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Healer

  • casting time bonus action
  • range 5ft

  • components None
  • duration 1 Action

(Healers Kit) As a bonus action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

Artificer Class

The Right Tool for the Job

  • casting time 1 hour
  • range 5ft

  • components None
  • duration until next use

(INFO) At 3rd level, 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 Class

Armor Model: Guardian

  • casting time Short Rest
  • range Armor

  • components None
  • duration infinite

(INFO) Flame 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 fire 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 cinder 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 proficiency bonus, and you regain all expended uses when you finish a long rest.

Artificer Class

Armor Model: Infiltrator

  • casting time Short Rest
  • range Armor

  • components None
  • duration infinite

(INFO) Cinder Launcher. A gemlike red 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 1d6 fire damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 fire 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 Class

Armor Model

  • casting time Short Rest
  • range Armor

  • components None
  • duration infinite

(INFO) Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.

You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.

Artificer Class

Armor of Magical Strength

  • casting time part of Check
  • range varies

  • components None
  • duration varies

(Armor) 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.

Infused Item Item

Infusing an Item 2/2

  • casting time Action
  • range touch

  • components none
  • duration infinite

(Mundane Object) You can infuse more than one nonmagical object at the end of a long rest, the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and 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. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Class

Infusing an Item 1/2

  • casting time Action
  • range touch

  • components none
  • duration infinite

(Mundane Object) Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

Artificer Class

Infuse Item Skill

  • casting time INFO
  • range INFO

  • components INFO
  • duration INFO

(INFO) At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known

When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item

Artificer Class

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Magical Tinkering 2/2

  • casting time Action
  • range touch

  • components thieves' /artisan's tools
  • duration varies

(Object) 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. The maximum number of objects you can affect with this 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

Magical Tinkering 1/2

  • casting time Action
  • range touch

  • components thieves' /artisan's tools
  • duration varies

(Object) 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.

Artificer Class

Dwarf: Stone Cunning

  • casting time none
  • range self

  • components none
  • duration

(Stonework) Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Dwarf Race

Dwarf: Darkvision

  • casting time none
  • range self

  • components none
  • duration

(Darkness) Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarf Race

Dwarven Resilience.

  • casting time none
  • range self

  • components none
  • duration

(Saving Throws) You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarf Race

Arcane Armor

  • casting time Action
  • range self

  • components Armor
  • duration

(smith's tools) You gain the following benefits while wearing this armor:
If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.

You can use the arcane armor as a spellcasting focus for your artificer spells.

The armor can’t be removed against your will. It also expands to cover your entire body. You can retract or deploy the helmet as a bonus action.

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 Class

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