{"name":"Artificer (Eberron: rising from the last war)","overview":"Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist\u2019s supplies to create a potent elixir, calligrapher\u2019s supplies to inscribe a sigil of power on an ally\u2019s armor, or tinker\u2019s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.\r\n\r\n[h2]Arcane Science[\/h2]\r\nIn the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, allows the grand magical projects of Eberron to continue running.\r\n\r\nDuring the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but also countless lives were lost because of the mass destruction that artificers\u2019 creations unleashed.\r\n\r\n[h2]Seekers of New Lore[\/h2]\r\nNothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else\u2019s work.\r\n\r\nThis drive for novelty pushes artificers to become adventurers. Eberron\u2019s main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery in arcane research.\r\n\r\n[h]Creating an Artificer[\/h]\r\nWhen creating an artificer character, think about your character\u2019s background and drive for adventure. Does the character have a rival? What is the character\u2019s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.\r\n\r\n[h2]Quick Build[\/h2]\r\nYou can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the artisan background.","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"[roll:1d8] (or 5)  + your Constitution modifier per artificer level after 1st.","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons, hand crossbows, heavy crossbows","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, Sleight of Hand","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li]any two simple weapons[\/li]\r\n[li]a light crossbow and 20 bolts[\/li]\r\n[li](a) studded leather armor [i]or[\/i] (b) scale mail[\/li]\r\n[li]thieves\u2019 tools and a dungeoneer\u2019s pack[\/li]\r\n[\/ul]\r\n","spellcasting":"You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don\u2019t appear to be casting spells in a conventional way; you look as if you\u2019re producing wonders through various items.\r\n\r\n[h2]Tools Required[\/h2]\r\nYou produce your artificer spell effects through your tools. You must have a spellcasting focus\u2014specifically thieves\u2019 tools or some kind of artisan\u2019s tool\u2014in 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\nCantrips\r\nAt 1st level, you know two cantrips of your choice from the artificer spell list below. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.\r\n\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\u2019s 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\nFor 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 1st-level or a 2nd-level slot. Casting the spell doesn\u2019t remove it from your list of prepared spells.\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[center][b]Spell save DC[\/b] = 8 + your proficiency bonus + your Intelligence modifier\r\n[br]\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Intelligence modifier[\/center]\r\n\r\nRitual Casting\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[aloud][h2]The magic of Artifice[\/h2]\r\nAs an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you\u2019re using a tool to perform the spell effect. If you cast cure wounds using alchemist\u2019s supplies, you could be quickly producing a salve. If you cast it using tinker\u2019s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special. \r\n\r\nThe same principle applies when you prepare your spells. As an artificer, you don\u2019t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you\u2019ll use to produce your effects. If you replace cure wounds with shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place\u2014perhaps a gauntlet that lets you channel a surge of energy. \r\n\r\nSuch details don\u2019t limit you in any way or provide you with any benefit. You don\u2019t have to justify how you\u2019re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.