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Magical Tinkering

  • casting timeAction
  • rangeTouch

  • componentsTinker's Tools
  • durationIndefinitely

Imbue the object with one of the following properties:

Property Options:
• Glow: Sheds 5 ft. bright light + 5 ft. dim light.
• Message: Tapping it plays a recorded message up to 6 secs long (10 ft. range).
• Emit: Emits a continuous odor or ambient sound (10 ft. range).
• Visual: Displays a static picture, shapes, or ≤ 25 words on one surface.

Rules & Limits:
• Max Active Objects: INT modifier.
• Overrides: 1 property per object. Exceeding your max automatically ends the oldest active property.
• End Early: Use an Action to touch the object and dismiss the magic.

Artificer 1st Level

Thunder Gauntlets (Guardian Armor)

  • casting time
  • range

  • components
  • duration

Your Arcane Armor gains the Thunder Gauntlets ability.

Attack Bonus: INT Modifier
Damage: 1D8 + INT Modifier (Thunder Damage)

Thunder Gauntlets Abilities:
• Distracting Pulse: When you hit a creature with this weapon, it has disadvantage on attack rolls against any target other than you until the start of your next turn.
• Dual Purpose: Each of the armor's gauntlets counts as a weapon, but your hands are still considered empty for holding items or casting spells.
• Extra Attack (Level 5): You can attack twice when you take the Attack action on your turn. (If applicable to your current level)

Artificer Armor Ability

Defensive Field

  • casting time
  • range

  • components
  • duration

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.

Long Rest: Regain expended uses.

Artificer Armor Ability

Enhanced Defense

  • casting time
  • range

  • componentsA 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 Artificer Infusion

Repulsion Shield

  • casting time
  • range

  • componentsShield
  • duration

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.

At Dawn: The shield regains 1d4 expended charges.
Required Attunement: This infusion requires the user to attune to the armor.

Artificer Artificer Infusion

Resistant Armor

  • casting time
  • range

  • componentsA suit of armor
  • duration

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.

At Dawn: The shield regains 1d4 expended charges.

Artificer Artificer Infusion

Repulsion Shield

  • casting time
  • range

  • componentsShield
  • duration

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.

At Dawn: The shield regains 1d4 expended charges.

Artificer Artificer Infusion

Artificer Armorer Spell Slots

  • casting time
  • range

  • components
  • duration

You have the following spell slots available. Expended spell slots are restored when you finish a Long Rest.

Spell Slots By Level:
⠀⠀• Cantrips Known: 2 - Unlimited Use
⠀⠀• 1st Level: 4 Slots
⠀⠀• 2nd Level: 2 Slots

Always-Prepared Armorer Spells
⠀⠀• Magic Missile (1st Level)
⠀⠀• Thunderwave (1st Level)
⠀⠀• Mirror Image (2nd Level)
⠀⠀• Shatter (2nd Level)

Long Rest: Regain all expended spell slots.

Artificer Armorer 5th Level

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