{"name":"Artificer","overview":"\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Prof. Bonus[\/th]\r\n[th]Features[\/th]\r\n[th]Infusions[\/th]\r\n[th]Infused Items[\/th]\r\n[th]Cantrips[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[th]5th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Magical Tinkering, Spellcasting[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Infuse Item[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Artificer Specialist, The Right Tool for the Job[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Artificer Specialist feature[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Tool Expertise[\/td]\r\n[td]6[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Flash of Genius[\/td]\r\n[td]6[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]6[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]Artificer Specialist feature[\/td]\r\n[td]6[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Magic Item Adept[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Spell Storing Item[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]\u2014[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]\u2014[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Magic Item Savant[\/td]\r\n[td]10[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Artificer Specialist feature[\/td]\r\n[td]10[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]10[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]\u2014[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]\u2014[\/td]\r\n[td]10[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Magic Item Master[\/td]\r\n[td]12[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]12[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Soul of Artifice[\/td]\r\n[td]12[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[\/table]\r\n","hitdice":"d8","hitpointsfirstlevel":"8 + Constitution Modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per Artificer level after 1st","armorproficiencies":"All light, medium, shields","weaponproficiences":"All simple","tools":"Thieves' tools, tinker's tools, one type of artisan's tools of your choice","savingthrows":"Constitution, Intelligence","skills":"Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand","equipment":"[ul]\r\n[li]any two simple weapons of your choice[\/li]\r\n[li]a light crossbow and 20 bolts[\/li]\r\n[li](a) studded leather armor or (b) scale mail[\/li]\r\n[li]Thieves' tools and a dungeoneer's pack[\/li]\r\n[\/ul]\r\nAlternatively, you can ignore the equipment from your class and background, and start with [roll:5d4] x 10 gp. ","spellcasting":"You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders through mundane items or outlandish inventions.\r\n\r\n[h2]Tools Required[\/h2]\r\nYou produce your artificer spell effects through your tools. You must have a [b]spellcasting[\/b] focus \u2014 specifically thieves' tools or some kind of artisan's tool \u2014 in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.\r\n\r\nAfter you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.\r\n\r\n[h2]Cantrips[\/h2]\r\nAt 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 column of the Artificer table.\r\nWhen 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.\r\n\r\n[h2]Preparing and Casting Spells[\/h2]\r\nThe 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.\r\n\r\nYou 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.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\nIntelligence 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.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n[b]Spell Attack modifier[\/b] = your proficiency bonus + your Intelligence modifier\r\n\r\n[h2]Ritual Casting[\/h2]\r\nYou can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n[h3]Spells[\/h3]\r\n\r\nCANTRIPS\r\nAcid splash\r\nBooming blade\r\nCreate bonfire\r\nDancing lights\r\nFire bolt\r\nFrostbite**\r\nGreenjlame blade*\r\nGuidance\r\nLight\r\nLightning lure*\r\nMage hand\r\nMagic stone'',;,\r\nMending\r\nMessage\r\nPoison spray\r\nPrestidigitation\r\nRay of frost\r\nResistance\r\nShocking grasp\r\nSpare the dying\r\nSword burst-I'\r\nThorn whip\r\nThunderclap\r\n\r\n1ST LEVEL\r\nAbsorb elements-I'*\r\nAlarm (ritual)\r\nCatapult**\r\nCure wounds\r\nDetect magic (ritual)\r\nDisguise self\r\nExpeditious retreat\r\nFaerie fire\r\nFalse life\r\nFeather fall\r\nGrease\u00b7\r\nIdentify (ritual)\r\njump\r\nLongstrider\r\nPurify food and drink\r\nSanctuary\r\nSnare*-!'\r\nTasha's caustic brew'\r\n\r\n2ND LEVE L\r\nAid\r\nAlter self\r\nArcane lock\r\nBlur\r\nContinual flame\r\nDarkvision\r\nEnhance ability\r\nEnlarge\/reduce\r\nHeat metal\r\nInvisibility\r\nLesser restoration\r\nLevitate\r\nMagic mouth (ritual)\r\nMagic weapon\r\nProtection from poison\r\nPyrotechnics**\r\nRope trick\r\nSee invisibility\r\nSkywrite** (ritual)\r\nSpider climb\r\nWeb\r\n\r\n3RD LEVEL\r\nBlink\r\nCatnap*-!'