[\/aloud]\r\n\r\n[row][col3]\r\n[h]Spell list[\/h]\r\n[b]Cantrips[\/b]\r\n[br]\r\n[blocklink:93]\r\n[br]\r\n[blocklink:40411]\r\n[br]\r\n[blocklink:369]\r\n[br]\r\n[blocklink:56974]\r\n[br]\r\n[blocklink:77679]\r\n[br]\r\n[blocklink:1466]\r\n[br]\r\n[blocklink:133]\r\n[br]\r\n[blocklink:143]\r\n[br]\r\n[blocklink:98101]\r\n[br]\r\n[blocklink:287]\r\n[br]\r\n[blocklink:288]\r\n[br]\r\n[blocklink:344]\r\n[br]\r\n[blocklink:662]\r\n[br]\r\n[blocklink:1042]\r\n[br]\r\n[blocklink:1047]\r\n[br]\r\n[blocklink:1327]\r\n[br]\r\n[blocklink:1356]\r\n[br]\r\n[block:12985]\r\n[br]\r\n[blocklink:12796]\r\n\r\n[b]1st-level[\/b]\r\n[br]\r\n[blocklink:12799]\r\n[br]\r\n[blocklink:90]\r\n[br]\r\n[blocklink:51377]\r\n[br]\r\n[blocklink:12829]\r\n[br]\r\n[blocklink:1310]\r\n[br]\r\n[blocklink:381]\r\n[br]\r\n[blocklink:385]\r\n[br]\r\n[blocklink:600]\r\n[br]\r\n[blocklink:1312]\r\n[br]\r\n[blocklink:1314]\r\n[br]\r\n[blocklink:1316]\r\n[br]\r\n[blocklink:1461]\r\n[br]\r\n[blocklink:725]\r\n[br]\r\n[blocklink:397]\r\n[br]\r\n[blocklink:141]\r\n[br]\r\n[blocklink:1198]\r\n[br]\r\n[blocklink:13130]\r\n[\/col3]\r\n[col3][b]2nd-level[\/b]\r\n[br]\r\n[blocklink:89]\r\n[br]\r\n[blocklink:91]\r\n[br]\r\n[blocklink:102]\r\n[br]\r\n[blocklink:651]\r\n[br]\r\n[blocklink:1302]\r\n[br]\r\n[blocklink:372]\r\n[br]\r\n[blocklink:595]\r\n[br]\r\n[blocklink:596]\r\n[br]\r\n[blocklink:1483]\r\n[br]\r\n[blocklink:1077]\r\n[br]\r\n[blocklink:131]\r\n[br]\r\n[blocklink:132]\r\n[br]\r\n[blocklink:255]\r\n[br]\r\n[blocklink:256]\r\n[br]\r\n[blocklink:711]\r\n[br]\r\n[blocklink:144549]\r\n[br]\r\n[blocklink:1051]\r\n[br]\r\n[blocklink:1219]\r\n[br]\r\n[blocklink:144553]\r\n[br]\r\n[blocklink:1360]\r\n\r\n[b]3rd-level[\/b]\r\n[br]\r\n[blocklink:650]\r\n[br]\r\n[blocklink:129870]\r\n[br]\r\n[blocklink:388]\r\n[br]\r\n[blocklink:167199]\r\n[br]\r\nFlame arrows\r\n[br]\r\n[blocklink:1349]\r\n[br]\r\n[blocklink:1394]\r\n[br]\r\n[blocklink:1459]\r\n[br]\r\n[blocklink:1472]\r\n[br]\r\n[blocklink:709]\r\n[br]\r\n[blocklink:1050]\r\n[br]\r\nTiny servant\r\n[br]\r\n[blocklink:1493]\r\n[br]\r\n[blocklink:1494][\/col3]\r\n[col3][b]4th-level[\/b]\r\n[br]\r\n[blocklink:100]\r\n[br]\r\n[blocklink:136925]\r\n[br]\r\n[blocklink:1196]\r\n[br]\r\n[blocklink:1392]\r\n[br]\r\nLeomund's [blocklink:1216]\r\n[br]\r\nMordenkainen's [blocklink:1313]\r\n[br]\r\nMordenkainen's [blocklink:705]\r\n[br]\r\nOtiluke's [blocklink:1046]\r\n[br]\r\n[blocklink:1371]\r\n[br]\r\n[blocklink:1365]\r\n[br]\r\nVitreolic sphere\r\n\r\n[b]5th-level[\/b]\r\n[br]\r\n[blocklink:96]\r\n[br]\r\n[blocklink:47689]\r\n[br]\r\n[blocklink:1309]\r\n[br]\r\n[blocklink:1463]\r\n[br]\r\nSkill empowerment\r\n[br]\r\nTransmutate rock\r\n[br]\r\n[blocklink:1425][\/col3][\/row]","features":"[h]Magical Tinkering[\/h]\r\nAt 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves\u2019 tools, tinker\u2019s tools, or other artisan\u2019s 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\r\n[ul]\r\n[li]The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.[\/li]\r\n[li]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]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]A static visual effect appears on one of the object\u2019s 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 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.\r\n\r\n[h]Infuse Item[\/h]\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[h2]Infusions Known[\/h2]\r\nWhen you gain this feature, pick three artificer infusions to learn, choosing from the \u201cArtificer Infusions\u201d section. 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\nWhenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.\r\n\r\n[h2]Infusing an Item[\/h2]\r\nWhenever 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\u2019s 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 (see \u201cAttunement\u201d in the Dungeon Master\u2019s Guide, page 136).\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.\r\n\r\nYou 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. 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 Infusions[\/h2]\r\nArtificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.\r\n\r\nThe description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.\r\n\r\nSome infusions specify a minimum artificer level. You can\u2019t learn such an infusion until you are at least that level.\r\n\r\nUnless an infusion\u2019s description says otherwise, you can\u2019t learn the infusion more than once.