{"name":"Artificer","overview":"Masters of unlocking magic in everyday objects,\r\nartificers are supreme inventors. They see magic\r\nas a complex system waiting to be decoded and\r\ncontrolled. Artificers use tools to channel arcane\r\npower, crafting temporary and permanent\r\nmagical objects. To cast a spell, an artificer could\r\nuse alchemist\u2019s supplies to create a potent elixir,\r\ncalligrapher\u2019s supplies to inscribe a sigil of\r\npower on an ally\u2019s armor, or tinker\u2019s tools to\r\ncraft a temporary charm. The magic of artificers\r\nis tied to their tools and their talents.","hit_dice":"1d8 per artificer level","hit_points_at_1st_level":"8 + your constitution modifier","hit_points_at_higher_levels":"1d8 + your constitution modifier","armor_proficiencies":"Light armor, Medium armor, Shields","weapon_proficiencies":"Simple weapons, Hand crossbows, Heavy crossbows","tools":"Thieves tools, Tinker's tools, one type of artisan tools of your choice","saving_throws":"Constitution, Intelligence","skills":"Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, Slight of hand","starting_equipment":"You start with the following equipment, in\r\naddition to the equipment granted by your\r\nbackground:\r\n\u2022 any two simple weapons\r\n\u2022 a light crossbow and 20 bolts\r\n\u2022 (a) studded leather armor or (b) scale mail\r\n\u2022 thieves\u2019 tools and a dungeoneer\u2019s pack\r\nIf you forgo this starting equipment, as well as\r\nthe items offered by your background, you start\r\nwith 5d4 \u00d7 10 gp to buy your equipment.","spellcasting":"You have studied the workings of magic, how to\r\nchannel it through objects, and how to awaken it\r\nwithin them. As a result, you have gained a\r\nlimited ability to cast spells. To observers, you\r\ndon\u2019t appear to be casting spells in a\r\nconventional way; you look as if you\u2019re\r\nproducing wonders through various items.\r\nTools Required\r\nYou produce your artificer spell effects through\r\nyour tools. You must have a spellcasting focus\u2014\r\nspecifically thieves\u2019 tools or some kind of\r\nartisan\u2019s tool\u2014in hand when you cast any spell\r\nwith this Spellcasting feature. You must be\r\nproficient with the tool to use it in this way. See\r\nchapter 5, \u201cEquipment,\u201d in the Player\u2019s Handbook\r\nfor descriptions of these tools.\r\nAfter you gain the Infuse Item feature at 2nd\r\nlevel, you can also use any item bearing one of\r\nyour infusions as a spellcasting focus.\r\n\r\n[b]Cantrips[\/b]\r\nAt 1st level, you know two cantrips of your\r\nchoice from the artificer spell list below. At\r\nhigher levels, you learn additional artificer\r\ncantrips of your choice, as shown in the Cantrips\r\nKnown column of the Artificer table.\r\nWhen you gain a level in this class, you can\r\nreplace one of the artificer cantrips you know\r\nwith another cantrip from the artificer spell list.\r\n\r\n[b]Preparing and Casting Spells[\/b]\r\nThe Artificer table shows how many spell slots\r\nyou have to cast your artificer spells. To cast one\r\nof your artificer spells of 1st level or higher, you\r\nmust expend a slot of the spell\u2019s level or higher.\r\nYou regain all expended spell slots when you\r\nfinish a long rest.\r\nYou prepare the list of artificer spells that are\r\navailable for you to cast, choosing from the\r\nartificer spell list. When you do so, choose a\r\nnumber of artificer spells equal to your\r\nIntelligence modifier + half your artificer level,\r\nrounded down (minimum of one spell). The\r\nspells must be of a level for which you have spell\r\nslots.