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character:baruo:class [2023/06/29 08:50] Cindercharacter:baruo:class [2023/12/02 09:16] (current) – convocation to conversation Kyle
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 [[character:baruo|{{:wiki:media:back.png?65|}}]] [[character:baruo|{{:wiki:media:back.png?65|}}]]
  
 +
 +**Introduction** \\
 +Baruo has been smiting and tinkering with devices most of his life. It was almost by accident he started down the path of an Artificer. A visitor to //Promise// Called Baruo a fantastic Artificer. He had never herd that title before so prayed the visitor explain. \\ By the end of the conversation he realaised he had been doing most of what an Artificer already does. now if he wanted he could call upon to new knowledge of Artificers to further his craft.
 +
 +Opting to specialize in the Armorer ways. Planning to incorporate his shell into this path.
 ====Artillerist Artificer Introduction==== ====Artillerist Artificer Introduction====
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 **Tools:** Smiting Tools, Tinker’s tools, Leather-Workers tools \\ **Tools:** Smiting Tools, Tinker’s tools, Leather-Workers tools \\
 **Saving Throws:** Constitution, Wisdom \\ **Saving Throws:** Constitution, Wisdom \\
-**Skills:** 2+**Skills:** Arcana & Insight
  
 **Equipment** \\ **Equipment** \\
-You start with the following equipment, in addition to the equipment granted by your background: 
-  *any two simple weapons  
-  *a light crossbow and 20 bolts 
-  *(a) studded leather Armor or (b) scale mail 
-  *thieves’ tools and a dungeoneer’s pack 
  
 +110 Gold
 +  *28 Gold, 2 Silver
 +
 +  *Map Case, 8 Silver
 +  *Travler's Clothes, 2 Gold
 +  *Healer's Kit, 5 Gold
 +  *Lantern Staff, 7 Gold
 +  *Mess Kit, 2 Silver
 +  *sheet of paper x5, 1 Gold
 +  *Baruo's Notebook, Free
 +  *Rations x10, 5 Gold
 +  *Tinder box, 5 Silver
 +  *Torch, x10, 1 Silver
 +  *Waterskin, 2 Silver
 +  *Tinker's Tools, 40 Gold
 +  *Smithing Tools, 16 Gold
 +  *Leather worker tools, 4 Gold
 +    *81 Gold, 8 Silver
  
  
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 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 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
  
 +**Enhanced Weapon** \\
 +//Item: A simple or martial weapon//
 +  *This magic weapon grants a +1 bonus to attack and damage rolls made with it.
 +    *The bonus increases to +2 when you reach 10th level in this class.
 +
 +**Repeating Shot** \\
 +//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 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.
 ==== 3rd Level Artificer ==== ==== 3rd Level Artificer ====
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 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. 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.
  
 +**Tools of the Trade** \\
 +When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
 +
 +**Arcane Armor** \\
 +Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand. \\
 +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 attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
 +  *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.
 +
 +**Armor Model** \\
 +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.
 +
 +  *Guardian: You design your armor to be in the front line of conflict. It has the following features:
 +    *Thunder 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 thunder 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 pulse 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.
 +
 +  *Infiltrator: You customize your armor for subtle undertakings. It has the following features:
 +    *Lightning Launcher: A gemlike 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 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning 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.
  
 ==== 4th Level Artificer ==== ==== 4th Level Artificer ====
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-**Feat or Ability score**+**Feat: Resilient** 
 + 
 +Source: Player's Handbook
  
 +Hardy and resilient, you gain the following benefits:
 +  *Increase your Constitution score by 1, to a maximum of 20.
 +  *When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
 ==== 5th Level Artificer ==== ==== 5th Level Artificer ====
 ---- ----
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 You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
 +
 +**Extra Attack** \\
 +Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
  
 ==== 6th Level Artificer ==== ==== 6th Level Artificer ====
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 At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool. At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
  
 +**Artificer Infusions** 
  
 +**Enhanced Defense** \\
 +//Item: A suit of armor or a shield//
 +  *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.
 ==== 7th Level Artificer ==== ==== 7th Level Artificer ====
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 ==== 9th Level Artificer ==== ==== 9th Level Artificer ====
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 +
 +**Armor Modifications** \\
 +At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
  
 ==== 10th Level Artificer ==== ==== 10th Level Artificer ====
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 ==== 14th Level Artificer ==== ==== 14th Level Artificer ====
 ---- ----
 +
 +**Magic Item Savant** \\
 +At 14th level, your skill with magic items deepens more:
 +  *You can attune to up to five magic items at once.
 +  *You ignore all class, race, spell and level requirements on attuning to or using a magic item
  
 ==== 15th Level Artificer ==== ==== 15th Level Artificer ====
 ---- ----
 +
 +**Perfected Armor** \\
 +At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.
 +  *Guardian: When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
 +
 +You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
 +
 +  *Infiltrator: Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
  
 ==== 16th Level Artificer ==== ==== 16th Level Artificer ====
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 **Ability Score or Feat** **Ability Score or Feat**
  
-==== 17th Level Artificer ====+===== Clockwork Sorcerer Introduction (Multi-Classed) =====
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-==== 18th Level Artificer ====+==== 1st Level Sorcerer ====
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-==== 19th Level Artificer ====+**Restore Balance** \\ 
 +Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. 
 + 
 +You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 
 + 
 +==== 2nd Level Sorcerer ====
 ---- ----
  
-==== 20th Level Artificer ====+**Font of Magic** ++ [1] | //Source: Player's Handbook// ++ \\  
 +At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. 
 + 
 +**Sorcery Points** ++ [1] | //Source: Player's Handbook// ++ \\  
 +You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. 
 +Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.  \\ 
 +//Sorcery points = Sorcere Level EG: Level 6 = 6 Sorcery points// 
 + 
 +  ***Creating Spell Slots** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. 
 +  ***Converting a Spell Slot to Sorcery Points** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. 
 + 
 +^ Creating Spell Slots ^ ^ 
 +^ Spell Slot Level ^ Sorcery Point Cost ^ 
 +| 1st | 2 | 
 +| 2nd | 3 | 
 +| 3rd | 5 | 
 +| 4th | 6 | 
 +| 5th | 7 | 
 + 
 + 
 + 
 +==== 3rd Level Sorcerer ====
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 +
 +**Metamagic** ++ [1] | //Source: Player's Handbook// ++ \\ 
 +At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. \\
 +You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
 +
 +  ***Quickened Spell** When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
 +  ***Distant Spell** When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
 +    *When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
 +
 +==== 4th Level Sorcerer ====
 +----
 +
 +**Feat: Meta Magic Adept** ++[3] | //Tasha's Cauldron of Everything// ++ \\
 +//Prerequisite: Spellcasting or Pact Magic feature//
 +
 +You've learned how to exert your will on your spells to alter how they function:
 +  *You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
 +  *You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
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