\r\n\r\n[h3]Boots of the Winding Path[\/h3]\r\n[i]Prerequisite: 4th-level artificer\r\n[br]\r\nItem: 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 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]Arcane Focus[\/h3]\r\n[i]Item: A 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 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[h2]Homunculus Servant[\/h2]\r\n[i]prerequisite: 6th-level artificer[\/i]\r\n[i]item: a gem worth at least 100 gp or a dragon shard.[\/i]\r\nYou learn the intricate methods for magically creating a Special homonculus that serves you.the item you infuse serves as the creatures heart, around which the creatures 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 or animate cauldrons.\r\n\r\nthe homunculus is friendly to you and your companions, and it obeys your commands. see this creatures statisitcs in the homunculus servant stat block.\r\n\r\nin combat the homunculus shares your initiative but takes it turn immediately after yours.it can move and take its reation on its own but the only action it takes is the dodge action unless, unless you use your bonus action 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 [i]mending[\/i] spell is cast on it. if it dies, i vanishes, leaving its heart in its space.\r\n\r\n[h3]Radiant Weapon[\/h3]\r\n[i]Prerequisite: 8th-level artificer\r\n[br]\r\nItem: 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\nAs a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker\u2019s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can\u2019t be used again until the wielder finishes a short or long rest.\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\u2019s used to make a ranged attack, and it ignores the loading property if it has it.\r\n\r\nThe weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced 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. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.\r\n\r\nIn the tables, an item\u2019s entry tells you whether the item requires attunement. See the item\u2019s description in the Dungeon Master\u2019s Guide for more information about it, including the type of object required for its making.\r\n\r\n[row][col]\r\n[table]\r\n[tr]\r\n[th]Magic Item[\/th]\r\n[th]Attunement[\/th]\r\n[\/tr]\r\n[tr]\r\n[td][blocklink:149721][\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]ArmBlade (detailed in chapter five)[\/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][blocklink:12896][\/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][blocklink:14702][\/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\r\n[b]Replicable Magic Items (6th-Level Artificer)[\/b]\r\n[\/td]\r\n[table]\r\n[tr]\r\n[th]Magic Item[\/th]\r\n[th]Attunement[\/th]\r\n[\/tr]\r\n[tr]\r\n[td][blocklink:144826][\/td]\r\n[td]No[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Boots of elvenkind[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Cloak of 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]Pipe 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 Sheathe (detailed in chapter five.)[\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][\/td]\r\n[\/tr]\r\n[\/table]\r\n[\/col]\r\n[col][b]Replicable Magic Items (10th-Level Artificer)[\/b]\r\n[table]\r\n[tr]\r\n[td]Magic Item[\/td]\r\n[td]Attunement[\/td]\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 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 Strength[\/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 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 Lung[\/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\r\n\r\n[b]Replicable Magic Items (14th-Level Artificer)[\/b]\r\n[table]\r\n[tr]\r\n[td]Magic item[\/td]\r\n[td]Attunement[\/td]\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 (detailed in chapter 5)[\/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][blocklink:35145][\/td]\r\n[td]Yes[\/td]\r\n[\/tr]\r\n[tr]\r\n[td][blocklink:98216][\/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\r\n\r\n\r\n[\/col][\/row]\r\n[h3]Repulsion Shield[\/h3]\r\n[i]Prerequisite: 8th-level artificer\r\n[br]\r\nItem: A shield (requires attunement)[\/i]\r\n\r\nA creature gains a +1 bonus to Armor Class while wielding this shield. