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character:cinder:spells [2020/12/14 14:02] – [Replicate Magic Item] 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** \\
-Spellcasting+
 You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
  
-Tools Required +**Tools Required** \\
 You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools. You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
  
 After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
  
-Cantrips (0-Level Spells) +**Preparing and Casting Spells** \\
- +
-At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table. +
- +
-When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. +
- +
-Preparing and Casting Spells +
 The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
  
-You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots+You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. \\ When you do so, choose __a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell).__ The spells must be of a level for which you have spell slots.
- +
-For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.+
  
 +For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. \\
 You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
  
-Spellcasting Ability +**Spellcasting Ability** \\
 Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
  
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 Spell attack modifier = your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
  
-Ritual Casting +**Ritual Casting** \\
 You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
  
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 ====Cantrips==== ====Cantrips====
  
 +Cantrips \\
 +At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.
 +
 +When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
 ====Level 1 Spells==== ====Level 1 Spells====
  
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 ==== Mutagens ==== ==== Mutagens ====
-Prerequisite: 11th Level 
-You gain a flying speed of 20 feet for 1 hour. 
  
-Side EffectYou gain disadvantage on Strength and Dexterity ability checks for 1 hour.+**Title**  
 +  *//Prerequisite: 11th Level// 
 +    *You gain a flying speed of 20 feet for 1 hour. 
 +    ***Side Effect** You gain disadvantage on Strength and Dexterity ability checks for 1 hour.
  
-Alluring +**Alluring** 
-Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks.+    *Your skin and voice become malleable, allowing you to slightly enhance your appearance and presence. You have advantage on Charisma ability checks
 +    ***Side Effect:** You gain disadvantage on initiative rolls.
  
-Side Effect: You gain disadvantage on initiative rolls.+**Celerity** 
 +  *Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th level (+4) and 18th level (+5). 
 +  ***Side Effect:** You gain disadvantage on Wisdom saving throws.
  
-Celerity +**Conversant** 
-Your Dexterity score increases by 3, as does your Dexterity maximumThis bonus increases by 1 at 11th level (+4) and 18th level (+5).+  *You gain advantage on Intelligence ability checks. 
 +  ***Side Effect:** You gain disadvantage on Wisdom ability checks.
  
-Side Effect: You gain disadvantage on Wisdom saving throws.+**Cruelty** 
 +  *//Prerequisite: 11th level// 
 +    *When you use the Attack action, you can make an additional weapon attack as a bonus action. 
 +    ***Side Effect:** You gain disadvantage on Intelligence, Wisdom, and Charisma saving throws.
  
-Conversant +**Deftness** 
-You gain advantage on Intelligence ability checks.+  *You gain advantage on Dexterity ability checks 
 +  ***Side Effect:** You gain disadvantage on Wisdom ability checks.
  
-Side Effect: You gain disadvantage on Wisdom ability checks.+**Embers** 
 +  *You gain resistance to fire damage. 
 +  ***Side Effect:** You gain vulnerability to cold damage.
  
-Cruelty +Gelid 
-Prerequisite: 11th level +  *You gain resistance to cold damage. 
-When you use the Attack action, you can make an additional weapon attack as a bonus action.+  ***Side Effect:** You gain vulnerability to fire damage.
  
-Side Effect: You gain disadvantage on Intelligence, Wisdom, and Charisma saving throws.+Impermeable 
 +  *You gain resistance to piercing damage. 
 +  ***Side Effect:** You gain vulnerability to slashing damage.
  
-Deftness +Mobile 
-You gain advantage on Dexterity ability checks+  *You are immune to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition. 
 +  ***Side Effect:** You gain disadvantage on Strength ability checks.
  
-Side Effect: You gain disadvantage on Wisdom 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).
  
-Embers +**Percipient** 
-You gain resistance to fire damage.+  *You gain advantage on Wisdom ability checks. 
 +  ***Side Effect:** You gain disadvantage on Charisma ability checks.
  
-Side Effect: You gain vulnerability to cold damage.+**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.
  
-Gelid +**Precision**  
-You gain resistance to cold damage.+  *//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.
  
