Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
character:cinder:spells [2020/12/11 09:15] – [Artifiser Infusions] Cinder | character:cinder:spells [2025/03/12 15:42] (current) – removed Cinder | ||
---|---|---|---|
Line 1: | Line 1: | ||
- | =====Character Spell List===== | ||
- | [[character: | ||
- | |||
- | **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: | | | | | ||
- | | ||
- | |||
- | ====Spellcasting Rules & Details==== | ||
- | |||
- | |||
- | |||
- | 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. | ||
- | |||
- | Tools Required | ||
- | |||
- | You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' | ||
- | |||
- | 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) | ||
- | |||
- | 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' | ||
- | |||
- | 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' | ||
- | |||
- | 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 | ||
- | |||
- | 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. | ||
- | |||
- | Spell save DC = 8 + your proficiency bonus + your Intelligence modifier | ||
- | |||
- | Spell attack modifier = your proficiency bonus + your Intelligence modifier | ||
- | |||
- | Ritual Casting | ||
- | |||
- | You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. | ||
- | |||
- | |||
- | |||
- | =====Spell List===== | ||
- | |||
- | ====Cantrips==== | ||
- | |||
- | ====Level 1 Spells==== | ||
- | |||
- | ====Level 2 Spells==== | ||
- | |||
- | ====Level 3 Spells==== | ||
- | |||
- | ====Level 4 Spells==== | ||
- | |||
- | ====Level 5 Spells==== | ||
- | |||
- | ====Level 6 Spells==== | ||
- | |||
- | ====Level 7 Spells==== | ||
- | |||
- | |||
- | |||
- | |||
- | ===== Artifiser Infusions ===== | ||
- | Atificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, | ||
- | |||
- | The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement. | ||
- | |||
- | Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level. | ||
- | |||
- | Unless an infusion’s description says otherwise, you can’t learn the infusion more than once. | ||
- | |||
- | **Armor of Magical Strength (UA)** | ||
- | Prerequisite: | ||
- | Item: A suit of armor (requires attunement) \\ | ||
- | While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws. \\ | ||
- | The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn. | ||
- | |||
- | **Armor of Tools (UA)** \\ | ||
- | Item: A suit of armor \\ | ||
- | As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool. | ||
- | |||
- | **Boots of the Winding Path** \\ | ||
- | Prerequisite: | ||
- | Item: A pair of boots (requires attunement) \\ | ||
- | While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn. | ||
- | |||
- | **Enhanced Arcane Focus** \\ | ||
- | Item: A rod, staff or wand \\(requires attunement) \\ | ||
- | While holding this item, a creature gains +1 bonus to spell attack rolls. in addition, the creature ignores half cover when making a spell attack. \\ | ||
- | The bonus increases to +2 when you reach 10th level in this class. | ||
- | |||
- | **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. | ||
- | |||
- | **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. | ||
- | |||
- | **Helm of Awareness (UA)** \\ | ||
- | Prerequisite: | ||
- | Item: A helmet (requires attunement) \\ | ||
- | 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) | ||
- | 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. | ||
- | |||
- | Radiant Weapon | ||
- | 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. | ||
- | |||
- | 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 | ||
- | Prerequisite: | ||
- | 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. | ||
- | |||
- | 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 | ||
- | Prerequisite: | ||
- | Item: A shield (requires attunement) | ||
- | 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' | ||
- | |||
- | Resistant Armor | ||
- | Prerequisite: | ||
- | 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. | ||
- | |||
- | Returning Weapon | ||
- | 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. | ||
- | |||
- | Spell-Refueling Ring (UA) | ||
- | Prerequisite: | ||
- | 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 | ||
- | |||
- | ====Replicate Magic Item==== | ||
- | Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table' | ||
- | |||
- | In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making. | ||
- | |||
- | If you have Xanathar' | ||
- | |||
- | ^ Replicable Magic Items (2nd-Level Artificer) ^ | ||
- | ^ Magic Item ^ Attunement ^ | ||
- | | Alchemy jug | No | | ||
- | | Armblade (Eberron: Rising from the Last War) | Yes | | ||
- | | Bag of holding | No | | ||
- | | Cap of water breathing | No | | ||
- | | Goggles of night | No | | ||
- | | Prosthetic limb (Eberron: Rising from the Last War) | Yes | | ||
- | | Rope of climbing | No | | ||
- | | Sending stones | No | | ||
- | | Wand of magic detection No | ||
- | | Wand of secrets No | ||
- | | Replicable Magic Items (6th-Level Artificer) | ||
- | | Magic Item Attunement | ||
- | | Boots of elvenkind No | ||
- | | Cloak of elvenkind No | ||
- | | Cloak of the manta ray No | ||
- | | Eyes of charming Yes | ||
- | | Gloves of thievery No | ||
- | | Lantern of revealing No | ||
- | | Pipes of haunting No | ||
- | | Ring of water walking No | ||