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away. Once used, this reaction can\u2019t be used again until the wielder finishes a short or long rest.\r\n\r\n[h3]Resistance Armor[\/h3]\r\n[i]Prerequisite: 8th-level artificer\r\n[br]\r\nItem: 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\u2019s hand immediately after it is used to make a ranged attack.\r\n\r\n[h]Artificer Specialist[\/h]\r\nAt 3rd level, you choose the type of specialist you are: Alchemist or Artillerist, each of which is detailed at the end of the class\u2019s description. Your choice grants you features at 3rd level and again at 6th and 14th level.\r\n\r\n[h1]The Right Tool For The Job[\/h1]\r\nAt 3rd Level, you learn how to produce exactly the tool you need: with tinkers tools in hand, you can magically create one set of artisans tools in an unoccupied space within 5 ft 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\nAbility Score Improvement\r\nWhen you reach 4th, 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\u2019t increase an ability score above 20 using this feature.\r\n\r\n[h1]Tool Expertise[\/h1]\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[h]Flash of Genius[\/h]\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\nYou can use this feature a nuber of time equal to your intelligence modifier (minimum of once). you regain all expended uses when you finish a long rest\r\n\r\n[h]Magic Item Adept[\/h]\r\nWhen you reach 10th level, you achieve a profound understanding of hop to use and make magic items:\r\n[ul]\r\n[li]you can attune up to four magic items 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\r\n[h]Spell-Storing Item[\/h]\r\nWhen you reach 11th level, you learn how to store a spell in an object for repeated use. 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 don\u2019t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell\u2019s effect from it, using your spellcasting ability modifier. if the spell require concentration, the creature must concentrate.\r\n\r\nThe 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.\r\n\r\n[h1]Magic Item Savant[\/h1]\r\nat 14th level, your skill with magic items deepens more:\r\n[ul]\r\n[li]you can attune up to 5 magic items 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[h1]Magic Item Master[\/h1]\r\nStarting at 18th level you can attune up to 6 magic items at once.\r\n[h]Soul of Artifice[\/h]\r\nAt 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you.\r\n[ul]\r\n[li]You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.[\/li]\r\n[li]If you are reduced to 0 hitpoints, but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hitpoint instead of 0.[\/li]\r\n[\/ul]\r\n","subclasses":"[h]Alchemist[\/h]\r\nAn Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.\r\n\r\n[h2]Tool Proficiency[\/h2]\r\nwhen you adopt this proficiency at 3rd level, you gain proficiency with alchemists supplies. if you already have that proficiency, you gain proficiency with one other type of artisans tools of your choice.\r\n\r\n[h2]Alchemist Spells[\/h2]\r\n[row][col]Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don\u2019t count against the number of artificer spells you prepare.[\/col]\r\n[col][b]Alchemist Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Artificer Level[\/th]\r\n[th]Spell[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td][blocklink:712], [blocklink:134719][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Melf\u2019s [blocklink:88], [blocklink:1495][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td][blocklink:1306], [blocklink:1364][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td][blocklink:647], [blocklink:375][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td][blocklink:1284], [blocklink:713][\/td]\r\n[\/tr]\r\n[\/table]\r\n[\/col][\/row]\r\n\r\n[h2]Experimental Elixir[\/h2]\r\nBeginning at 3rd level, Whenever you finish a long rest, you can magically produce an [i]experimental elixir[\/i] in an empty flask you touch. Roll on the Experimental Elixir table for the elixirs effect, which is triggered when someone drinks the elixir. As an Action, a creature can drink the Elixir or administer it to an incapacitated creature.