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character:iblee:class [2020/08/13 12:21] – [Level 3 Class] Cindercharacter:iblee:class [2023/08/22 14:53] (current) – [Artillerist Artificer Introduction] Cinder
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-=====Iblee=====+===== Iblee The Artillerist Artificer =====
 [[character:iblee|{{:wiki:media:back.png?65|}}]] [[character:iblee|{{:wiki:media:back.png?65|}}]]
  
-=====Alchemist Artifiser Introduction===== +====Artillerist Artificer Introduction==== 
-Class Features +**Hit Points** \\ 
-As an artificer, you gain the following class features.+**Hit Dice:** 1d8 per artificer level \\ 
 +**Hit Points at 1st Level:** 8 + your Constitution modifier \\ 
 +**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st
  
-Hit Points \\ +**Proficiencies** \\ 
-Hit Dice1d8 per artificer level \\ +**Armor:** Light armor, medium armor, shields \\ 
-Hit Points at 1st Level8 + your Constitution modifier \\ +**Weapons:** Simple weapons, hand crossbows, heavy crossbows \\ 
-Hit Points at Higher Levels1d8 (or 5) + your Constitution modifier per artificer level after 1st+**Tools:** Alchemist Supplies, Tinker’s tools, Glass Blower's Tools \\ 
 +**Saving Throws:** Constitution, Intelligence \\ 
 +**Skills:** Perception, History
  
-Proficiencies \\ +**Equipment** \\
-Armor: Light armor, medium armor, shields \\ +
-Weapons: Simple weapons, hand crossbows, heavy crossbows \\ +
-Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice \\ +
-Saving Throws: Constitution, Intelligence \\ +
-Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand +
- +
-Equipment \\+
 You start with the following equipment, in addition to the equipment granted by your background: You start with the following equipment, in addition to the equipment granted by your background:
   *any two simple weapons    *any two simple weapons 
   *a light crossbow and 20 bolts   *a light crossbow and 20 bolts
-  *(a) studded leather armor or (b) scale mail+  *(a) studded leather Armor or (b) scale mail
   *thieves’ tools and a dungeoneer’s pack   *thieves’ tools and a dungeoneer’s pack
  
-Optional Rule: Firearm Proficiency \\ 
-If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operations of such weapons, your artificer is proficient with them. 
  
-====Level 1 Class==== 
  
-Magical Tinkering +==== 1st Level Artillerist Artificer ==== 
-At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:+----
  
-The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. +**Magical Tinkering** \\ 
-Whenever tapped by a creaturethe object emits recorded message that can be heard up to 10 feet awayYou utter the message when you bestow this property on the objectand the recording can be no more than 6 seconds long. +At 1st levelyou've learned how to invest spark of magic into mundane objectsTo use this abilityyou must have thieves' tools or artisan'tools in handYou then touch Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
-The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. +
-A static visual effect appears on one of the object’surfacesThis effect can be picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. +
-The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.+
  
-You can give the magic of this feature to multiple objectstouching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object)If you try to exceed your maximumthe oldest property immediately ends, and then the new property applies.+  *The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. 
 +  *Whenever tapped by a creaturethe object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. 
 +  *The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. 
 +  *A static visual effect appears on one of the object's surfacesThis effect can be a picture, up to 25 words of textlines and shapes, or a mixture of these elements, as you like. 
 +  *The chosen property lasts indefinitely. As an actionyou can touch the object and end the property early.
  
 +You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
  
 +==== 2nd Level Artillerist Artificer ====
 +----
  
-====Level 2 Class==== +**Infuse Item** \\ 
-Infuse Item +At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
-At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. +
- +
-Infusions Known+
  
 +**Infusions Known** \\
 When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
  
 Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
  
-Infusing an Item+**Infusing an Item** \\ 
 +Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).
  
-Whenever you finish a long restyou can touch nonmagical object and imbue it with one of your artificer infusions, turning it into a magic itemAn infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.+Your infusion remains in an item indefinitely, but when you diethe infusion vanishes after number of days equal to your Intelligence modifier (minimum of 1 day)The infusion also vanishes if you replace your knowledge of the infusion.
  
-Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day)The infusion also vanishes if you give up your knowledge of the infusion for another one.+You can infuse more than one nonmagical object at the end of long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a timeIf you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
  
-You can infuse more than one nonmagical object at the end of long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objectsand each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.+If an infusion ends on an item that contains other things, like bag of holdingits contents harmlessly appear in and around its space
  
-====Level 3 Class==== +**Enhanced Arcane Focus** \\ 
-The Right Tool for the Job +//ItemA rodstaff or wand (requires attunement)// \\ 
-At 3rd level, you learn how to produce exactly the tool you needwith tinker's tools in handyou can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted workwhich can coincide with short or long restThough the product of magic, the tools are nonmagical, and they vanish when you use this feature again.+While holding this item, a creature gains +1 bonus to spell attack rollsIn 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 Weapon** \\
 +//Item: A simple or martial weapon// \\
 +This magic weapon grants a +1 bonus to attack and damage rolls made with it. \\
 +The bonus increases to +2 when you reach 10th level in this class.
  
 +**Repeating Shot** \\
 +//Item: A simple or martial weapon with the ammunition property (requires attunement)// \\
 +This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. \\
 +If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
  
-====Level 4 Class==== +  ***Homunculus Servant** 
-**Ability Score or Feat**+  *//Item: A gem or crystal worth at least 100 gp// 
 +  *[[Stats
  
-====Level 5 Class====+You learn intricate methods 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.
  