-Side Effect: You gain vulnerability to fire damage.+**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.
  
-Impermeable +**Reconstruction** 
-You gain resistance to piercing damage.+  *//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.
  
-Side Effect: You gain vulnerability to slashing damage.+**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.
  
-Mobile +**Shielded** 
-You are immune to the grappled and restrained conditionsAt 11th level, you also are immune to the paralyzed condition.+  *You gain resistance to slashing damage. 
 +  ***Side Effect:** You gain vulnerability to bludgeoning damage.
  
-Side Effect: You gain disadvantage on Strength ability checks.+**Unbreakable** 
 +  *You gain resistance to bludgeoning damage. 
 +  ***Side Effect:** You gain vulnerability to piercing damage.
  
-Nighteye +**Vermillion** 
-You gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet.+  *You gain an additional use of your Blood Maledict feature. 
 +  ***Side Effect:** You gain disadvantage on death saving throws.
  
-Side Effect: You gain sunlight sensitivity (detailed in the Dark Elf section on page 24 in the Player’s Handbook).+===== Magic Markings =====
  
-Percipient +===== Battle Master =====
-You gain advantage on Wisdom ability checks.+
  
-Side Effect: You gain disadvantage on Charisma ability checks.+**Combat Superiority** \\ 
 +When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
  
-Potency +Manoeuvres. You learn three maneuvers of your choiceMany 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.
-Your Strength score increases by 3, as does your Strength maximumThis bonus increases by 1 at 11th level (+4) and 18th level (+5).+
  
-Side Effect: You have disadvantage on Dexterity saving throws. 
  
-Precision +**Superiority Dice:**  \\ 
-Prerequisite11th level +You have four (+1 from Feat) superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long restYou gain another superiority die at 7th level and one more at 15th level
-Your weapon attacks score a critical hit on a roll of 19-20.+
  
-Side EffectYou gain disadvantage on Strength saving throws.+  *Level 1 Fighter+4 Superiority Dice 
 +  *Racial Feat: +1  
 +  *Level 4 Feat: +1 
 +  *Level 7 Fighter: +1 
 +  *Level 1 Rogue: Dice = Twice Proficiency Bonus (+10)
  
-Rapidity +**Technique Save DC:** \\ Base 8 + Proficiency 4 + Dexterity4 (DC = 16) \\ Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)  \\
-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.+**Battle Techniques** \\
  
-Reconstruction +  *Disarming Attack 
-Prerequisite: 7th level +    *When you hit a creature with a weapon attackyou 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 rolland the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. 
-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.+  * 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.
  
-Side EffectYour speed decreases by 10 ft for 1 hour.+**Psi-Bolstered Knack** When your nonpsionic training fails you, your psionic power can helpif 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.
  
-Sagacity +===== Magic Markings =====
-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.+**Applying a Tattoo** \\ 
 +In order to apply a tattoo, there must first be room to draw it into the skin. Every 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.
  
-Shielded +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
-You gain resistance to slashing damage.+
  
-Side Effect: You gain vulnerability to bludgeoning damage.+The following rules apply for Magic tattoos 
 +  *A magic tattoo counts as an attuned item weather the original effected needed attunement or not. 
 +  *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 a magic tattoo will be destroyed upon completion. Spells still require spell slots to cast but do not require their components or a spell casting focus. 
 +    *Note, Not all spells/items can be converted into tattoos, Think logically and ask your DM before applying.
  
-Unbreakable +Available space \\ 
-You gain resistance to bludgeoning damage.+^ 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 |
  
-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.+==== Sketchbook ==== 
 +**The Artist's Sketchbook** \\ 
 +When an artist first gains proficiency with tattooist’s tools, their 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.
  
-===== Magic Markings =====+**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 owners. In 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: 
 + 
 +^ Condition of Subject ^ DC ^ 
 +| Living, willing or unconscious | 5 | 
 +| 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 | 
 + 
 +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. 
 + 
 +**Copying your sketchbook** \\ 
 +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. 
 + 
 + 
 +==== Marks ==== 
 +Total Marks avalible \\ 
 +4 total (Feat=2, Level 5=1, Level 10=1)
  
-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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