\r\nCreating an [i]experimental elixir [\/i]requires you to have Alchemist supplies on your person, and any elixir you create with this feature lasts until drunk or until the end of your next long rest.\r\nWhen you reach certain levels in the class, you can create make more elixirs at the end of a long rest.: two at 6th level, and three at 15th. you for each elixirs effect independently. each elixir requires its own flask.\r\nYou can create Additional [i]experimental elixirs[\/i] by expending a spell slot of 1st level or higher for each one.when you do so, you use your action to create the elixir in a flask you touch, and you choose the elixirs effect from the Experimental Elixirs\r\n[b]EXPERIMENTAL ELIXIR[\/b]\r\n[b]\r\n[table]\r\n[tr]\r\n[td]d6[\/td]\r\n[td]Effect[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Healing. The drinker regains a number of hitpoints equal to 2d4 + your Intelligence modifier[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]Swiftness. the Drinkers walking speed increases by 10 feet for 1 hour.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Resilience. The drinker gains a +1 to AC for 10 minutes.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Boldness. the drinker can roll a d4 and add the number rolled to every attack or saving throw they make for the next minute.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Flight. The drinker gain a flying speed of 10 feet for 10 minutes.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]Transformation. The Drinkers body is transformed as if by an alter self spell. The drinker determines the transformation caused by the spell, the effects of which last 10 minutes.[\/td]\r\n[\/tr]\r\n[\/table]\r\n[\/b]\r\n\r\n\r\n[h2]Alchemical Savant[\/h2]\r\nAt 5th level, you develop masterful command of magical chemicals., enhancing healing and damage you create through them. whenever you cast a spell using your alchemists supplies as the spellcasting focus you gain a bonus to one roll of the spell.that roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your intelligence modifier. (minimum of +1)\r\n\r\n[h2]\r\nRestorative Reagents[\/h2]\r\nStarting at 9th level, you can incorporate restorative reagents into some of your works:\r\n[ul]\r\n[li]Whenever a creature drinks an [i]experimental elixir[\/i] you created, the creature gains temporary hitpoints equal to 2d6+your Intelligence modifier. (minimum of 1 temporary hitpoint)[\/li]\r\n[li]Yuo can cast [i]lesser restoration [\/i]without expending a spell slot provided you use alchemist's supplies as the spellcasting focus. you can do so a number of times equal to your Intelligence modifier. (minimum of once), and you regain all expended uses when you finish a long rest.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n[h2]Chemical Mastery[\/h2]\r\nBy 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments.\r\n[ul]\r\n[li]You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.[\/li]\r\n[li]you can cast [i]greater restoration[\/i] and [i]heal[\/i] without expending a spell slot and without providing the material component, provided you use alchemist\u2019s supplies as the spellcasting focus. once you cast either spell with this feature you cann't cast that spell with it again until you finish a long rest.[\/li]\r\n[\/ul]\r\n\r\n\r\n[h]Artillerist[\/h]\r\nAn Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms\u2014especially wands\u2014that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.\r\n\r\n[h2]Tool proficiency[\/h2]\r\nwhen you adopt this proficiency at 3rd level, you gain proficiency with woodcarvers tools. if you already have that proficiency, you gain proficiency with one other type of artisans tools of your choice.\r\n\r\n\r\n[h2]Artillerist Spells[\/h2]\r\n[row][col]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\u2019t count against the number of artificer spells you prepare.