{"name":"Artificer","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 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[img:3859323|center]","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution Modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per artificer level after 1st","armorproficiencies":"[url:https:\/\/www.worldanvil.com\/sheet\/421862\/view]Light Armour[\/url], [url:https:\/\/www.worldanvil.com\/sheet\/421862\/view]Medium Armour[\/url], [url:https:\/\/www.worldanvil.com\/sheet\/421862\/view]Shield[\/url]","weaponproficiences":"[url:https:\/\/www.worldanvil.com\/sheet\/421863\/view]Simple Weapons[\/url], [url:https:\/\/www.worldanvil.com\/sheet\/421863\/view]Firearms[\/url]","tools":"[url:https:\/\/www.worldanvil.com\/sheet\/419587\/view]Smithing[\/url], [url:https:\/\/www.worldanvil.com\/sheet\/420432\/view]Thievery[\/url], and one additional crafting proficiency of your choice.","savingthrows":"Constitution, Intelligence","skills":"Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Psionics, or Sleight of Hand.","equipment":"[h2]Roll 5d4 x10gp[\/h2]\r\n\r\nOne of the highest staring gold amounts, the artificer has some of the most expensive gear outside of Heavy Armour, usually having to balance several crafting choices as well as magical item creation.","spellcasting":"","features":"[h2][b]Magical Tinkering[\/b][\/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\u2019s tools or other artisan\u2019s tools in hand. You then touch a Tiny non-magical object as an action and give it one of the following magical properties of your choice:\r\n\r\n\u2022 The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.\r\n[br]\r\n\u2022 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.\r\n[br]\r\n\u2022 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.\r\n[br]\r\n\u2022 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.\r\n\r\nThe chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.\r\n\r\n[h2][b]Spellcasting[\/b][\/h2]\r\nYou 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\u2019t appear to be casting spells in a conventional way; you look as if you\u2019re producing wonders using mundane items or outlandish inventions.\r\n\r\n[h3]Tools Required[\/h3]\r\nYou produce your artificer spell effects through your Tools. You must be proficient with the Tool to use it in this way. After 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[h3]Cantrips[\/h3]\r\nAt 1st level, you know two cantrips of your choice from the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell List[\/url]. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When 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[h3]Preparing and Casting Spells[\/h3]\r\nThe Artificer table shows how many spell slots you have to cast your [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url]. To cast one of your [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] 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. You prepare the list of [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] that are available for you to cast, choosing from the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells List[\/url]. When you do so, choose a number of [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] 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. For 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](spell:bebf99fd-63b6-43da-98f3-42250a618e36), 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. You can change your list of prepared spells when you finish a long rest. Preparing a new list of [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\nIntelligence is your spellcasting ability for your [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url]; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell[\/url] 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[br]\r\n[b]Spell Attack Modifier[\/b] = your Proficiency Bonus + your Intelligence modifier\r\n\r\n[h3]Study Item[\/h3]\r\nYou spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. \r\nAlternatively you can spend 10 minutes to learn the properties of a magical item and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. At 11th level, you can use both of these benefits using an action instead of 10 minutes.\r\n\r\n[h3]Ritual Casting[\/h3]\r\nYou can cast an [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell[\/url] as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n[h3]Cantrip Versatility[\/h3]\r\nYou can replace a cantrip you know with another cantrip available to you on a long rest.\r\n\r\n[b][h2][b]Artificer Specialist[\/b][\/h2]\r\n[\/b]\r\nWhen you select this class you choose the type of specialist you are (Options are at the bottom of the page). Your choice grants you features at 3rd level, 5th level, 9th and 15th level.\r\n\r\n[h2][b]Infuse Item[\/b][\/h2]\r\nAt 2nd level, you gain the ability to imbue 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, pick four [url:https:\/\/www.worldanvil.com\/sheet\/422456\/view]Artificer Infusions[\/url] to learn, you learn additional [url:https:\/\/www.worldanvil.com\/sheet\/422456\/view]Infusions[\/url] of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the [url:https:\/\/www.worldanvil.com\/sheet\/422456\/view]Artificer Infusions[\/url] you learned with a new one.