\r\nCreate food and water\r\nDispel magic\r\nElemental weapon\r\nFlame arrows**\r\nFly\r\nGlyph of warding\r\nHaste\r\nIntellect fortress'\ufffd\r\nProtection from energy\r\nRevivify\r\nTiny servant**\r\nWater breathing (ritual)\r\nWater walk (ritual)\r\n\r\n4TH LEVEL\r\nArcane eye\r\nElemental bane'\ufffd*\r\nFabricate\r\nFreedom of movement\r\nLeomund's secret chest\r\nMordenkainen's\r\nfaithful hound\r\nMordenkainen's\r\nprivate sanctum\r\nOtiluke's resilient sphere\r\nStone shape\r\nStoneskin\r\nSummon construct'\ufffd\r\n\r\n5TH LEVEL\r\nAnimate objects\r\nBigby's hand\r\nCreation\r\nGreater restoration\r\nSkill empowerment*-!'\r\nTransmute rock'h\ufffd\r\nWall of stone","features":"[h2]Magical Tinkering[\/h2]\r\nAt 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have 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:\r\n[ul]\r\n[li]Light: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.[\/li]\r\n[li]Message: 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.[\/li]\r\n[li]Smell\/Sound: 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.[\/li]\r\n[li]Visual: 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.[\/li]\r\n[\/ul]\r\nThe chosen property lasts indefinitely. As an action, you can touch the object and end the property early.\r\n\r\nYou can bestow magic on multiple objects, touching one object each time you use the feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with the feature at one time is equal to your [b]Intelligence modifier (minimum of one object)[\/b]. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.\r\n\r\n[h2]Infuse Item[\/h2]\r\nAt 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.\r\n\r\n[h3]Infusions Known[\/h3]\r\nWhen you gain this feature, you learn four artificer infusions of your choice. 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.\r\n\r\n[h3]Infusing an Item[\/h3]\r\nWhenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. 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.\r\n\r\nYour 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 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.\r\n\r\n[h2]Artificer Specialist[\/h2]\r\nAt 3rd level, you choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed at the end of the class\u2019s description. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.\r\n[ul]\r\n[li][blocklink:1264455][\/li]\r\n[li][blocklink:1264469][\/li]\r\n[li][blocklink:1264473][\/li]\r\n[li][blocklink:1264478][\/li]\r\n[\/ul]\r\n[h2]The Right Tool for the Job[\/h2]\r\nAt 3rd level, you learn how to produce exactly the tool you need: with tinker'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.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.\r\n\r\n[h2]Tool Expertise[\/h2]\r\nStarting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.\r\n\r\n[h2]Flash of Genius[\/h2]\r\nStarting 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.\r\n\r\nYou 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.\r\n\r\n[h2]Magic Item Adept[\/h2]\r\nWhen you reach 10th level, you achieve a profound understanding of how to use and make magic items:\r\n[ul]\r\n[li]You can attune to up to[b] four magic items[\/b] at once.[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\n\r\n[h2]Spell-Storing Item[\/h2]\r\nAt 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 an 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't have it prepared).\r\n\r\nWhile 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.\r\n\r\n[h2]Magic Item Savant[\/h2]\r\nAt 14th level, your skill with magic items deepens more:\r\n[ul]\r\n[li]You can attune to up to [b]five magic items[\/b] at once.[\/li]\r\n[li]You ignore all class, race, spell, and level requirements on attuning to or using a magic item.[\/li]\r\n[\/ul]\r\n\r\n[h2]Magic Item Master[\/h2]\r\nAt 18th level, you can attune to up to [b]six magic items[\/b] at once.\r\n\r\n[h2]Soul of Artifice[\/h2]\r\nAt 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:\r\n[ul]\r\n[li]You gain a +1 bonus to all saving throws per magic item you are currently attuned to.[\/li]\r\n[li]If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.[\/li]\r\n[\/ul]\r\n\r\n[h3]Multiclassing and the Artificer[\/h3]\r\n- Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in this class, or to take a level in another class if you are already an artificer.\r\n- Proficiencies Gained. If artificer isn't your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves' tools, tinker's tools.\r\n- Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.\r\n","subclasses":"[block:1264455]\r\n[block:1264469]\r\n[block:1264473]\r\n[block:1264478]\r\n\r\n[h2]Artificer Infusions[\/h2]\r\nArtificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.