\r\nFor example, if you are a 5th-level artificer,\r\nyou have four 1st-level and two 2nd-level spell\r\nslots. With an Intelligence of 14, your list of\r\nprepared spells can include four spells of 1st or\r\n2nd level, in any combination. If you prepare the\r\n1st-level spell cure wounds, you can cast it using\r\na 1st-level or a 2nd-level slot. Casting the spell\r\ndoesn\u2019t remove it from your list of prepared\r\nspells.\r\nYou can change your list of prepared spells\r\nwhen you finish a long rest. Preparing a new list\r\nof artificer spells requires time spent in tinkering\r\nwith your spellcasting focuses: at least 1 minute\r\nper spell level for each spell on your list.\r\nSpellcasting Ability\r\nIntelligence is your spellcasting ability for your\r\nartificer spells; your understanding of the theory\r\nbehind magic allows you to wield these spells\r\nwith superior skill. You use your Intelligence\r\nwhenever an artificer spell refers to your\r\nspellcasting ability. In addition, you use your\r\nIntelligence modifier when setting the saving\r\nthrow DC for an artificer spell you cast and when\r\nmaking an attack roll with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus + your\r\nIntelligence modifier\r\nSpell attack modifier = your proficiency bonus + your Intelligence modifier\r\n\r\n[b]Ritual Casting[\/b]\r\nYou can cast an artificer spell as a ritual if that\r\nspell has the ritual tag and you have the spell\r\nprepared.\r\n","class_features":"[b][h1]Magical Tinkering[\/h1]\r\n[\/b]\r\nAt 1st level, you learn how to invest a spark of\r\nmagic in objects that would otherwise be\r\nmundane. To use this ability, you must have\r\nthieves\u2019 tools, tinker\u2019s tools, or other artisan\u2019s\r\ntools in hand. You then touch a Tiny nonmagical\r\nobject as an action and give it one of the\r\nfollowing magical properties of your choice:\r\n\r\n\u2022 The object sheds bright light in a 5-foot radius\r\nand dim light for an additional 5 feet.\r\n[br]\r\n\u2022 Whenever tapped by a creature, the object\r\nemits a recorded message that can be heard up\r\nto 10 feet away. You utter the message when\r\nyou bestow this property on the object, and\r\nthe recording can be no more than 6 seconds\r\nlong.\r\n[br]\r\n\u2022 The object continuously emits your choice of\r\nan odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon\r\nis perceivable up to 10 feet away.\r\n[br]\r\n\u2022 A static visual effect appears on one of the\r\nobject\u2019s surfaces. This effect can be a picture,\r\nup to 25 words of text, lines and shapes, or a\r\nmixture of these elements, as you like.\r\n\r\nThe chosen property lasts indefinitely. As an\r\naction, you can touch the object and end the\r\nproperty early.\r\nYou can give the magic of this feature to\r\nmultiple objects, touching one object each time\r\nyou use the feature, and a single object can bear\r\nonly one of the properties at a time. The\r\nmaximum number of objects you can affect with\r\nthe feature at one time is equal to your\r\nIntelligence modifier (minimum of one object). If\r\nyou try to exceed your maximum, the oldest\r\nproperty immediately ends, and then the new\r\nproperty applies.\r\n\r\n[b][h1]Infuse Item[\/h1]\r\n[\/b]\r\nAt 2nd level, you gain the ability to imbue\r\nmundane items with certain magical infusions.\r\nThe magic items you create with this feature are\r\neffectively prototypes of permanent items.