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character:cinder:spells [2020/12/09 22:54] – [Character Spell List] Cindercharacter:cinder:spells [2024/04/23 13:22] (current) – [Magic Markings] 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** \\
 +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.
  
-Cantrips+**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.
  
-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.+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.
  
-Spellbook+**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.
  
-At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.+You prepare the list of artificer spells that are available for you to castchoosing 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.
  
-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.+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 combinationIf 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.
  
- +**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 abilityIn 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.
- +
- +
- +
- +
-**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 save DC = 8 + your proficiency bonus + your Intelligence modifier
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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 and/or Wizard 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.
- +
-**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. 
  
 =====Spell List===== =====Spell List=====
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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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 ====Level 7 Spells==== ====Level 7 Spells====
  
-====Level 8 Spells==== 
  
-====Level 9 Spells====+
  
 ===== Artifiser Infusions ===== ===== Artifiser Infusions =====
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 Unless an infusion’s description says otherwise, you can’t learn the infusion more than once. Unless an infusion’s description says otherwise, you can’t learn the infusion more than once.
  
-Fold +**Armor of Magical Strength (UA)** 
-Table of Contents +Prerequisite: 10th-level artificer \\ 
-Armor of Magical Strength (UA) +Item: A suit of armor (requires attunement) \\ 
-Armor of Tools (UA) +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. \\
-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. 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) +**Armor of Tools (UA)** \\ 
-Item: A suit of armor+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. 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 +**Boots of the Winding Path** \\ 
-Prerequisite: 6th-level artificer +Prerequisite: 6th-level artificer \\ 
-Item: A pair of boots (requires attunement)+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. 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 +**Enhanced Arcane Focus** \\ 
-Item: A rod, staff or wand (requires attunement) +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. +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. The bonus increases to +2 when you reach 10th level in this class.
  
-Enhanced Defense +**Enhanced Defense** \\ 
-Item: A suit of armor or a shield +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. +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. The bonus increases to +2 when you reach 10th level in this class.
  
-Enhanced Weapon +**Enhanced Weapon** \\ 
-Item: A simple or martial weapon +Item: A simple or martial weapon \\ 
-This magic weapon grants a +1 bonus to attack and damage rolls made with it. +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. The bonus increases to +2 when you reach 10th level in this class.
  
-Helm of Awareness (UA) +**Helm of Awareness (UA)** \\ 
-Prerequisite: 10th-level artificer +Prerequisite: 10th-level artificer \\ 
-Item: A helmet (requires attunement)+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. 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 +**Mind Sharpener (UA)** \\ 
-Prerequisite: 6th-level artificer +Item: A suit of armor or robes (requires attunement) \\ 
-Item: A gem worth at least 100 gp or a dragonshard+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. 
 + 
 +**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 
 + 
 +====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) ^ ^ 
 +| 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==== 
 +//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 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.
  
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 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. 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 +Homunculus Servant ^ 
-Tiny constructneutral +Tiny construct neutral ^ 
- +Armor Class 13 (natural armor) Hit Points equal to homunculus's Constitution modifier + your Intelligence modifier + your level in this class | 
-Armor Class 13 (natural armor) +Speed 20 ft., fly 30 ft. | 
-Hit Points equal to homunculus's Constitution modifier + your Intelligence modifier + your level in this class +STR 4 (−3) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 7 (−2) | 
-Speed 20 ft., fly 30 ft. +Saving Throws|  Dex +1 Skills Perception +4, Stealth +4 | 
-STR 4 (−3) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 7 (−2) +Damage Immunities poison Condition Immunities exhaustion, poisoned | 
-Saving Throws Dex +1 +Senses darkvision 60 ft passive Perception 14 | 
-Skills Perception +4, Stealth +4 +Languages understands the languages you speak |
-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 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
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 Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you. 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.+===== Potion Stuff =====
  
-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.+==== Mutagens ====
  
-Replicate Magic Item +**Title**  
-Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose different magic item that you can make with it, picking from the Replicable Magic Items tables belowA table's title tells you the level you must be in the class to choose an item from the table.+  *//Prerequisite: 11th Level// 
 +    *You gain flying speed of 20 feet for 1 hour. 
 +    ***Side Effect** You gain disadvantage on Strength and Dexterity ability checks for 1 hour.
  
-In the tablesan item’s entry tells you whether the item requires attunementSee the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.+**Alluring** 
 +    *Your skin and voice become malleableallowing you to slightly enhance your appearance and presenceYou have advantage on Charisma ability checks. 
 +    ***Side Effect:** You gain disadvantage on initiative rolls.
  
-If you have Xanathar's Guide to Everythingyou can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.+**Celerity** 
 +  *Your Dexterity score increases by 3as 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.
  
