Quick to notice details of your environment, you gain the following benefits:
-Increase your Intelligence or Wisdom score by 1, to a maximum of 20 (added INT).
-If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
-You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
-Increase your Dexterity score by 1, to a maximum of 20 (already added)
-You gain proficiency with firearms.
-You ignore the loading property of firearms.
-Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
You gain the ability to come up with solutions 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 INT modifier to the roll (+4).
You can use this feature a number of times equal to your Intelligence modifier (4 uses).
You regain all expended uses when you finish a long rest.
You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells.
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.
You learn how to produce exactly the tool you need:
with thieves’ tools or artisan’s tools, you can create one set of artisan’s tools in an unoccupied space within 5 feet of you.
This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest.
The tools are nonmagical, and they vanish when you use this feature again.
(Item: A suit of armor or a helmet - requires attunement) This magic item sends shocks throughout the nerves of the wearer, releasing them from almost any stupor.
While wearing this item, whenever the wearer fails a saving throw, the item instantly allows it to reroll that save, as long as it was against an effect that affects it with one of the following conditions:
-incapacitated
-stunned
-paralyzed
-charmed
(Item: A ring - requires attunement
) Upon infusing this ring you select one of the following damage types:
-acid
-cold
-fire
-poison
-lightning
-thunder
When the wearer casts a spell that deals the damage type that you selected, they can activate this ring to deal maximum damage to one target of the spell instead of rolling.
Once this ring is activated it cannot be used again until the wearer completes a short or long rest.
(Item: A simple or martial weapon - requires attunement) You infuse a weapon with elemental energy.
Upon infusion, choose a command word and one of the following damage types:
-acid
-cold
-fire
-lightning
-poison
-thunder
As a bonus action, the wielder can speak the command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On hit, the weapon deals an additional 1d6 of the elemental damage.
(Item: A metal circlet, choker, or collar) The magic of this collar can tame even the wildest of animals.
You, and only you, can control any beast-type creature wearing this collar as if it were a trained mount.
This collar does not work on beasts with an INT score greater than your own.
(Item: A belt or harness - requires attunement) This belt has 1 charge.
When a creature who wears this belt dies, the charge is automatically expended and the Revivisco (revivify) spell is cast upon the wearer.
REVIVISCO (REVIVIFY): You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Additionally, the belt can be loaded with healing potion to be administered to the wearer immediately after revivify is cast. This belt regains all expended charges daily at dawn.
(Item: A ring - requires attunement) This ring has 4 charges.
Whenever the wearer of this ring takes the attack action, they can expend one of the charges to make one melee or ranged weapon attack as a bonus action.
The ring regains 1d4 charges daily at dawn.
(Item: A simple or martial weapon - requires attunement) This weapon grants a +1 bonus to attack and damage rolls made with it.
The weapon has 4 charges.
Whenever the wielder successfully hits a target with it, they can expend one of the charges to force the target to make a CON saving throw against your Spell Save DC (16).
On a fail, the target is stunned until the end of its next turn.
The item regains 1d4 charges daily at dawn.
(Item: a cloak, vest, belt, or harness) This magic harness automatically sizes to fit the wearer, and can be worn over clothing or light armor.
It has wing-like fins between your limbs that can slow your fall or allow you to glide.
When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.
(Item: A ring - requires attunement) The wearer of this ring gains proficiency with one skill or tool, or they can read, write, speak and understand one language (your choice upon infusion).
These effects are only active so long as they are wearing the ring.
(Item: A pair of gloves or gauntlets - requires attunement) These magical gauntlets have 4 charges.
When the wearer hits a creature with an unarmed strike they can expend 1 charge and force the target to make a STR saving throw.
On a failed save, the creature is knocked back 15 feet.
The gauntlets regain all expended charges at dawn.
At 10th level this magic weapon grants a +1 bonus to attack and damage rolls.
(Item: An armored gauntlet and a martial weapon or shield - requires attunement) You attach either a martial weapon lacking the heavy or two handed properties, or a shield to the gauntlet.
The wearer gains proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active.
(Item: A throwable vessel such as a bottle, flask, jar, or urn) You infuse implosive power into an object which you can throw. You are proficient with these bombs.
