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Magical Tinkering

  • casting timeAction
  • rangeTouch

  • componentsAny Object
  • durationIndefinite

As an action, you touch an object and give it one of the following magical properties:
- 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. The recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A visual effect appears on one of the object's surfaces. This can be a picture, 25 words of text, or a mixture of these elements.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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 Class Feature

Arcane Propulsion Armor

  • casting timeLong Rest
  • rangeTouch

  • componentsArmor
  • durationIndefinite

The wearer of this armor gains the following benefits:
- The wearer's walking speed increases by 5 feet.
- The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
- The armor can't be removed against the wearer's will.
- If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Artificer Arcane Infusion, 14th Level

Armor of Magical Strength

  • casting timeLong Rest
  • rangeTouch

  • componentsArmor
  • durationIndefinite

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 Intelligence modifier.
- 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.

Artificer Arcane Infusion,

Boots of the Winding Path

  • casting timeLong Rest
  • rangeTouch

  • componentsBoots
  • durationIndefinite

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 Arcane Infusion, 6th Level

Enhanced Arcane Focus

  • casting timeLong Rest
  • rangeTouch

  • componentsRod, Staff, Wand
  • durationIndefinite

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 Arcane Infusion

Enhanced Defense

  • casting timeLong Rest
  • rangeTouch

  • componentsArmor, Shield
  • durationIndefinite

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

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

Artificer Arcane Infusion

Enhanced Weapon

  • casting timeLong Rest
  • rangeTouch

  • componentsWeapon
  • durationIndefinite

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 Arcane Infusion

Helm of Awareness

  • casting timeLong Rest
  • rangeTouch

  • componentsHelmet
  • durationIndefinite

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

Artificer Arcane Infusion, 10th Level

Homunculus Servant

  • casting timeLong Rest
  • rangeTouch

  • componentsGem, Crystal
  • durationIndefinite

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.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature
?s game statistics in the statblock below, which uses your Proficiency Bonus (PB) in several places.

You determine the homunculus
?s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. 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 some other action.

If the Mending spell is cast on it, it regains 2d6 hit points.
If you or the homunculus dies, it vanishes, leaving its heart in its space.

Artificer Arcane Infusion


Mind Sharpener

  • casting timeLong Rest
  • rangeTouch

  • componentsArmor, Robes
  • durationIndefinite

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution 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.

Artificer Arcane Infusion

Radiant Weapon

  • casting timeLong Rest
  • rangeTouch

  • componentsWeapon
  • durationIndefinite

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 Arcane Infusion, 6th Level

Repeating Shot

  • casting timeLong Rest
  • rangeTouch

  • componentsWeapon (Ranged)
  • durationIndefinite

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.

The weapon requires no ammunition, it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it.

The ammunition produced by the weapon vanishes the instant after it hits or misses a target.

Artificer Arcane Infusion

Replicate Magic Item

  • casting timeLong Rest
  • rangeTouch

  • componentsMagic Item
  • durationIndefinite

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 you can make with it, picking from the Replicable Magic Items table.

If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.

In the tables, an item's entry tells you whether the item requires attunement.

The DM will tell you what type of object is required to make a given magic item.

Artificer Arcane Infusion

Repulsion Shield

  • casting timeLong Rest
  • rangeTouch

  • componentsShield
  • durationIndefinite

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

The shield has 4 charges. While holding it, the wielder can use a reaction and expend 1 of the shield's charges immediately after being hit with a melee attack to push the attacker up to 15 feet away.

The shield regains 1d4 expended charges daily at dawn.

Artificer Arcane Infusion, 6th Level

Resistant Armor

  • casting timeLong Rest
  • rangeTouch

  • componentsArmor
  • durationIndefinite

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 Arcane Infusion, 6th Level

Returning Weapon

  • casting timeLong Rest
  • rangeTouch

  • componentsWeapon (Thrown)
  • durationIndefinite

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

Artificer Arcane Infusion

Spell-Refueling Ring

  • casting timeLong Rest
  • rangeTouch

  • componentsRing
  • durationIndefinite

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower.

Once used, the ring can't be used again until the next dawn.

Artificer Arcane Infusion, 6th Level