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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:

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

At 1st level, you know two 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.

Type of Spell List you can access

Spell Slot Recovery

Spell Preperation
You prepare the list of artificer & Wizard spells that are available for you to cast, choosing from the artificer Spell list Or your Wizard spellbook.
choose a number of artificer spells equal to (Intelligence modifier + half artificer level rounded down)
And a number of spells equal to (Intelligence modifier + your wizard level)
The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in tinkering with your spellcasting focuses and/or studying your Wizard Spellbook.
at least 1 minute per spell level for each spell on your list.

Learning Spells

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Spellcasting Scores, DC, Bonus

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 and/or Wizard spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.

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.

Wizard Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

Atificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.

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.

Fold Table of Contents Armor of Magical Strength (UA) Armor of Tools (UA) Boots of the Winding Path Enhanced Arcane Focus Enhanced Defense Enhanced Weapon Helm of Awareness (UA) Homunculus Servant Homunculus Servant Mind Sharpener (UA) Radiant Weapon Repeating Shot Replicate Magic Item Repulsion Shield Resistant Armor Returning Weapon Spell-Refueling Ring (UA) Armor of Magical Strength (UA) Prerequisite: 10th-level artificer 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: 6th-level artificer 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: 10th-level artificer 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.

Homunculus Servant Prerequisite: 6th-level artificer 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's heart, around which the creature's body instantly forms.

You determine the homunculus' appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block.

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's Constitution modifier + your Intelligence modifier + your level in this class 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 Dex +1 Skills Perception +4, Stealth +4 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.

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: 6th-level artificer 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.

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's title tells you the level you must be in the class to choose an item from the 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'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) 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) Magic Item Attunement 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 Repulsion Shield Prerequisite: 6th-level artificer 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's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor Prerequisite: 6th-level artificer 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: 6th-level artificer 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

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 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: 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 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: 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 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.

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.

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.

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