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character:cinder:spells [2020/12/11 10:15] – [Artifiser Infusions] Cindercharacter:cinder:spells [2023/09/19 15:04] Cinder
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-=====Character Spell List=====+=====Cinder's Spells and other Magic Things=====
  
 [[character:cinder|{{:wiki:media:back.png?65|}}]] [[character:cinder|{{:wiki:media:back.png?65|}}]]
- 
-**Multiclass Spell casting Level** If Applicable \\ 
-Artificer LV 6 + N/A = Multi-class caster level 6 
- 
-^ Character Level ^ Class Leveled ^ Slots Gained ^ Spells Gained ^  ^ Character Level ^ Class Leveled ^ Slots Gained ^ Spells Gained ^ 
-| Level 1: |  |  |  |  | Level 11: |  |  |  | 
-| Level 2: |  |  |  |  | Level 12: |  |  |  | 
-| Level 3: |  |  |  |  | Level 13: |  |  |  | 
-| Level 4: |  |  |  |  | Level 14: |  |  |  | 
-| Level 5: |  |  |  |  | Level 15: |  |  |  | 
-| Level 6: |  |  |  |  | Level 16: |  |  |  | 
-| Level 7: |  |  |  |  | Level 17: |  |  |  | 
-| Level 8: |  |  |  |  | Level 18: |  |  |  | 
-| Level 9: |  |  |  |  | Level 19: |  |  |  | 
-| Level 10: |  |  |  |  | Level 20: |  |  |  | 
-| Cantrips: |  |  |  |  | Bonus: |  |  |  | 
      
  
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- +**Spellcasting** \\
-Spellcasting+
 You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
  
-Tools Required +**Tools Required** \\
 You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools. You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
  
 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. 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.
  
-Cantrips (0-Level Spells) +**Preparing and Casting Spells** \\
- +
-At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table. +
- +
-When 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. +
- +
-Preparing and Casting Spells +
 The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
  
-You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots+You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. \\ When you do so, choose __a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell).__ The spells must be of a level for which you have spell slots.
- +
-For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.+
  
 +For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. \\
 You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
  
-Spellcasting Ability +**Spellcasting Ability** \\
 Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
  
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 Spell attack modifier = your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
  
-Ritual Casting +**Ritual Casting** \\
 You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
  
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 ====Cantrips==== ====Cantrips====
  
 +Cantrips \\
 +At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.
 +
 +When 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.
 ====Level 1 Spells==== ====Level 1 Spells====
  
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 While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated. While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
  
-Mind Sharpener (UA) +**Mind Sharpener (UA)** \\ 
-Item: A suit of armor or robes (requires attunement)+Item: A suit of armor or robes (requires attunement) \\
 The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead. The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.
  
-Radiant Weapon +**Radiant Weapon** \\ 
-Item: A simple or martial weapon with the ammunition property (requires attunement)+Item: A simple or martial weapon with the ammunition property (requires attunement) \\
 This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
  
 The weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn. The weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
  
-Repeating Shot +**Repeating Shot** \\ 
-Prerequisite: 6th-level artificer +//Prerequisite: 6th-level artificer// \\ 
-Item: A simple or martial weapon (requires attunement) +Item: A simple or martial weapon (requires attunement) \\ 
-This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. +This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. \\
 If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
  
-Repulsion Shield +**Repulsion Shield** \\ 
-Prerequisite: 6th-level artificer +//Prerequisite: 6th-level artificer// \\ 
-Item: A shield (requires attunement) +Item: A shield (requires attunement) \\ 
-A creature gains a +1 bonus to Armor Class while wielding this shield.+A creature gains a +1 bonus to Armor Class while wielding this shield. \\
 The shield has 5 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. The shield regains 1d4 expended charges daily at dawn. The shield has 5 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. The shield regains 1d4 expended charges daily at dawn.
  
-Resistant Armor +**Resistant Armor** \\ 
-Prerequisite: 6th-level artificer+//Prerequisite: 6th-level artificer// \\
 Item: A suit of armor (requires attunement) Item: A suit of armor (requires attunement)
 While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
  
-Returning Weapon+**Returning Weapon** \\
 Item: A simple or martial weapon with the thrown property Item: A simple or martial weapon with the thrown property
 This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack. This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
  
-Spell-Refueling Ring (UA) +**Spell-Refueling Ring (UA)** \\ 
-Prerequisite: 6th-level artificer +//Prerequisite: 6th-level artificer// \\ 
-Item: A ring (requires attunement)+Item: A ring (requires attunement) \\
 While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again till the next dawn While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again till the next dawn
  
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 If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion. If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
  