As an action, you or any creature holding the Magic Bomb can throw it up to 60 feet away. Upon collision with any object or creature the magic bomb detonates affecting all creatures, objects, and structures in 20 foot radius. Each creature in this radius must make a CON save taking 2d6 thunder damage and 2d6 force damage and be pulled up to 10 feet towards where the magic bomb landed on a failed save or half as much damage and not pulled on a successful save.
Objects & structures take double damage, and objects that aren't being held automatically fail this saving throw and fly to the center of the implosion.
At 10th level the damage increases to 3d6 thunder and 3d6 force.
You can make up to 2 bombs, and at the conclusion of a short rest you can remake 1 magic bomb.
(Item: A sword hilt or wand requires attunement) While grasping the item, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or disappear, from the end of the item.
While the blade exists, this magic item is a simple weapon with the finesse property.
The luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.
The wielder gains a +1 bonus to attack and damage rolls made with this weapon, which deals 1d8 radiant damage on hit.
Undead take an additional 1d8 radiant damage.
(Item: A pair of goggles or glasses - requires attunement) A creature wearing this visor can cast the Appare Vestigium (detect magic) spell at will. Additionally, while wearing this visor a creature can cast Specialis Revelio (Identify) without expending a spell slot or material components. Once this ability has been used, it can't be used again until the next dawn.
-APPARE VESTIGIUM: You sense the presence of magic within 30 ft of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
-SPECIALIS REVELIO: You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.
(Item: A rod, staff, or wand
) While holding this object, a creature can cast the Nebulus (fog cloud) spell twice per short or long rest.
NEBULUS (FOG CLOUD): 1 Action, 120 Ft range / 20 ft Sphere.1 Hour Concentration.
You create a 20-foot-radius sphere of fog centered on a point within range.
The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
(Item: An amulet or pendant) While wearing this amulet, a creature can choose to use its Intelligence modifier in place of its Dexterity modifier when rolling for initiative.
(Item: A whip or chain) This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it's damage die increases to 1d8.
This bonus increases to +2 at 10th level, and +3 at 14th level.
(Item: A pair of goggles or glasses) While wearing these goggles, the wearer can see through lightly obscured areas without disadvantage on Wisdom (Perception) checks.
In addition, the wearer no longer suffers the negative effects from the Sunlight Sensitivity trait, and they have advantage on saving throws to resist being blinded.
At 10th level, you gain blindsight out to 30 feet.
(Item: A glove or gauntlet
) This tiny magical launcher can be loaded with a Tiny object.
For example: ball bearings, a vial of acid, alchemist's fire, or holy water.
As a bonus action the wearer can activate the launcher and make a ranged attack at a target within 60 feet.
The launcher can be reloaded as an action.
At 10th level, the range of the launcher doubles.
(Item: A suit of armor - requires attunement) 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
-thunder.
(Item: A shield requires attunement) A creature gains a +1 bonus to Armor 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 1 of the shield’s charges and push the attacker up to 15 feet away.
The shield regains 1d4 expended charges daily at dawn.
(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 the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it.
The ammunition created by the weapon vanishes the instant after it hits or misses a target.
(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 CON saving throw (16).
The weapon regains 1d4 expended charges daily at dawn.
(Item: A suit of armor or robes) The infused item can send a jolt to the wearer to refocus their mind.
The item has 4 charges.
When the wearer fails a CON saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead.
The item regains 1d4 expended charges daily at dawn.
(Item: A gem or crystal worth at least 100 gp
) You learn to make a homunculus that serves you. The infusion serves as its heart, around which its body forms. You determine the appearance. The homunculus is friendly to you and your companions, and it obeys your commands. In combat, the homunculus shares your initiative, but it takes its turn after yours. The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart.
-AC: 13, HP: 15, Speed: 15 ft walk, 20 ft fly
-STR: 4, DEX: 15: CON: 12,
INT: 10, WIS: 10, CHA: 7
-Immunities: Poison, Exhaustion
-Evasion. If the homunculus is subjected to make a DEX save to take only half damage, it instead takes no damage if it succeeds, and only half if it fails.