-Replicable Magic Items (2nd-Level Artificer) +**Conversant** 
-Magic Item Attunement +  *You gain advantage on Intelligence ability checks. 
-Alchemy jug No +  ***Side Effect:** You gain disadvantage on Wisdom ability checks.
-Armblade (EberronRising 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 +**Cruelty** 
-Prerequisite: 6th-level artificer +  *//Prerequisite: 11th level// 
-Item: A suit of armor (requires attunement) +    *When you use the Attack action, you can make an additional weapon attack as a bonus action. 
-While wearing this armor, a creature has resistance to one of the following damage typeswhich you choose when you infuse the itemacid, cold, fire, force, lightning, necrotic, poison, psychicradiantor thunder.+    ***Side Effect:** You gain disadvantage on IntelligenceWisdomand Charisma saving throws.
  
-Returning Weapon +**Deftness** 
-Item: A simple or martial weapon with the thrown property +  *You gain advantage on Dexterity ability checks 
-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.+  ***Side Effect:** You gain disadvantage on Wisdom ability checks.
  
-Spell-Refueling Ring (UA) +**Embers** 
-Prerequisite: 6th-level artificer +  *You gain resistance to fire damage. 
-ItemA ring (requires attunement) +  ***Side Effect:** You gain vulnerability to cold damage.
-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 +
-===== Potion Stuff =====+
  
 +Gelid
 +  *You gain resistance to cold damage.
 +  ***Side Effect:** You gain vulnerability to fire damage.
  
-==== Mutagens ==== +Impermeable 
-Prerequisite: 11th Level +  *You gain resistance to piercing damage. 
-You gain a flying speed of 20 feet for 1 hour.+  ***Side Effect:** You gain vulnerability to slashing damage.
  
-Side Effect: You gain disadvantage on Strength and Dexterity ability checks for 1 hour.+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.
  
-Alluring +**Nighteye** 
-Your skin and voice become malleable, allowing you to slightly enhance your appearance and presenceYou have advantage on Charisma ability checks.+  *You gain darkvision for up to 60 feetIf 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).
  
-Side Effect: You gain disadvantage on initiative rolls.+**Percipient** 
 +  *You gain advantage on Wisdom ability checks. 
 +  ***Side Effect:** You gain disadvantage on Charisma ability checks.
  
-Celerity +**Potency** 
-Your Dexterity score increases by 3, as does your Dexterity 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 Wisdom 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.
  
-Conversant +**Rapidity** 
-You gain advantage on Intelligence ability checks.+  *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 disadvantage on Wisdom 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.
  
-Cruelty +**Sagacity** 
-Prerequisite: 11th level +  *Your Intelligence score increases by 3, as does your Intelligence maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). 
-When you use the Attack actionyou can make an additional weapon attack as bonus action.+  ***Side Effect:** You gain disadvantage on Charisma saving throws.
  
-Side Effect: You gain disadvantage on Intelligence, Wisdom, and Charisma saving throws.+**Shielded** 
 +  *You gain resistance to slashing damage. 
 +  ***Side Effect:** You gain vulnerability to bludgeoning damage.
  
-Deftness +**Unbreakable** 
-You gain advantage on Dexterity ability checks+  *You gain resistance to bludgeoning damage. 
 +  ***Side Effect:** You gain vulnerability to piercing damage.
  
-Side Effect: You gain disadvantage on Wisdom ability checks.+**Vermillion** 
 +  *You gain an additional use of your Blood Maledict feature. 
 +  ***Side Effect:** You gain disadvantage on death saving throws.
  
-Embers +===== Magic Markings =====
-You gain resistance to fire damage.+
  
-Side Effect: You gain vulnerability to cold damage.+===== Battle Master =====
  
-Gelid +**Combat Superiority** \\ 
-You gain resistance to cold damage.+When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
  
-Side Effect: You gain vulnerability to fire damage.+Manoeuvres. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
  
-Impermeable 
-You gain resistance to piercing damage. 
  
-Side Effect: You gain vulnerability to slashing damage.+**Superiority Dice:**  \\ 
 +You have four (+1 from Feat) superiority dice, which are d8sA superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level
  
-Mobile +  *Level 1 Fighter: +4 Superiority Dice 
-You are immune to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.+  *Racial Feat: +1  
 +  *Level 4 Feat: +1 
 +  *Level 7 Fighter: +1 
 +  *Level 1 Rogue: Dice = Twice Proficiency Bonus (+10)
  
-Side EffectYou gain disadvantage on Strength ability checks.+**Technique Save DC:** \\ Base 8 + Proficiency 4 + Dexterity4 (DC = 16) \\ Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)  \\
  
-Nighteye +**Battle Techniques** \\
-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).+  *Disarming Attack 
 +    *When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. 
 +  * Trip Attack 
 +    *When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. 
 +  * Snipe  
 +    *As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll. 
 +  *Feinting Attack 
 +    *You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll. 
 +  *Riposte 
 +    *When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  
-Percipient +**Psi-Bolstered Knack** When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
-You gain advantage on Wisdom ability checks.+
  
-Side Effect: You gain disadvantage on Charisma ability checks.+===== Magic Markings =====
  
-Potency +**Applying a Tattoo** \\ 
-Your Strength score increases by 3as does your Strength maximumThis bonus increases by 1 at 11th level (+4) and 18th level (+5).+In order to apply a tattoothere must first be room to draw it into the skinEvery tattoo has a size and location. The size of the tattoo scales with the size of the creature. Because of this, a Large chest tattoo would take up the same space on a human, a halfling, or a giant, as the size of the tattoo stays proportional to the size of the creature it is applied to.
  