\r\n\r\nThe description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.\r\n\r\nSome infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.\r\n\r\nUnless an infusion's description says otherwise, you can't learn an infusion more than once.\r\n\r\n[h3]Arcane Propulsion Armor[\/h3]\r\n[i]Prerequisite: 14th-level artificer[\/i]\r\n[i]Item: A suit of armor (requires attunement)[\/i]\r\n\r\nThe wearer of this armor gains these benefits:\r\n[ul]\r\n[li]The wearer's walking speed increases by 5 feet.[\/li]\r\n[li]The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.[\/li]\r\n[li]The armor can't be removed against the wearer's will.[\/li]\r\n[li]If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.[\/li]\r\n[\/ul]\r\n\r\n[h3]Armor of Magical Strength[\/h3]\r\n[i]Item: A suit of armor (requires attunement)[\/i]\r\n\r\nThis armor has 6 charges. The wearer can expend the armor's charges in the following ways:\r\n[ul]\r\n[li]When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.[\/li]\r\n[li]If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.[\/li]\r\n[\/ul]\r\nThe armor regains 1d6 expended charges daily at dawn.\r\n\r\n[h3]Boots of the Winding Path[\/h3]\r\n[i]Prerequisite: 6th-level artificer\r\n Item: A pair of boots (requires attunement)[\/i]\r\n\r\nWhile 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.\r\n\r\n[h3]Enhanced Arcane Focus[\/h3]\r\n[i]Item: A rod, staff, or wand (requires attunement)[\/i]\r\n\r\nWhile holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.\r\n\r\nThe bonus increases to +2 when you reach 10th level in this class.\r\n\r\n[h3]Enhanced Defense[\/h3]\r\n[i]Item: A suit of armor or a shield[\/i]\r\n\r\nA creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.\r\n\r\nThe bonus increases to +2 when you reach 10th level in this class.\r\n\r\n[h3]Enhanced Weapon[\/h3]\r\n[i]Item: A simple or martial weapon[\/i]\r\n\r\nThis magic weapon grants a +1 bonus to attack and damage rolls made with it.\r\n\r\nThe bonus increases to +2 when you reach 10th level in this class.\r\n\r\n[h3]Helm of Awareness[\/h3]\r\n[i]Prerequisite: 10th-level artificer[\/i]\r\n[i]Item: A helmet (requires attunement)[\/i]\r\n\r\nWhile wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can\u2019t be surprised, provided it isn\u2019t incapacitated.\r\n\r\n[h3]Homunculus Servant[\/h3]\r\n[i]Prerequisite: 6th-level artificer\r\n A gem worth at least 100gp[\/i]\r\n\r\nYou learn intricate methods for magically creating a special [blocklink:1263103] that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.\r\n\r\nYou determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.\r\n\r\nThe homunculus is friendly to you and your companions, and it obeys your commands.\r\n\r\nIn combat, the homunculus shares your initiative count, but 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 the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.\r\n\r\nThe homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.\r\n\r\n[h3]Mind Sharpener[\/h3]\r\n[i]Item: A suit of armor or robes[\/i]\r\n\r\nThe infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to add a d4 to the result, potentially creating a succeed instead. The item regains 1d4 expended charges daily at dawn.\r\n\r\n[h3]Radiant Weapon[\/h3]\r\n[i]Prerequisite: 6th-level artificer\r\n Item: A simple or martial weapon (requires attunement)[\/i]\r\n\r\nThis 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.\r\n\r\nThe weapon has 4 charges. As a reaction immediately after being hit by an 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.\r\n\r\n[h3]Repeating Shot[\/h3]\r\n[i]Item: A simple or martial weapon with the ammunition property (requires attunement)[\/i]\r\n\r\nThis 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.\r\n\r\nIf 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.\r\n\r\n[h3]Replicate Magic Item[\/h3]\r\n[i]Prerequisite: See below[\/i]\r\n\r\nUsing 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 the level you must be in the class to choose an item from the table.\r\n\r\nIn the tables, an item's entry tells you whether the item requires attunement. See the item's description for more information about it, including the type of object required for its making.