- | | Wand sheath (Eberron: Rising from the Last War) | Yes | | ||
- | ^ Replicable Magic Items (10th-level artificer) ^ ^ | ||
- | | Boots of striding and springing | Yes | | ||
- | | Boots of the winterlands | Yes | | ||
- | | Bracers of archery | Yes | | ||
- | Brooch of shielding Yes | ||
- | Cloak of protection Yes | ||
- | Eyes of the eagle Yes | ||
- | Gauntlets of ogre power Yes | ||
- | Gloves of missile snaring Yes | ||
- | Gloves of swimming and climbing Yes | ||
- | Hat of disguise Yes | ||
- | Headband of intellect Yes | ||
- | Helm of telepathy Yes | ||
- | Medallion of thoughts Yes | ||
- | Periapt of wound closure Yes | ||
- | Pipes of the sewers Yes | ||
- | Quiver of Ehlonna No | ||
- | Ring of jumping Yes | ||
- | Ring of mind shielding Yes | ||
- | Slippers of spider climbing Yes | ||
- | Ventilating lung (Eberron: Rising from the Last War) Yes | ||
- | Winged boots Yes | ||
- | Replicable Magic Items (14th-level artificer) | ||
- | Magic Item Attunement | ||
- | Amulet of health Yes | ||
- | Arcane propulsion arm (Eberron: Rising from the Last War) Yes | ||
- | Belt of hill giant strength Yes | ||
- | Boots of levitation Yes | ||
- | Boots of speed Yes | ||
- | Bracers of defense Yes | ||
- | Cloak of the bat Yes | ||
- | Dimensional shackles No | ||
- | Gem of seeing Yes | ||
- | Horn of blasting No | ||
- | Ring of free action Yes | ||
- | Ring of protection Yes | ||
- | Ring of the ram Yes | ||
- | |||
- | ====Homunculus Servant==== | ||
- | // | ||
- | Item: A gem worth at least 100 gp or a dragonshard \\ | ||
- | You learn intricate methords for magically creating a special homunculus that serves you. The item you infuse serves as the creature' | ||
- | |||
- | You determine the homunculus' | ||
- | |||
- | The homunculus is friendly to you and your companions, and it obeys your commands. See this creature' | ||
- | |||
- | In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. | ||
- | |||
- | The homunculus regains 2d6 hit points if the Mending spell is cast on it. If it dies, it vanishes leaving its heart in its space. | ||
- | |||
- | ^ Homunculus Servant ^ | ||
- | ^ Tiny construct ^ neutral ^ | ||
- | | Armor Class | 13 (natural armor) | Hit Points | equal to homunculus' | ||
- | | Speed | 20 ft., fly 30 ft. | | ||
- | | STR 4 (−3) | DEX 15 (+2) | CON 12 (+1) | INT 10 (+0) | WIS 10 (+0) | CHA 7 (−2) | | ||
- | | Saving Throws| | ||
- | | Damage Immunities | poison | Condition Immunities | exhaustion, poisoned | | ||
- | | Senses | darkvision 60 ft | passive Perception | 14 | | ||
- | | Languages | understands the languages you speak | | ||
- | |||
- | Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. it can't use this trait if it's incapacitated | ||
- | |||
- | Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its attack (below). | ||
- | |||
- | Actions (Require Your Bonus Action) | ||
- | Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage. | ||
- | |||
- | Reactions | ||
- | Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you. | ||
- | |||
- | |||
- | |||
- | ===== Potion Stuff ===== | ||
- | |||
- | |||
- | ==== Mutagens ==== | ||
- | Prerequisite: | ||
- | 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 | ||
- | 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. | ||
- | |||
- | 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. | ||
- | |||
- | Conversant | ||
- | You gain advantage on Intelligence ability checks. | ||
- | |||
- | Side Effect: You gain disadvantage on Wisdom ability checks. | ||
- | |||
- | Cruelty | ||
- | Prerequisite: | ||
- | When you use the Attack action, you can make an additional weapon attack as a bonus action. | ||
- | |||
- | Side Effect: You gain disadvantage on Intelligence, | ||
- | |||
- | 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 | ||
- | You gain resistance to cold damage. | ||
- | |||
- | Side Effect: You gain vulnerability to fire damage. | ||
- | |||
- | Impermeable | ||
- | You gain resistance to piercing damage. | ||
- | |||
- | Side Effect: You gain vulnerability to slashing damage. | ||
- | |||
- | Mobile | ||
- | 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. | ||
- | |||
- | 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: | ||
- | 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 | ||
- | Prerequisite: | ||
- | 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. | ||
- | |||
- | Sagacity | ||
- | 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. | ||
- | |||
- | Shielded | ||
- | You gain resistance to slashing damage. | ||
- | |||
- | Side Effect: You gain vulnerability to bludgeoning damage. | ||
- | |||
- | Unbreakable | ||
- | You gain resistance to bludgeoning damage. | ||
- | |||
- | Side Effect: You gain vulnerability to piercing damage. | ||
- | |||
- | Vermillion | ||
- | You gain an additional use of your Blood Maledict feature. | ||
- | |||
- | Side Effect: You gain disadvantage on death saving throws. | ||
- | |||
- | ===== Magic Markings ===== | ||
- | |||
- | Tattoo of Major Protection | ||
- | (Chest or Back, Large Average) | ||
- | |||
- | A design of overlapping scales or plates, or even a design of chitinous armor, covers your torso. | ||
- | |||
- | The wearer has a +2 bonus to AC and to all saving throws. | ||
- | |||
- | A gift from her father wishing her to be safe at all times. |