-^ Replicable Magic Items (2nd-Level Artificer) ^+^ Replicable Magic Items (2nd-Level Artificer) ^
 ^ Magic Item ^ Attunement ^ ^ Magic Item ^ Attunement ^
 | Alchemy jug | No | | Alchemy jug | No |
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 | Rope of climbing | No | | Rope of climbing | No |
 | Sending stones | No | | Sending stones | No |
-| Wand of magic detection No +| Wand of magic detectionNo | 
-| Wand of secrets No +| Wand of secrets No | 
-| Replicable Magic Items (6th-Level Artificer) +Replicable Magic Items (6th-Level Artificer) ^ ^ 
-Magic Item Attunement +Magic Item Attunement ^ 
-| Boots of elvenkind No +| Boots of elvenkind No | 
-| Cloak of elvenkind No +| Cloak of elvenkind No | 
-| Cloak of the manta ray No +| Cloak of the manta ray No | 
-| Eyes of charming Yes +| Eyes of charming Yes | 
-| Gloves of thievery No +| Gloves of thievery No | 
-| Lantern of revealing No +| Lantern of revealing No | 
-| Pipes of haunting No +| Pipes of haunting No | 
-| Ring of water walking No+| Ring of water walking No |
 | Wand sheath (Eberron: Rising from the Last War) | Yes | | Wand sheath (Eberron: Rising from the Last War) | Yes |
 ^ Replicable Magic Items (10th-level artificer) ^ ^ ^ Replicable Magic Items (10th-level artificer) ^ ^
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 | Boots of the winterlands | Yes | | Boots of the winterlands | Yes |
 | Bracers of archery | Yes | | Bracers of archery | Yes |
-Brooch of shielding Yes +Brooch of shielding Yes | 
-Cloak of protection Yes +Cloak of protection Yes | 
-Eyes of the eagle Yes +Eyes of the eagle Yes | 
-Gauntlets of ogre power Yes +Gauntlets of ogre power Yes | 
-Gloves of missile snaring Yes +Gloves of missile snaring Yes | 
-Gloves of swimming and climbing Yes +Gloves of swimming and climbing Yes | 
-Hat of disguise Yes +Hat of disguise Yes | 
-Headband of intellect Yes +Headband of intellect Yes | 
-Helm of telepathy Yes +Helm of telepathy Yes | 
-Medallion of thoughts Yes +Medallion of thoughts Yes | 
-Periapt of wound closure Yes +Periapt of wound closure Yes | 
-Pipes of the sewers Yes +Pipes of the sewers Yes | 
-Quiver of Ehlonna No +Quiver of Ehlonna No | 
-Ring of jumping Yes +Ring of jumping Yes | 
-Ring of mind shielding Yes +Ring of mind shielding Yes | 
-Slippers of spider climbing Yes +Slippers of spider climbing Yes | 
-Ventilating lung (Eberron: Rising from the Last War) Yes +Ventilating lung (Eberron: Rising from the Last War) Yes | 
-Winged boots Yes +Winged boots Yes | 
-Replicable Magic Items (14th-level artificer) +Replicable Magic Items (14th-level artificer) ^ 
-Magic Item Attunement +Magic Item Attunement ^ 
-Amulet of health Yes +Amulet of health Yes | 
-Arcane propulsion arm (Eberron: Rising from the Last War) Yes +Arcane propulsion arm (Eberron: Rising from the Last War) Yes | 
-Belt of hill giant strength Yes +Belt of hill giant strength Yes | 
-Boots of levitation Yes +Boots of levitation Yes | 
-Boots of speed Yes +Boots of speed Yes | 
-Bracers of defense Yes +Bracers of defense Yes | 
-Cloak of the bat Yes +Cloak of the bat Yes | 
-Dimensional shackles No +Dimensional shackles No | 
-Gem of seeing Yes +Gem of seeing Yes | 
-Horn of blasting No +Horn of blasting No | 
-Ring of free action Yes +Ring of free action Yes | 
-Ring of protection Yes +Ring of protection Yes | 
-Ring of the ram Yes+Ring of the ram Yes |
  
 ====Homunculus Servant==== ====Homunculus Servant====
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 ==== Mutagens ==== ==== Mutagens ====
-Prerequisite: 11th Level 
-You gain a flying speed of 20 feet for 1 hour. 
  
-Side EffectYou gain disadvantage on Strength and Dexterity ability checks for 1 hour.+**Title**  
 +  *//Prerequisite: 11th Level// 
 +    *You gain a flying speed of 20 feet for 1 hour. 
 +    ***Side Effect** You gain disadvantage on Strength and Dexterity ability checks for 1 hour.
  
-Alluring +**Alluring** 
-Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.+    *Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks
 +    ***Side Effect:** You gain disadvantage on initiative rolls.
  
-Side Effect: You gain disadvantage on initiative rolls.+**Celerity** 
 +  *Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). 
 +  ***Side Effect:** You gain disadvantage on Wisdom saving throws.
  
-Celerity +**Conversant** 
-Your Dexterity score increases by 3, as does your Dexterity maximumThis bonus increases by 1 at 11th level (+4) and 18th level (+5).+  *You gain advantage on Intelligence ability checks. 
 +  ***Side Effect:** You gain disadvantage on Wisdom ability checks.
  