-Force Strike. Ranged Attack: +4 to Hit, range 30 ft., one target .Damage: 1d4 + 4 force.
-Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you. (Reaction)
(Item: 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.
(Item: A simple or martial weapon) This infusions can turn mundane weapons into magic weapons which grant a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class. (You are 10th level Artificer).
(Item: A suit of armor or a shield
) A creature gains a +1 bonus to Armor Class (AC) while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class. (You are 10th Lvl Artificer)
(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. (You are 10th Level Artificer)
(Item: A suit of armor (requires attunement)) This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:
-When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its INT modifier (+4).
-If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
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.
-Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. 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 4 days. The infusion also vanishes if you give up your knowledge of the infusion for another one.
-You can infuse more than one nonmagical object, but 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.
Check your cards for current infusions known, ask your GM about other infusion options when you level up.
-UNARMED Strike (use your fists as a weapon).
-SHOVE (action to push things into other things or down)
-GRAPPLE (an action to wrestle an enemy)
-DODGE (improve your chances of avoiding damage)
-DASH (take an action to x2 your movement)
-DISENGAGE (take an action to avoid opportunity attacks)
-HELP (give advantage to an ally or help them with death saving throws)
-HIDE (even if you're not stealthy, try cover)
-INFLUENCE (talking is a free action)
-READY (take an action now to prepare it for a triggered event, like ready an attack when an enemy rounds a corner)
-SEARCH (take some time to look around)
-IMPROVISE (take an action to practice your improv...kidding, but be creative and ask for help)
You designed a club that can be collapsed and stowed away, and can extend out with a simple flick of your wrist. This is very concealable and fairly durable thanks to the iron you used.
This is light enough that you can use this tool in either hand with another tool or weapon out.
Additionally, this can offer non-lethal attack damage if ever you needed to knock out instead of kill your opponents.
Use the dagger on your belt as a piercing weapon.
If used in your off hand, you can then use a bonus action instead to cut or stab with this implement.
Can also be thrown up to 20 feet.
(1 Metal Ball: lead, silver, steel, etc.) Stay strapped! You have created a volatile projectile weapon. Although it is quite destructive, its aim and usage is quite fickle, prone to misfiring or missing entirely.
With a well aimed shot, this acts as a direct magical piercing arrow to those in the wizarding world, and you might be able to convince everyone it was you casting Bombarda. If an an enemy is within 40 ft of you, you suffer the threatened condition and have disadvantage on your chances to hit.
Can be used as an action or bonus action, however it requires reloading after 3 shots which take up both an action and bonus action to complete.
If it does not have the right ammo or explosive dust components, then you could try to use it as a bludgeoning tool for 1d6 damage.
You have designed a modified light crossbow that can be wielded in a single hand. The design had to limit its effective range and power, but when your wand isn't loaded, this has come in handy.
This weapon contains the Light property and can be wielded in either hand and used as either an action or bonus action.
If an enemy is within 30 feet of you while trying to aim with this weapon, you will be imposed with the condition threatened and will have disadvantage on your aim.
-Medium, 30 Feet walking
-Languages: Common, Elvish, French , Gaelic , Giant, Goblin, Greek, Gaulish, Latin , Scottish
-Armor: Light, Medium, Shields
-Weapons: Simple, Firearms
-Tools: Alchemist's Supplies, Thieves' Tools, Tinker's Tools, Woodcarver's Tools
You know how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or 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-ft radius and dim light for an additional 5 ft.
-Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 ft away. The recording can be no more than 6 seconds long.
-The object emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). It's 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.
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. You have 4 uses daily. If you try to exceed your maximum, the oldest property immediately ends.
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.
Infusions Known
-Arm Launcher, Armor of Strength, Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Goggles of Clearsight, Power Whip, Repeating Shot, Tactician's Amulet, Arcane Visor, Magic Bomb, Hazy Garments, Immovable Boots, Martial Gauntlet, Repulsion Shield, Resistant Armor, Ring of Proficiency, Skyfall Harness, Belt of Revival, Elementalist's Weapon, Shock Therapy,
-Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. 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 4 days. The infusion also vanishes if you give up your knowledge of the infusion for another one.
-You can infuse more than one nonmagical object at the end of a long rest. 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.