\r\nInfusions Known\r\nWhen you gain this feature, pick three artificer\r\ninfusions to learn, choosing from the \u201cArtificer\r\nInfusions\u201d section at the end of the class\u2019s\r\ndescription. You learn additional infusions of\r\nyour choice when you reach certain levels in this\r\nclass, as shown in the Infusions Known column\r\nof the Artificer table.\r\nWhenever you gain a level in this class, you can\r\nreplace one of the artificer infusions you learned\r\nwith a new one.\r\n\r\n[b]Infusing an Item[\/b]\r\nWhenever you finish a long rest, you can touch a\r\nnonmagical object and imbue it with one of your\r\nartificer infusions, turning it into a magic item.\r\nAn infusion works on only certain kinds of\r\nobjects, as specified in the infusion\u2019s description.\r\nIf the item requires attunement, you can attune\r\nyourself to it the instant you infuse the item, or\r\nyou can forgo attunement so that someone else\r\ncan attune to the item. If you decide to attune to\r\nthe item later, you must do so using the normal\r\nprocess for attunement (see \u201cAttunement\u201d in the\r\nDungeon Master\u2019s Guide, page 136).\r\nYour infusion remains in an item indefinitely,\r\nbut when you die, the infusion vanishes after a\r\nnumber of days have passed equal to your\r\nIntelligence modifier (minimum of 1 day). The\r\ninfusion also vanishes if you give up your\r\nknowledge of the infusion for another one.\r\nYou can infuse more than one nonmagical\r\nobject at the end of a long rest; the maximum\r\nnumber of objects appears in the Infused Items\r\ncolumn of the Artificer table. You must touch\r\neach of the objects, and each of your infusions\r\ncan be in only one object at a time. If you try to\r\nexceed your maximum number of infusions, the\r\noldest infusion immediately ends, and then the\r\nnew infusion applies.","subclass_options":"Alchemist\r\n[br]Archivist\r\n[br]Artillerist\r\n[br]Armorer","table_data":"Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | Spell Slots per spell level 1st | 2nd | 3rd | 4th | 5th |\r\n1st | +2 | Magical Tinkering, Spellcasting | \u2014 | \u2014 | 2 | 2 | \u2014 | \u2014 | \u2014 | \u2014\r\n2nd | +2 | Infuse Item | 3 | 2 | 2 | 2 | \u2014 | \u2014 | \u2014 | \u2014\r\n3rd | +2 | Artificer Specialist, Tool Expertise | 3 | 2 | 2 | 3 | \u2014 | \u2014 | \u2014 | \u2014\r\n4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | \u2014 | \u2014 | \u2014 | \u2014\r\n5th | +3 | Arcane Armament | 4 | 2 | 2 | 4 | 2 | \u2014 | \u2014 | \u2014\r\n6th | +3 | Artificer Specialist feature | 4 | 3 | 2 | 4 | 2 | \u2014 | \u2014 | \u2014\r\n7th | +3 | \u2014 | 5 | 3 | 2 | 4 | 3 | \u2014 | \u2014 | \u2014\r\n8th | +3 | Ability Score Improvement | 5 | 3 | 2 | 4 | 3 | \u2014 | \u2014 | \u2014\r\n9th | +4 | \u2014 | 5 | 3 | 2 | 4 | 3 | 2 | \u2014 | \u2014\r\n10th | +4 | The Right Cantrip for the Job | 5 | 3 | 3 | 4 | 3 | 2 | \u2014 | \u2014\r\n11th | +4 | \u2014 | 6 | 4 | 3 | 4 | 3 | 3 | \u2014 | \u2014\r\n12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 4 | 3 | 3 | \u2014 | \u2014\r\n13th | +5 | \u2014 | 6 | 4 | 3 | 4 | 3 | 3 | 1 | \u2014\r\n14th | +5 | Artificer Specialist feature | 6 | 4 | 4 | 4 | 3 | 3 | 1 | \u2014\r\n15th | +5 | \u2014 | 7 | 4 | 4 | 4 | 3 | 3 | 2 | \u2014\r\n16th | +5 | Ability Score Improvement | 7 | 5 | 4 | 4 | 3 | 3 | 2 | \u2014\r\n17th | +6 | \u2014 | 7 | 5 | 4 | 4 | 3 | 3 | 3 | 1\r\n18th | +6 | Spell-Storing Item | 7 | 5 | 4 | 4 | 3 | 3 | 3 | 1\r\n19th | +6 | Ability Score Improvement | 8 | 5 | 4 | 4 | 3 | 3 | 3 | 2\r\n20th | +6 | Soul of Artifice | 8 | 5 | 4 | 4 | 3 | 3 | 3 | 2","jsondata":"  ","tags":"artificer, UA, Eberron","isShared":"on","templateId":"5460","blockId":"685071","world":""}