[\/col]\r\n[col][b]Artillerist Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Artificer Level[\/th]\r\n[th]Spell[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td][blocklink:1324], [blocklink:1412][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td][blocklink:1199], [blocklink:1230][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td][blocklink:1339], [blocklink:1498][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td][blocklink:724], [blocklink:1422][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td][blocklink:1291], [blocklink:1423][\/td]\r\n[\/tr]\r\n[\/table]\r\n[\/col][\/row]\r\n\r\n[h2]Eldritch Cannon[\/h2]\r\nAt 3rd level, you learn how to create an Eldritch cannon. With your smith\u2019s tools in hand, you can take an action to magically summon a Tiny or small turret in an unoccupied space on a horizontal surface within 5 feet of you. the small turret occupies its space, and the tiny one can be held in your hand.\r\n\r\nThe Cannon is a magical object and at your discretion has crablike legs. regardless of size it has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. 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 10 minutes. You can dismiss it early as an action.\r\n\r\nWhen you summon the Cannon, you decide which type it is, choosing from the options on the Eldritch Cannon table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.\r\n\r\nYou can summon a turret once for free and must finish a long rest before doing so again. You can also summon the Cannon by expending a spell slot of 1st level or higher. If you summon a second Cannon, the first Cannon disappears.\r\n\r\nAs an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.\r\n\r\n[b]Eldritch Cannons[\/b]\r\n[table]\r\n[tr]\r\n[th]Turret[\/th]\r\n[th]Activation[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Flamethrower[\/td]\r\n[td]The turret 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\u2019t being worn or carried.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Force Ballista[\/td]\r\n[td]Make a ranged spell attack, originating from the turret, 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 turret.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Defender[\/td]\r\n[td]The turret 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).[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h2]Arcane Firearm[\/h2]\r\nBy 5th level, you now know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. Whenever 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 if you later you carve them on a different item.the sigils otherwise last indefinitely. 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 spells damage rolls equal to the number rolled.\r\n\r\n[h2]Explosive Cannon[\/h2]\r\nstarting at 9th level, every eldritch cannon you create is more destructive.\r\n[ul]\r\n[li]the cannons damage rolls all increase by 1d8[\/li]\r\n[li]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 on a successful one[\/li]\r\n[\/ul]\r\n\r\n[h2]Fortified Position[\/h2]\r\nStarting at 15th level, you\u2019re a master at Forming a well-defended emplacement. \r\n\r\n[ul]\r\n[li]You and your allies have half cover while within 10 feet of a turret you create with eldritch cannon, as a result of a shimmering field of magical protection that the turret emits.[\/li]\r\n[li]You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn\u2019t disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets. after you create a turret(s) for free, you must use one spell slot for each cannon created, but can create both in one action. you cannot have more than two cannons active at a time.[\/li]\r\n[\/ul]\r\n\r\n\r\n\r\n[h]Battle Smith[\/h]\r\nArmies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.\r\n\r\nBattle Smiths played a key role in House Cannith\u2019s work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war\u2019s horrific battles.\r\n\r\n[h2]Tool Proficiency[\/h2]\r\nwhen you adopt this proficiency at 3rd level, you gain proficiency with smith's tools. if you already have that proficiency, you gain proficiency with one other type of artisans tools of your choice.\r\n\r\n\r\n[h2]Battle Smith Spells[\/h2]\r\n[row][col]Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don\u2019t count against the number of artificer spells you prepare.