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Returning Weapon

  • casting time
  • range

  • components A simple or martial weapon with the thrown property
  • duration

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 Basic Infusion

Resistant Armor

  • casting time
  • range

  • components A suit of armor (requires attunement)
  • duration

While wearing this armor, 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 6th-level Infusion

Repulsion Shield

  • casting time
  • range

  • components A shield (requires attunement)
  • duration

A creature gains a +1 bonus to Armor Class while wielding this shield.
The shield has 5 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Artificer 6th-level Infusion

Replicate Magic 14th Level Item Table

  • casting time
  • range

  • components
  • duration

Item Name : Requires Attunement

Amulet of health : Yes
Arcane propulsion arm (ERLW) : Yes
Belt of hill giant strength : Yes
Boots of levitation : Yes
Boots of speed : Yes
Bracers of defense : Yes
Cloak of the bat : Yes
Dimensional shackles : No
Gem of seeing : Yes
Horn of blasting : No
Ring of free action : Yes
Ring of protection : Yes
Ring of the ram : Yes

Artificer 14th-level Infusion

Replicate Magic 10th Level Item Table (2/2)

  • casting time
  • range

  • components
  • duration

Item Name : Requires Attunement

Medallion of thoughts : Yes
Periapt of wound closure : Yes
Pipes of the sewers : Yes
Quiver of Ehlonna : No
Ring of jumping : Yes
Ring of mind shielding : Yes
Slippers of spider climbing : Yes
Ventilating lung (ERLW) : Yes
Winged boots : Yes

Artificer 10th-level Infusion

Replicate Magic 10th Level Item Table (1/2)

  • casting time
  • range

  • components
  • duration

Item Name : Requires Attunement

Boots of striding and springing : Yes
Boots of the winterlands : Yes
Bracers of archery : Yes
Brooch of shielding : Yes
Cloak of protection : Yes
Eyes of the eagle : Yes
Gauntlets of ogre power : Yes
Gloves of missile snaring : Yes
Gloves of swimming and climbing : Yes
Hat of disguise : Yes
Headband of intellect : Yes
Helm of telepathy : Yes

Artificer 10th-level Infusion

Replicate Magic 6th Level Item Table

  • casting time
  • range

  • components
  • duration

Item Name : Requires Attunement

Boots of elvenkind : No
Cloak of elvenkind : No
Cloak of the manta ray : No
Eyes of charming : Yes
Gloves of thievery : No
Lantern of revealing : No
Pipes of haunting : No
Ring of water walking : No
Wand sheath (ERLW) : Yes

Artificer 6th-level Infusion

Replicate Magic 2nd Level Item Table

  • casting time
  • range

  • components
  • duration

Item Name : Requires Attunement

Alchemy jug : No
Armblade (ERLW) : Yes
Bag of holding : No
Cap of water breathing : No
Goggles of night : No
Prosthetic limb (ERLW) : Yes
Rope of climbing : No
Sending stones : No
Wand of magic detection : No
Wand of secrets : No

Artificer 2nd-level Infusion

Replicate Magic Item

  • casting time
  • range

  • components
  • duration

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times, each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables. A table's title tells you the level you must be in the class to choose an item from the table.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.

If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.

Artificer Basic Infusion

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0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Radiant Weapon

  • casting time
  • range

  • components A simple or martial weapon (requires attunement)
  • duration

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 a melee 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 6th-level Infusion

Homunculus Servant Stat Block (4/4)

  • casting time
  • range

  • components A gem worth at least 100 gp or a dragonshard
  • duration

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 6th-level Infusion

Homunculus Servant Stat Block (3/4)

  • casting time
  • range

  • components A gem worth at least 100 gp or a dragonshard
  • duration

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 and saving throw bonuses (above( and the bonuses to hit and damage of its attack (below).

Actions (Require Your Bonus Action)
Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.

Artificer 6th-level Infusion

Homunculus Servant Stat Block (2/4)

  • casting time
  • range

  • components A gem worth at least 100 gp or a dragonshard
  • duration

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 6th-level Infusion

Homunculus Servant Stat Block (1/4)

  • casting time
  • range

  • components A gem worth at least 100 gp or a dragonshard
  • duration

Tiny Construct
Neutral

AC: 13 (natural armor)
HP: homunculus's Constitution modifier + your Intelligence modifier + your Artificer level

Speed 20 ft, fly 30 ft
STR 4 (−3)
DEX 15 (+2)
CON 12 (+1)
INT 10 (+0)
WIS 10 (+0)
CHA 7 (−2)

Saving Throws
Dex +1

Artificer 6th-level Infusion

Homunculus Servant (2/2)

  • casting time
  • range

  • components A gem worth at least 100 gp or a dragonshard
  • duration

In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's 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 6th-level Infusion

Homunculus Servant (1/2)

  • casting time
  • range

  • components A gem worth at least 100 gp or a dragonshard
  • duration

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' appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block.

Artificer 6th-level Infusion

Enhanced Weapon

  • casting time
  • range

  • components A simple or martial weapon
  • duration

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 Basic Infusion

Enhanced Defense

  • casting time
  • range

  • components A suit of armor or a shield
  • duration

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 this class.

Artificer Basic Infusion

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Enhanced Arcane Focus

  • casting time
  • range

  • components A rod, staff or wand (requires attunement)
  • duration

While holding this item, a creature gains +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 Basic Infusion

Boots of the Winding Path

  • casting time
  • range

  • components A pair of boots (requires attunement)
  • duration

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 6th-level Infusion

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