-Side Effect: You have disadvantage on Dexterity saving throws.+Characters are limited by the amount of available space on their bodyThe creature must wait one month between each tattoo to properly let the magic of the ink to set and bind to the flesh
  
-Precision +The following rules apply for Magic tattoos 
-Prerequisite: 11th level +  *A magic tattoo counts as an attuned item weather the original effected needed attunement or not. 
-Your weapon attacks score critical hit on roll of 19-20.+  *Magic tattoos take time to properly apply. 
 +  *Magic tattoos cannot be removed without costly and lengthy consequences. 
 +  *A magic item or spell scroll being converted into magic tattoo will be destroyed upon completion. Spells still require spell slots to cast but do not require their components or spell casting focus. 
 +    *Note, Not all spells/items can be converted into tattoos, Think logically and ask your DM before applying.
  
-Side Effect: You gain disadvantage on Strength saving throws.+Available space \\ 
 +^ Body Part ^ Number of Tattoos ^ 
 +| Head | 1 Medium, or 2 Small | 
 +| Chest | 1 Large, or 2 Medium, or 4 Small | 
 +| Back | 1 Large, or 2 Medium, or 4 Small | 
 +| Arm or Wing | 1 Medium and 1 Small, or 3 Small | 
 +| Leg or Tail | 1 Medium and 1 Small, or 3 Small |
  
-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 +==== Sketchbook ==== 
-Prerequisite: 7th level +**The Artist's Sketchbook** \\ 
-For 1 hourat 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.+When an artist first gains proficiency with tattooist’s toolstheir teacher gives them a sketchbook containing designs for a number of Simple or Average tattoos equal to 5 + their Intelligence modifier. \\ 
 +The sketchbook is a unique compilation of designs, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that they received as a gift from their teacher, a finely bound gilt-edged tome they found in an ancient library, or even a loose collection of notes scrounged together after they lost their previous sketchbook in a mishap.
  
-Side Effect: Your speed decreases by 10 ft for 1 hour.+**Discovering new templates** \\ 
 +Most examples of tattoo templates are exceedingly rare and either well-hidden or carefully guarded, as existing tattoos are either culturally significant or highly prized by their current ownersIn rare cases, ancient tattoo templates may be found in such areas as ancient temple walls or found carved into totems. The most common way to learn a new template is to copy it from a tattooed person. Copying the design of a tattoo from another body requires the tattooist make an Intelligence check. The DC is determined by the condition of the body:
  
-Sagacity +^ Condition of Subject ^ DC ^ 
-Your Intelligence score increases by 3as does your Intelligence maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5).+| Livingwilling or unconscious | 
 +| Dead, for less than a week | 10 | 
 +| Living, unwilling or restrained | 15 | 
 +| Dead, for one week or more | 20 | 
 +| Dead, tattoo design is not intact | 25 |
  
-Side Effect: You gain disadvantage on Charisma saving throws.+The size and intricacy of tattoos will determine the amount of resources needed to copy the tattoo. An artist will need to spend 2 hours and 50 gp to copy a design into their sketchbook. This amount increases by 2 hours and gp for each size and intricacy level, to a maximum of 10 hours and 250 gp for a Large Ornate tattoo. Once a tattoo is copied into a sketchbook, a template may then be created. Creating a template costs the same amount, in time and materials, as copying the design in the first place, and each template may be used only once.
  
-Shielded +**Copying your sketchbook** \\ 
-You gain resistance to slashing damage.+Artists can copy a design from their own sketchbook into another book – for example, if they want to make a backup copy of their sketchbook. This is just like copying a new template, but faster and easier, since they understand their own notation and already know how to apply the tattoo. They need spend only 1 hour and 10 gp for each size and intricacy level of the tattoo. If the sketchbook is lost, they can use the same procedure to transcribe the designs that they can remember (an amount equal to their Intelligence (History) modifier, minimum of 0) into a new sketchbook. Filling out the remainder of the sketchbook requires them to find new templates to copy, as normal. For this reason, many artists keep backup sketchbooks in a safe place.
  
-Side Effect: You gain vulnerability to bludgeoning damage. 
  
-Unbreakable +==== Marks ==== 
-You gain resistance to bludgeoning damage. +Total Marks avalible \\ 
- +4 total (Feat=2, Level 5=1, Level 10=1)
-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 +**Body Map**
-(Chest or Back, Large Average)+
  
-A design of overlapping scales or plates, or even a design of chitinous armor, covers your torso.+**Tattoo of Flame** \\ 
 +  *Location: 
 +  *Ink Used: 
 +  *Cost: 
 +  *Date/Time:
  
-The wearer has a +2 bonus to AC and to all saving throws.+**Scar of Bravery**  
 +  *Location: 
 +  *Ink Used: 
 +  *Cost: 
 +  *Date/Time:
  
-A gift from her father wishing her to be safe at all times. 
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