[\/col]\r\n[col][b]Battle Smith Spells[\/b]\r\n[table]\r\n[tr]\r\n[th]Artificer Level[\/th]\r\n[th]Spell[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td][blocklink:1487], [blocklink:12497][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td][blocklink:652], [blocklink:1427][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td][blocklink:129522], [blocklink:129854][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td][blocklink:129520], Staggering smite[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td][blocklink:129527], [blocklink:280][\/td]\r\n[\/tr]\r\n[\/table]\r\n[\/col][\/row]\r\n\r\n[h2]Battle Ready[\/h2]\r\nWhen you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways:\r\n\r\n[ul]\r\n[li]You gain proficiency with martial weapons.[\/li]\r\n[li]When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.[\/li]\r\n[\/ul]\r\n\r\n[h2]Steel Defender[\/h2]\r\nBy 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature\u2019s game statistics in the [blocklink:128508] stat block.\r\n\r\nIn combat, the iron defender 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 one of the actions in its stat block or the Dash, Disengage, or Help action.\r\n\r\nIf the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith\u2019s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.\r\n\r\nAt the end of a long rest, you can create a new iron defender if you have your smith\u2019s tools with you. If you already have an iron defender from this feature, the first one immediately perishes.\r\n\r\n[h2]Extra Attack[\/h2]\r\nStarting at 5th level, you can attack twice, rather than once, whenever you take the attack action\r\n\r\n[h2]Arcane Jolt[\/h2]\r\nAt 9th level, you learn new ways to channel arcane energy to harm or heal\r\n\r\nwhen you either hit a target with a weapon attack or your steel defender hits a target, you can channel magical energy through he strike to create one of the following effects.\r\n[ul]\r\n[li]the target takes an extra 2d6 force damage.[\/li]\r\n[li]choose one creature or object you can see within 30 feet of of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.[\/li]\r\n[\/ul]\r\n[h2]Improved Defender[\/h2]\r\nAt 15th level, your Arcane Jolt and iron defender become more powerful:\r\n\r\n[ul]\r\n[li]The extra damage and the healing of your Arcane Jolt both increase to 4d6.[\/li]\r\n[li]Your steel defender gains a +2 bonus to Armor Class[\/li]\r\n[li]whenever your steel defender uses its deflect attack, the attacker takes force damage equal to 1d4 + your intelligence modifier[\/li]\r\n[\/ul]\r\n","tabledata":"Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | Spell Slots: | 1st | 2nd | 3rd | 4th | 5th\r\n1st | +2 | Magical Tinkering, Spellcasting | \u2014 | \u2014 | 2 | | 2 | \u2014 | \u2014 | \u2014 | \u2014\r\n2nd | +2 | Infuse Item | 3 | 2 | 2 | | 2 | \u2014 | \u2014 | \u2014 | \u2014\r\n3rd | +2 | Artificer Specialist, the right tool for the job | 3 | 2 | 2 | | 3 | \u2014 | \u2014 | \u2014 | \u2014\r\n4th | +2 | Ability Score Improvement | 4 | 2 | 2 | | 3 | \u2014 | \u2014 | \u2014 | \u2014\r\n5th | +3 | Artificer specialist feature | 4 | 2 | 2 | | 4 | 2 | \u2014 | \u2014 | \u2014\r\n6th | +3 | Tool Expertise | 4 | 3 | 2 | | 4 | 2 | \u2014 | \u2014 | \u2014\r\n7th | +3 | Flash of genius | 5 | 3 | 2 | | 4 | 3 | \u2014 | \u2014 | \u2014\r\n8th | +3 | Ability Score Improvement | 5 | 3 | 2 | | 4 | 3 | \u2014 | \u2014 |\u2014\r\n9th | +4 | Artificer Specialist feature | 5 | 3 | 2 | | 4 | 3 | 2 | \u2014 | \u2014\r\n10th | +4 | Magic Item Adept| 5 | 3 | 3 | | 4 | 3 | 2 | \u2014 | \u2014\r\n11th |+4 | Spell storing item | 6 | 4 | 3 | | 4 | 3 | 3 | \u2014 | \u2014\r\n12th | +4 | Ability Score Improvement | 6 | 4 | 3 | | 4 | 3 | 3 | \u2014 | \u2014\r\n13th | +5 | \u2014 | 6 | 4 | 3 | 4 | 3 | 3 | 1 | \u2014\r\n14th | +5 | Magic item Savant | 6 | 4 | 4 | | 4 | 3 | 3 | 1 | \u2014\r\n15th | +5 | Artificer Specialist Feature | 7 | 4 | 4 | | 4 | 3 | 3 | 2 | \u2014\r\n16th | +5 | Ability Score Improvement | 7 | 5 | 4 | | 4 | 3 | 3 | 2 | \u2014\r\n17th | +6 | \u2014 | 7 | 5 | 4 | | 4 | 3 | 3 | 3 | 1\r\n18th | +6 | Magic Item Master| 7 | 5 | 4 | | 4 | 3 | 3 | 3 | 1\r\n19th | +6 | Ability Score Improvement | 8 | 5 | 4 | | 4 | 3 | 3 | 3 | 2\r\n20th | +6 | Soul of Artifice | 8 | 5 | 4 | | 4 | 3 | 3 | 3| 2","tags":"class, Eberron, rising from the last war, published","isShared":"on","templateId":"25","blockId":"292119"}