\r\n\r\n[h3]2nd-Level Artificer[\/h3]\r\n[table]\r\n[tr]\r\n[th]Item[\/th]\r\n[th]Attunement[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Alchemy Jug[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Armblade[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Bag of Holding[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Cap of Water Breathing[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Goggles of Night[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Prosthetic Limb[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Rope of Climbing[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Sending Stones[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Wand of Magic Detection[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Wand of Secrets[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]6th-Level Artificer[\/h3]\r\n[table]\r\n[tr]\r\n[th]Item[\/th]\r\n[th]Attunement[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Boots of Elvenkind[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Cloak of Elvenkind[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Cloak of the Manta Ray[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Eyes of Charming[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Gloves of Thievery[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Lantern of Revealing[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pipes of Haunting[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Ring of Water Walking[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Wand Sheath[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]10th-Level Artificer[\/h3]\r\n[table]\r\n[tr]\r\n[th]Item[\/th]\r\n[th]Attunement[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Boots of Striding and Springing[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Boots of the Winterlands[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Bracers of Archery[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Brooch of Shielding[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Cloak of Protection[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Eyes of the Eagle[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Gauntlets of Ogre Power[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Gloves of Missile Snaring[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Gloves of Swimming and Climbing[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Hat of Disguise[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Headband of Intellect[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Helm of Telepathy[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Medallion of Thoughts[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Periapt of Wound Closure[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pipes of the Sewers[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Quiver of Ehlonna[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Ring of Jumping[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Ring of Mind Shielding[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Slippers of Spider Climbing[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Ventilating Lungs[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Winged Boots[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]14th-Level Artificer[\/h3]\r\n[table]\r\n[tr]\r\n[th]Item[\/th]\r\n[th]Attunement[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Amulet of Health[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Arcane Propulsion Arm[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Belt of Hill Giant Strength[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Boots of Levitation[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Boots of Speed[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Bracers of Defense[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Cloak of the Bat[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Dimensional Shackles[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Gem of Seeing[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Horn of Blasting[\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Ring of Free Action[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Ring of Protection[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Ring of the Ram[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Repulsion Shield[\/h3]\r\n[i]Prerequisite: 6th-level artificer\r\n Item: A shield (requires attunement)[\/i]\r\n\r\nA creature gains a +1 bonus to Armor Class while wielding this shield.\r\n\r\nThe shield has 4 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.\r\n\r\n[h3]Resistant Armor[\/h3]\r\n[i]Prerequisite: 6th-level artificer\r\n Item: A suit of armor (requires attunement)[\/i]\r\n\r\nWhile 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.\r\n\r\n[h3]Returning Weapon[\/h3]\r\n[i]Item: A simple or martial weapon with the thrown property[\/i]\r\n\r\nThis 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.\r\n\r\n[h3]Spell-Refueling Ring[\/h3]\r\n[i]Prerequisite: 6th-level artificer[\/i]\r\n[i]Item: A ring (requires attunement)[\/i]\r\n\r\nWhile wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.","tabledata":"","tags":"Classes, Character Creation","isShared":"on","templateId":"25","blockId":"1264447","world":"044dc72d-65be-4209-a5bb-c9794b957879","folder":"22089"}