-Side Effect: You gain disadvantage on Wisdom saving throws.+**Cruelty** 
 +  *//Prerequisite: 11th level// 
 +    *When you use the Attack action, you can make an additional weapon attack as a bonus action. 
 +    ***Side Effect:** You gain disadvantage on Intelligence, Wisdom, and Charisma saving throws.
  
-Conversant +**Deftness** 
-You gain advantage on Intelligence ability checks.+  *You gain advantage on Dexterity ability checks 
 +  ***Side Effect:** You gain disadvantage on Wisdom ability checks.
  
-Side Effect: You gain disadvantage on Wisdom ability checks. +**Embers** 
- +  *You gain resistance to fire damage. 
-Cruelty +  ***Side Effect:** You gain vulnerability to cold damage.
-Prerequisite: 11th level +
-When you use the Attack action, you can make an additional weapon attack as a bonus action. +
- +
-Side Effect: You gain disadvantage on Intelligence, Wisdom, and Charisma saving throws. +
- +
-Deftness +
-You gain advantage on Dexterity ability checks +
- +
-Side Effect: You gain disadvantage on Wisdom ability checks. +
- +
-Embers +
-You gain resistance to fire damage. +
- +
-Side Effect: You gain vulnerability to cold damage.+
  
 Gelid Gelid
-You gain resistance to cold damage. +  *You gain resistance to cold damage. 
- +  ***Side Effect:** You gain vulnerability to fire damage.
-Side Effect: You gain vulnerability to fire damage.+
  
 Impermeable Impermeable
-You gain resistance to piercing damage. +  *You gain resistance to piercing damage. 
- +  ***Side Effect:** You gain vulnerability to slashing damage.
-Side Effect: You gain vulnerability to slashing damage.+
  
 Mobile Mobile
-You are immune to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition. +  *You are immune to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition. 
- +  ***Side Effect:** You gain disadvantage on Strength ability checks.
-Side Effect: You gain disadvantage on Strength ability checks. +
- +
-Nighteye +
-You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet. +
- +
-Side Effect: You gain sunlight sensitivity (detailed in the Dark Elf section on page 24 in the Player’s Handbook). +
- +
-Percipient +
-You gain advantage on Wisdom ability checks. +
- +
-Side Effect: You gain disadvantage on Charisma ability checks. +
- +
-Potency +
-Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). +
- +
-Side Effect: You have disadvantage on Dexterity saving throws. +
- +
-Precision +
-Prerequisite: 11th level +
-Your weapon attacks score a critical hit on a roll of 19-20. +
- +
-Side Effect: You gain disadvantage on Strength saving throws. +
- +
-Rapidity +
-Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead. +
- +
-Side Effect: You gain disadvantage on Intelligence ability checks.+
  
-Reconstruction +**Nighteye** 
-Prerequisite: 7th level +  *You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet. 
-For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point but no more than half of your hit points left.+  ***Side Effect:** You gain sunlight sensitivity (detailed in the Dark Elf section on page 24 in the Player’s Handbook).
  
-Side Effect: Your speed decreases by 10 ft for 1 hour.+**Percipient** 
 +  *You gain advantage on Wisdom ability checks. 
 +  ***Side Effect:** You gain disadvantage on Charisma ability checks.
  
-Sagacity +**Potency** 
-Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5).+  *Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5)
 +  ***Side Effect:** You have disadvantage on Dexterity saving throws.
  
-Side Effect: You gain disadvantage on Charisma saving throws.+**Precision**  
 +  *//Prerequisite: 11th level// 
 +    *Your weapon attacks score a critical hit on a roll of 19-20. 
 +    ***Side Effect:** You gain disadvantage on Strength saving throws.
  
-Shielded +**Rapidity** 
-You gain resistance to slashing damage.+  *Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead. 
 +  ***Side Effect:** You gain disadvantage on Intelligence ability checks.
  
-Side Effect: You gain vulnerability to bludgeoning damage.+**Reconstruction** 
 +  *//Prerequisite: 7th level// 
 +    *For 1 hour, at the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point but no more than half of your hit points left. 
 +    ***Side Effect:** Your speed decreases by 10 ft for 1 hour.
  
-Unbreakable +**Sagacity** 
-You gain resistance to bludgeoning damage.+  *Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). 
 +  ***Side Effect:** You gain disadvantage on Charisma saving throws.
  
-Side Effect: You gain vulnerability to piercing damage.+**Shielded** 
 +  *You gain resistance to slashing damage. 
 +  ***Side Effect:** You gain vulnerability to bludgeoning damage.
  
-Vermillion +**Unbreakable** 
-You gain an additional use of your Blood Maledict feature.+  *You gain resistance to bludgeoning damage. 
 +  ***Side Effect:** You gain vulnerability to piercing damage.
  
-Side Effect: You gain disadvantage on death saving throws.+**Vermillion** 
 +  *You gain an additional use of your Blood Maledict feature. 
 +  ***Side Effect:** You gain disadvantage on death saving throws.
  
 ===== Magic Markings ===== ===== Magic Markings =====
  • character/cinder/spells.txt
  • Last modified: 6 weeks ago
  • by Cinder