Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Enhanced Weapon

  • casting time -
  • range -

  • components -
  • duration -

( A simple or martial weapon) - This magic weapon grants a +l bonus to attack and damage rolls made with it.
- The bonus increases to +2 when you reach 10th
level in this class.

Artificer Infusion

Mind Sharpener

  • casting time -
  • range -

  • components -
  • duration -

(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 Constitution saving throw to maintain concentration on a spell, the wearer can use their reaction to expend 1 of the item's charges to succeed instead.
- The item regains 1d4 expended charges daily at dawn.

Artificer Infusion

Returning Weapon

  • casting time -
  • range -

  • components -
  • duration -

(Simple / Martial Weapon with thrown) - This magic weapon grants a + 1 bonus to attack
and damage rolls made with it

- It returns to the wielder's hand immediately after it is used to make a ranged attack.

Artificer Infusion

Homunculus Servant

  • casting time -
  • range -

  • components -
  • duration -

(A gem or crystal worth at least 100 gp) - The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
- You determine the homunculus' 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
- 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 in its space

Artificer Infusion

Magical Tinkering

  • casting time 1 action
  • range Touch

  • components M
  • duration Instantaneous

Tiny Object, Thieves' / Artisan's Tools in hand

- 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 odor 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.

- Property lasts indefinitely.
- 1 action + touch object => end property early.
- Max no of objects = Int modifier
- Exceed max => oldest property instantly ends.

Artificer Feature

The Right Tool for the Job

  • casting time 1 hour
  • range 5 feet

  • components M
  • duration Until next use

Thieves' / Artisan's Tools in hand

You've learned how to produce exactly the tool you
need: with thieves' tools or artisan's tools in hand,
you can magically 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.

Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Artificer Feature

Infuse Item

  • casting time End of a Long Rest
  • range Touch

  • components M
  • duration Instantaneous

Object to be Infused

You've gained the ability to imbue mundane items
with certain magical infusions, turning those objects into magic items.

Infusions Known:
- 4 (2nd level)
- 6 (6th level)
- 8 (10th level)
- I 0 (14th level)
- 12 (18th level)

Infused Items:
- 2 (2nd level)
- 3 (6th level)
- 4 (10th level)
- 5 (14th level)
- 6 (18th level)

Artificer Feature

Infiltrator

  • casting time -
  • range -

  • components -
  • duration -

(Arcane Armor) [Lightning Launcher]
- 1d6 lightning, (range 90/300)
- A gemlike node appears on one of your armored fists or on the chest (your choice).
- It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals ld6 lightning damage on a hit.
- Once on each of your turns when you hit a creature with it, you can deal an extra ld6 lightning damage to that target.

[Powered Steps]
- Your walking speed increases by 5 feet.

[Dampening Field]
- You have advantage on Dexterity (Stealth) checks.
- If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Artificer - Armorer Armor Model

Arcane Armor

  • casting time 1 action
  • range Self

  • components M
  • duration Instantaneous

Armor donned, Smith's Tools in hand

- You can use the arcane armor as a spellcasting
focus for your artificer spells.
- When you attack with the Armor's weapon, you can add your Int modifier, instead of Str or Dex, to the attack and damage rolls.
- The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
- You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can doff or don the armor as an action.
- The armor continues to be Arcane Armor until
you don another suit of armor or you die.

Artificer - Armorer Feature

2 2
2 2
0 0
2 2
1 1
3 3
2 2
3 3
3 3

Guardian

  • casting time -
  • range -

  • components -
  • duration -

(Arcane Armor) [Thunder Gauntlets]
- Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit.
- A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

[Defensive Field]
- As a bonus action, you can 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 armor.
- You can use this bonus action a number of times equal to your PB, and you regain all expended uses when you finish a long rest.

Artificer - Armorer Arcane Armor Model

Sneak Attack

  • casting time 1 attack with adv
  • range -

  • components -
  • duration Instantaneous

- Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll.
- The attack must use a finesse or a ranged weapon.
- You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
- The amount of the extra damage increases as you
gain levels in this class, as shown in the Sneak Attack
column of the Rogue table.

Rogue Feature

Thieves' Cant

  • casting time -
  • range -

  • components -
  • duration -

- During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
- Only another creature that knows thieves' cant understands such messages.
- It takes four times longer to convey such
a message than it does to speak the same idea plainly.
- In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Rogue Feature

3 3
1 1
1 1