{"name":"Artificer","overview":"","hit_dice":"1d8 per Artificer level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per Artificer level after 1st","armor_proficiencies":"Light Armor, Medium Armor, Shields","weapon_proficiencies":"Simple Weapons","tools":"Thieves' tools, tinker's tools, one type of artisan's tools of your choice","saving_throws":"Consitution, Intelligence","skills":"Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li]any two simple weapons of your choice[\/li]\r\n[li]a light crossbow and 20 bolts[\/li]\r\n[li]your choice of studded leather armor or scale mail[\/li]\r\n[li]thieves\u2019 tools and a dungeoneer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"[left][h2]LEVEL 1: Spellcasting[\/h2]\r\nYou\u2019ve studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don\u2019t appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.[\/left][left][b]Tools Required.[\/b] You produce your artificer spell effects through your tools. You must have a spellcasting focus\u2014specifically thieves\u2019 tools or some kind of artisan\u2019s tool\u2014in hand when you cast any spell with this Spellcasting feature (meaning the spell has an \u2018M\u2019 component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, \u201cEquipment,\u201d in the Player\u2019s Handbook for descriptions of these tools.\r\n[br]After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.\r\n[br][\/left][left][b]Cantrips (0-Level Spells).[\/b] At 1st level, you know three cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.\r\nWhen you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.\r\n[br][\/left][left][b]Spell Slots.[\/b] The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell\u2019s level or higher. You regain all expended spell slots when you finish a Long Rest.\r\n[br][b]Prepared Spells of 1st+ Level. [\/b]You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose four 1st-level spells from the Artificer spell list.\r\n[br]The number of spells on your list also increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer table. Whenever that number increases, choose additional spells from your Artificer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you\u2019re a 3rd-level Artificer, your list of prepared spells can include six spells of 1st or 2nd level, in any combination.\r\n[br]If another Artificer feature gives spells that you always have prepared, those spells don\u2019t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.\r\n[br][b]Changing Your Prepared Spells.[\/b] Whenever you gain a Artificer level, you can replace one spell on your list with another spell for which you have spell slots and that is on your Bard spell list.\r\n[br][b]Spellcasting Ability.[\/b] Intelligence is your Spellcasting Ability for your Artificer spells.[\/left]","class_features":"[h2]LEVEL 1: Magical Tinkering[\/h2]\r\nAt 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves\u2019 tools or artisan\u2019s 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:\r\n\r\n[ul]\r\n[li]The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\r\n[br][\/li]\r\n[li]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.\r\n[br][\/li]\r\n[li]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.\r\n[br][\/li]\r\n[li]A static visual effect appears on one of the object\u2019s 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.[\/li]\r\n[\/ul]\r\nThe chosen property lasts indefinitely. As an action, you can touch the object and end the property early.\r\n[br]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.\r\n\r\n[h2]LEVEL 1: Magical Crafting[\/h2]\r\nYou are skilled in the art of crafting magical items. Starting at level 1 you can add a d6 to any roll made during the crafting process of a magical item. You Crafting Die changes when you reach certain Artificer levels, as shown in the Crafting Die column of the Artificer table. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.\r\n\r\n[h2]LEVEL 2: Infusions[\/h2]\r\nAt 2nd level, 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.\r\n\r\n[b]Infusions Known\r\n[br][\/b]\r\nWhen you gain this feature, pick six artificer infusions to learn, choosing from the \u201cArtificer Infusions\u201d section at the end of the class\u2019s description. 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.\r\n\r\nWhenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.\r\n\r\n[b]Infusing an Item\r\n[br][\/b]\r\nWhenever 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. An infusion works on only certain kinds of objects, as specified in the infusion\u2019s 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 \u201cAttunement\u201d in chapter 7 of the Dungeon Master\u2019s Guide).\r\nYour infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.