-Arcane Firearm +You determine the homunculus's appearance. Some artificers prefer mechanical-looking birdswhereas some like winged vials or miniatureanimate cauldrons.
-At 5th level, you know how to turn a wand, staff, or rod into an arcane firearma conduit for your destructive spells. When you finish a long rest, you can use woodcarvers' tools to carve special sigils into a wand, staff or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.+
  
-You can use your arcane firearm as a spellcasting focus for your artificer spellsWhen you cast an artificer spell through the firearm, roll a d8, and you gain bonus to one of the spell'damage rolls equal to the number rolled. If the spell affects multiple creaturesone creature of your choice takes the bonus damage.+The homunculus is friendly to you and your companions, and it obeys your commandsSee this creature'game statistics in the Homunculus Servant stat blockwhich uses your proficiency bonus (PB) in several places.
  
 +In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
  
 +The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
  
-====Level 6 Class====+==== 3rd Level Artillerist Artificer ==== 
 +----
  
-Tool Expertise +**The Right Tool for the Job** \\ 
-Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.+At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
  
-====Level 7 Artifiser====+**Tool Proficiency** \\ 
 +When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
  
-====Level 8====+**Artillerist Spells** \\ 
 +Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
  
-====Level 9====+^ Artificer Level ^ Artillerist Spells ^ 
 +| 3rd | Shield, Thunderwave | 
 +| 5th | Scorching Ray, Shatter | 
 +| 9th | Fireball, Wind Wall | 
 +| 13th | Ice Storm, Wall of Fire | 
 +| 17th | Cone of Cold, Wall of Force |
  
-====Level 10====+**Eldritch Cannon** \\ 
 +Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.
  
-====Level 11====+The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
  
-====Level 12====+When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
  
-====Level 13====+**Eldritch Cannon: Cannon Activation**
  
-====Level 14====+  ***Flamethrower** 
 +    *The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. 
 +  ***Force Ballista**  
 +    *Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. 
 +  ***Protector**  
 +    *The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
  
-====War Wizard Introduction==== +==== 4th Level Artillerist Artificer ==== 
-Lore introduction. \\ +----
-Hit dice. \\ +
-starting equipment. \\ +
-spellcasting rules. \\ +
-etc. \\+
  
-====Level 1 Class====+**Feat: Sharpshooter** \\ 
 +//Source: Player's Handbook// \\ 
 +You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: 
 +  *Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. 
 +  *Your ranged weapon attacks ignore half and three-quarters cover. 
 +  *Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
  
-Arcane Recovery +==== 5th Level Artillerist Artificer ==== 
-You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.+----
  
-For exampleif you're 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either 2nd-level spell slot or two 1st-level spell slots. +**Arcane Firearm** \\ 
-====Level 2 Class====+At 5th levelYou know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish long rest, you can use woodcarver's tools to carve special sigils into wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
  
-Arcane Deflection +You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll d8and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
-At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.+
  
-When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.+==== 6th Level Artillerist Artificer ==== 
 +----
  
-Tactical Wit +**Tool Expertise** \\ 
-Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself bonus to your initiative rolls equal to your Intelligence modifier. +At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool. 
-====Level 3 Class====+ 
 +==== 7th Level Artillerist Artificer ==== 
 +---- 
 + 
 +**Flash of Genius** \\ 
 +At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. 
 + 
 +You can use this feature number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. 
 + 
 +==== 8th Level Artillerist Artificer ==== 
 +---- 
 + 
 +**Feat Telepathic** \\ 
 +//Source: Tasha's Cauldron of Everything// \\ 
 +You awaken the ability to mentally connect with others, granting you the following benefits: 
 +  *Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. 
 +  *You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. 
 +  *You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them 
 + 
 +==== 9th Level Artillerist Artificer ==== 
 +---- 
 + 
 +**Explosive Cannon** \\ 
 +Starting at 9th level, every eldritch cannon you create is more destructive: 
 +  *The cannon's damage rolls all increase by 1d8. 
 +  *As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one. 
 + 
 +==== 10th Level Artillerist Artificer ==== 
 +---- 
 + 
 +**Magic Item Adept** \\ 
 +When you reach 10th level, you achieve a profound understanding of how to use and make magic items: 
 +  *You can attune to up to four magic items at once. 
 +  *If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. 
 + 
 +==== 11th Level Artillerist Artificer ==== 
 +---- 
 + 
 +**Spell-Storing Item** \\ 
 +At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared). 
 + 
 +While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object. 
 + 
 +==== 12th Level Artillerist Artificer ==== 
 +----
  
-====Level 4 Class==== 
 **Ability Score or Feat** **Ability Score or Feat**
  
-====Level 5 Class====+==== 13th Level Artillerist Artificer ==== 
 +----
  
-====Level 6 Class====+==== 14th Level Artillerist Artificer ==== 
 +---- 
 + 
 +**Magic Item Savant** \\ 
 +At 14th level, your skill with magic items deepens more: 
 +  *You can attune to up to five magic items at once. 
 +  *You ignore all class, race, spell and level requirements on attuning to or using a magic item 
 + 
 +==== 15th Level Artillerist Artificer ==== 
 +---- 
 + 
 +**Fortified Position** \\ 
 +By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon: 
 +  *You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. 
 +  *You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two. 
 + 
 +==== 16thLevel Artillerist Artificer ==== 
 +---- 
 + 
 +**Ability Score or Feat**
  
-Power Surge +==== 17th Level Artillerist Artificer ==== 
-Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.+----
  
-You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.+==== 18th Level Artillerist Artificer ==== 
 +----
  
-Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.+**Magic Item Master** \\ 
 +Starting at 18th level, you can attune up to six magic items at once
  
 +==== 19th Level Artillerist Artificer ====
 +----
  
 +==== 20th Level Artillerist Artificer ====
 +----
  
 +**Soul of Artifice** \\
 +At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
 +  *You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
 +  *If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
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