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| - | =====Iblee Class Title===== | ||
| - | [[character: | ||
| - | ====Class Introduction==== | ||
| - | **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: Alchemist Supplies, Tinker’s tools, Glass Blower' | ||
| - | Saving Throws: Constitution, | ||
| - | Skills: 2 | ||
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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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| - | ====Level 1 Class==== | ||
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| - | **Magical Tinkering** \\ | ||
| - | At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' | ||
| - | |||
| - | *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' | ||
| - | *The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. | ||
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| - | 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. | ||
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| - | ====Level 2 Class==== | ||
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| - | **Infuse Item** \\ | ||
| - | At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. | ||
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| - | **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. | ||
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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** \\ | ||
| - | 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' | ||
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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 ends, and then the new infusion applies. | ||
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| - | If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space | ||
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| - | **Enhanced Arcane Focus** \\ | ||
| - | //Item: A rod, staff or wand (requires attunement)// | ||
| - | While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. \\ | ||
| - | The bonus increases to +2 when you reach 10th level in this class. | ||
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| - | **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. | ||
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| - | **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. | ||
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| - | ====Level 3 Class==== | ||
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| - | **The Right Tool for the Job** \\ | ||
| - | At 3rd level, you've learned how to produce exactly the tool you need: with thieves' | ||
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| - | **Tool Proficiency** \\ | ||
| - | When you adopt this specialization at 3rd level, you gain proficiency with woodcarver' | ||
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| - | **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. | ||
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| - | ^ 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 | | ||
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| - | **Eldritch Cannon** \\ | ||
| - | Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver' | ||
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| - | 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. | ||
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| - | 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. | ||
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| - | **Eldritch Cannon: Cannon Activation** | ||
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| - | ***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). | ||
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| - | ====Level 4 Class==== | ||
| - | **Feat: Sharpshooter** \\ | ||
| - | //Source: Player' | ||
| - | You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: | ||
| - | *Attacking at long range doesn' | ||
| - | *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' | ||
| - | ====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 woodcarver' | ||
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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 a bonus to one of the spell' | ||
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| - | ====Level 6 Class==== | ||
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| - | **Tool Expertise** \\ | ||
| - | At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool. | ||
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| - | ====Level 7 Class==== | ||
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| - | **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. | ||
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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. | ||
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| - | ====Level 8 Class==== | ||
| - | **Feat: Sentinel** \\ | ||
| - | //Source: Player' | ||
| - | You have mastered techniques to take advantage of every drop in any enemy' | ||
| - | *When you hit a creature with an opportunity attack, the creature' | ||
| - | *Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. | ||
| - | *When a creature makes an attack against a target other than you (and that target doesn' | ||
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| - | ====Level 9 Class==== | ||
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| - | **Explosive Cannon** \\ | ||
| - | Starting at 9th level, every eldritch cannon you create is more destructive: | ||
| - | *The cannon' | ||
| - | *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. | ||
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| - | ====Level 10 Class==== | ||
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| - | **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. | ||
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| - | ====Level 11 Class==== | ||
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| - | **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' | ||
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| - | While holding the object, a creature can take an action to produce the spell' | ||
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| - | ====Level 12 Class==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 13 Class==== | ||
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| - | ====Level 14 Class==== | ||
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| - | **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 | ||
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| - | ====Level 15 Class==== | ||
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| - | **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. | ||
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| - | ====Level 16 Class==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 17 Class==== | ||
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| - | ====Level 18 Class==== | ||
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| - | **Magic Item Master** \\ | ||
| - | Starting at 18th level, you can attune up to six magic items at once | ||
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| - | ====Level 19 Class==== | ||
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| - | ====Level 20 Class==== | ||
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| - | **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. | ||