemy jug, Bag of holding, Cap of water breathing, Goggles of night, Rope of climbing, Sending stones, Wand of magic detection, Wand of secrets

Artificer Infusion, 2nd level

Infusion: Repeating Shot

  • casting time Instantaneous
  • range touch

  • components simple or martial weapon with ammo
  • duration until artificer's death

(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 ammo into the weapon, it produces its own, automatically creating one piece of magic ammo when you make a ranged attack with it. The ammo created by the weapon vanishes the instant after it hits or misses a target.

Artificer Infusion, 2nd level

Infusion: Enhanced Weapon

  • casting time Instantaneous
  • range touch

  • components simple or martial weapon
  • duration until artificer's death

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

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

Artificer Infusion, 2nd level

Infusion: Enhanced Defense

  • casting time Instantaneous
  • range touch

  • components Suit of armor or shield
  • duration until artificer's death

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

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

Artificer Infusion, 2nd level

Infusion: Enhanced Arcane Focus

  • casting time Instantaneous
  • range Touch

  • components Rod, staff, or wand
  • duration until artificer's death

(Requires attunement) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover while making a spell attack.

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

Artificer Infusion, 2nd level

Magical Tinkering

  • casting time 1 action
  • range touch

  • components tiny nonmagic object
  • duration indefinite

(Must use tinker's tools or other artisan's tools) You may give the object one magical property of your choice:
- Sheds bright light in 5ft radius & dim light for additional 5ft.
- When tapped by a creature, emits a recorded message of up to 6sec (uttered at time of tinkering) that can be heard up to 10 feet away.
- Continuously emits odor or nonverbal sound perceptible up to 10 ft away.
- Static visual effect on one of the object's surfaces. Picture, up to 25 words, lines and shapes, or a mixture.

Lasts indefinitely, but as an action, you can touch the object and end the property early. You can bestow magic on multiple objects, but a single object can only bear one property at a time. Max # of objects affected is equal to INT modifier. If you exceed the max, the oldest property ends and the new property applies.<

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