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| - | =====Iblee===== | ||
| - | [[character: | ||
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| - | =====Alchemist Artifiser Introduction===== | ||
| - | Class Features | ||
| - | As an artificer, you gain the following class features. | ||
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| - | Hit Points \\ | ||
| - | 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 | ||
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| - | Proficiencies \\ | ||
| - | 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, | ||
| - | Skills: Choose two from Arcana, History, Investigation, | ||
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| - | Equipment \\ | ||
| - | You start with the following equipment, in addition to the equipment granted by your background: | ||
| - | *any two simple weapons | ||
| - | *a light crossbow and 20 bolts | ||
| - | *(a) studded leather armor or (b) scale mail | ||
| - | *thieves’ tools and a dungeoneer’s pack | ||
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| - | Optional Rule: Firearm Proficiency \\ | ||
| - | If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master' | ||
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| - | ====Level 1 Class==== | ||
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| - | Magical Tinkering | ||
| - | 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: | ||
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| - | The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. | ||
| - | Whenever tapped by a creature, the 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 surfaces. This effect can be a 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. | ||
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| - | You can give the magic of this feature to multiple objects, touching 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 maximum, the oldest property immediately ends, and then the new property applies. | ||
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| - | ====Level 2 Class==== | ||
| - | Infuse Item | ||
| - | 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. | ||
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| - | Infusions Known | ||
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| - | 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. | ||
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| - | Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. | ||
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| - | Infusing an Item | ||
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| - | 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, 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. | ||
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| - | Your infusion remains in an item indefinitely, | ||
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| - | You can infuse more than one nonmagical object at the end of a 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 time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. | ||
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| - | ====Level 3 Class==== | ||
| - | The Right Tool for the Job | ||
| - | At 3rd level, you learn how to produce exactly the tool you need: with tinker' | ||
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| - | ====Level 4 Class==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 5 Class==== | ||
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| - | Arcane Firearm | ||
| - | At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarvers' | ||
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| - | You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain bonus to one of the spell' | ||
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| - | ====Level 6 Class==== | ||
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| - | Tool Expertise | ||
| - | Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. | ||
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| - | ====Level 7 Artifiser==== | ||
| - | Flash of Genius | ||
| - | Starting at 7th level, you gain 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. | ||
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| - | You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. | ||
| - | ====Level 8==== | ||
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| - | ====Level 9==== | ||
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| - | ====Level 10==== | ||
| - | Magic Item Adept | ||
| - | When you reach 10th level, you achieve a profound understanding of how to use and make magic items: | ||
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| - | 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. | ||
| - | ====Level 11==== | ||
| - | Spell-Storing Item | ||
| - | At 11th level, you learn how to 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 store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn' | ||
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| - | While holding the object, a creature can take an action to produce the spell' | ||
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| - | The spell stays in the object until it has 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. | ||
| - | ====Level 12==== | ||
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| - | ====Level 13==== | ||
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| - | ====Level 14==== | ||
| - | Magic Item Savant | ||
| - | At 14th level, your skill with magic items deepens more: | ||
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| - | 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. | ||
| - | ====War Wizard Introduction==== | ||
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| - | Hit Points \\ | ||
| - | Hit Dice: 1d6 per wizard level | ||
| - | Hit Points at 1st Level: 6 + your Constitution modifier | ||
| - | Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st | ||
| - | ====Level 1 Class==== | ||
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| - | Arcane Recovery | ||
| - | 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. | ||
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| - | For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | ||
| - | ====Level 2 Class==== | ||
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| - | Arcane Deflection | ||
| - | 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 a 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. | ||
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| - | When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. | ||
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| - | Tactical Wit | ||
| - | Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. | ||
| - | ====Level 3 Class==== | ||
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| - | ====Level 4 Class==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 5 Class==== | ||
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| - | ====Level 6 Class==== | ||
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| - | Power Surge | ||
| - | Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. | ||
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| - | 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, | ||
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| - | 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. | ||
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