\r\n\r\nYou 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 immediately ends, and then the new infusion applies.\r\n\r\nIf an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.\r\n\r\n[h2]LEVEL 2: Tool Expertise[\/h2]\r\nStarting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.\r\n\r\n[h2]LEVEL 3: Artificer Subclass[\/h2]\r\nArtificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.\r\n\r\n[h2]LEVEL 3: The Right Tool for the Job[\/h2]\r\nAt 3rd level, you learn how to produce exactly the tool you need: with thieves\u2019 tools or artisan\u2019s tools, you can magically create one set of artisan\u2019s 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.\r\n\r\n[h2]LEVEL 4: Ability Score Improvement[\/h2]\r\nYou gain the Ability Score Improvement feat or another feat of your choice for which you qualify. As shown on the Artificer table, you gain this feature again at levels 8, 12, 16, and 19.\r\n[h2]LEVEL 5: Spell-Storing Item[\/h2]\r\nAt 5th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st level spell from the artificer spell list that requires 1 action to cast (you needn\u2019t have it prepared).\r\n\r\nWhile holding the object, a creature can take an action to produce the spell\u2019s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it\u2019s been used a number of times equal to your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.\r\n\r\n[h2]LEVEL 7: Flash of Genius[\/h2]\r\nStarting at 7th level, 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 Intelligence modifier to the roll.\r\nYou can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.\r\n\r\n[h2]LEVEL 9: Magic Item Adept[\/h2]\r\nWhen you reach 10th level, you achieve a profound understanding of how to use and make magic items:\r\n[ul]\r\n[li]You can attune to up to four magic items at once.\r\n[br][\/li]\r\n[li]If you roll a 1 on your Crafting Die you may reroll the die.[\/li]\r\n[\/ul]\r\n[h2]LEVEL 11: Spell-Storing Item[\/h2]\r\nAt 11th level you can now store up to 2nd level spells in an object.\r\nYou can also store spells into up to two objects. \r\n\r\n[h2]LEVEL 13: Magic Item Savant[\/h2]\r\nAt 14th level, your skill with magic items deepens more:\r\n\r\n You can attune to up to five magic items at once.\r\n[br]\r\nYou ignore all class, race, spell, and level requirements on attuning to or using a magic item.\r\n\r\n[h2]LEVEL: 17: Magic Item Master[\/h2]\r\nStarting at 17th level, you can attune to up to six magic items at once.\r\n[br]\r\nOnce per long rest you can reroll a 1 on any crafting d20 test.\r\n\r\n[h2]LEVEL 18: Spell Storing Item[\/h2]\r\nYou can now store spells up to 3rd level.\r\n\r\n[h2]LEVEL 20: Soul of Artifice[\/h2]\r\nAt 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:\r\n[ul]\r\n[li]You gain a +1 bonus to all saving throws per magic item you are currently attuned to.\r\n[br][\/li]\r\n[li]If you\u2019re reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.[\/li]\r\n[\/ul]\r\n","subclass_options":"","table_data":"Leve | Prof. Bonus | Cleass Features | Crafting Die | Infusions Known | Infused Items | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th\r\n1 | +2 | Magical Tinkering, Magical Crafting, Spellcasting | d6 | 6 | 3 | 3 | 2 |2 | - | - | - | -\r\n2 | +2 | Infusions, Tool Expertise | d6 | 6 | 3 | 3 | 3 | 2 | - | - | - | -\r\n3 | +2 | Subclass Feature, The Right Tool for the Job | d6 | 6 | 3 | 3 | 4| 3 | - | - | - | -\r\n4 | +2 | Ability Score Improvement | d6 | 6| 3 | 4 | 5 | 3 | - | - | - | -\r\n5 | +3 | Spell-storing Item | d8 | 6| 3 | 4 | 6 | 4 | 2 | - | - | -\r\n6 | +3 | Subclass Feature | d8 | 8| 4 | 4 | 6 | 4 | 2 | - | - | -\r\n7 | +3 | Flash of Genius | d8 | 8 | 4 | 4 | 7 | 4 | 3 | - | - | -\r\n8 | +3 | Ability Score Improvement | d8 | 8 | 4 | 4 | 7 | 4 | 3 | - | - | -\r\n9 | +4 | Magic Item Adept | d8 | 8 | 4 | 4 | 9 | 4 | 3 | 2 | - | -\r\n10 | +4 | Subclass Feature | d10 | 10 | 5 | 5 | 9 | 4 | 3 | 2 | - | -\r\n11 | +4 | Spell-Storing Item | d10 | 10 | 5 | 5 | 10 | 4 | 3 | 3 | - | -\r\n12 | +4 | Ability Score Improvement | d10 | 10 | 5 | 5 | 10 | 4 | 3 | 3 | - | -\r\n13 | +5 | Magic Item Savant | d10 | 10 | 5 | 5 | 11 | 4 | 3 | 3 | 1 | -\r\n14 | +5 | Subclass Feature | d10 | 12 | 6 | 5 | 11 | 4 | 3 | 3 | 1 | -\r\n15 | +5 | - | d12 | 12 | 6 | 5 | 12 | 4 | 3 | 3 | 2 | -\r\n16 | +5 | Ability Score Improvement | d12 | 12 | 6 | 5 | 12 | 4 | 3 | 3 | 2 | -\r\n17 | +6 | Magic Item Master | d12 | 12 | 6 | 5 | 14 | 4 | 3 | 3 | 3 | 1\r\n18 | +6 | Spell-Storing Item | d12 | 14 | 7 | 5 | 14 | 4 | 3 | 3 | 3 | 1\r\n19 | +6 | Ability Score Improvement | d12 | 14 | 7 | 5 | 15 | 4 | 3 | 3 | 3 | 2\r\n20 | +6 | Soul of Artifice | d12 | 14 | 7 | 5 | 15 | 4 | 3 | 3 | 3 | 2","source":"","jsondata":"","tags":"","templateId":"5460","blockId":"1342272","world":"66465654-79bf-4453-9bdc-c59429ed76ee","folder":"21774","isShared":"on"}