\r\n\r\n[h3]Infusing an Item[\/h3]\r\nWhenever you finish a short rest, you can touch a object and imbue it with one of your [url:https:\/\/www.worldanvil.com\/sheet\/422456\/view]Artificer Infusions[\/url], turning it into a magic item. An [url:https:\/\/www.worldanvil.com\/sheet\/422456\/view]Infusion[\/url] 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. If you decide to attune to the item later, you must do so using the normal process for attunement (spending an hour or during a Short Rest). Your [url:https:\/\/www.worldanvil.com\/sheet\/422456\/view]Infusion[\/url] remains in an item indefinitely, but when you die, the [url:https:\/\/www.worldanvil.com\/sheet\/422456\/view]Infusion[\/url] 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 short 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][b]The Right Tool for the Job[\/b][\/h2]\r\nAt 3rd level, you learn how to produce exactly the tool you need: with tinker\u2019s tools in hand, you can magically create one set of artisan\u2019s 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][b]Ability Score Improvement or Feat[\/b][\/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\u2019t increase an ability score above 20 using this feature. Alternatively you can take a Feat from the [url:https:\/\/www.worldanvil.com\/sheet\/421902\/view]Feats List[\/url].\r\n\r\n[h2][b]Tool Expertise[\/b][\/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][b]Flash of Genius[\/b][\/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. 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.\r\n\r\n[h2][b]Magic Item Adept[\/b][\/h2]\r\nWhen you reach 10th level, you achieve a profound understanding of how to use and make magic items:\r\n[br]\r\n\u2022 You can attune to up to four magic items at once.\r\n[br]\r\n\u2022 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.\r\n\r\n[h2][b]Spell-Storing Item[\/b][\/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 one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell List[\/url] that requires 1 action to cast (you needn\u2019t have it prepared). While holding the object, a creature can take an action to produce the spell\u2019s 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\u2019s been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.\r\n\r\n[h2][b]Magic Item Savant[\/b][\/h2]\r\nAt 14th level, your skill with magic items deepens more:\r\n[br]\r\n\u2022 You can attune to up to five magic items at once.\r\n[br]\r\n\u2022 You ignore all class, race, spell, and level requirements on attuning to or using a magic item.\r\n\r\n[h2][b]Magic Item Master[\/b][\/h2]\r\nStarting at 18th level, you can attune to up to six magic items at once, and you can craft magic items up to Rare quality.\r\n\r\n[h2][b]Soul of Artifice[\/b][\/h2]\r\nAt 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:\r\n[br]\r\n\u2022 You gain a +1 bonus to all saving throws per magic item you are currently attuned to.\r\n[br]\r\n\u2022 If you\u2019re reduced to 0 hit points but not killed outright, you can use your reaction to end one of your [url:https:\/\/www.worldanvil.com\/sheet\/422456\/view]Artificer Infusions[\/url], causing you to drop to 1 hit point instead of 0.","subclasses":"[img:1123583|center]\r\n[h1][b]Alchemist Specialists[\/b][\/h1]\r\nAn Alchemist is an expert at combining reagents to produce mystical effects, by far the most far-flunk of Artificers. The heartland of this particular craft is in Halruaa, Chult, and the Trade Lanes of the Serpent Isles, where powerful and reactive reagents and arcane plant life grow in abundance. These craftsmen can often settle down with impunity, many townships lacking Doctor\u2019s or the various Church-run scams throwing resources and support behind a good Alchemist.\r\n\r\n[u][b]Travelling Doctor Build\r\n[br][\/b][\/u]\r\nArcanist Robes [Alchemist] (1gp)\r\n[br]\r\nDagger (1d4 piercing, range 20\/60ft, Finesse, Light): 1lb, 2gp\r\n[br]\r\nLight Crossbow (1d8 piercing, range 80\/320ft, Ammunition, Loading, Two-Handed): 5lb, 25gp\r\n[br]\r\nHealer\u2019s Kit (4gp), Herbalist Pouch (10gp) and Alchemist\u2019s Station (50gp)\r\n[br]\r\nScholar\u2019s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.\r\n\r\n[h2]Tool Proficiency[\/h2]\r\nWhen you adopt this specialization you gain proficiency with [url:https:\/\/www.worldanvil.com\/sheet\/419606\/view]Alchemy[\/url] and [url:https:\/\/www.worldanvil.com\/sheet\/420418\/view]Herbalism[\/url]. You can also use and administer [url:https:\/\/www.worldanvil.com\/sheet\/419606\/view]Alchemy Potions[\/url] or [url:https:\/\/www.worldanvil.com\/sheet\/420418\/view]Herbalism Tinctures[\/url] as a bonus action. You can use a divine spell foci as a focus for your artifcier spells.\r\n\r\n[h2]Alchemist Spells[\/h2]\r\nYou always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell List[\/url]. These spells count as [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] for you, but they don\u2019t count against the number of [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] you prepare.\r\n\r\n[h2]Experimental Elixir[\/h2]\r\nBeginning at 3rd level, you have become a master of mixing reactive solutions to create unique [url:https:\/\/www.worldanvil.com\/sheet\/829235\/view]Elixirs[\/url]. You can administer elixirs to others or yourself as a bonus action. These [url:https:\/\/www.worldanvil.com\/sheet\/829235\/view]Elixirs[\/url] can be added to [url:https:\/\/www.worldanvil.com\/sheet\/419606\/view]Alchemy Potions[\/url], [url:https:\/\/www.worldanvil.com\/sheet\/420418\/view]Herbalism Tinctures[\/url], and [url:https:\/\/www.worldanvil.com\/sheet\/420420\/view]Poisons[\/url] to pair with the affect. You learn a number of [url:https:\/\/www.worldanvil.com\/sheet\/829235\/view]Elixirs[\/url] equal to your Intelligence modifier +1 (minimum of 2). At the end of a long rest, you create a number of [url:https:\/\/www.worldanvil.com\/sheet\/829235\/view]Elixirs[\/url] equal to double your proficiency modifier. You can use an action to refill an expended [url:https:\/\/www.worldanvil.com\/sheet\/829235\/view]Elixir[\/url] by expending a spell slot of 1st level or higher for each one.\r\n\r\n[h2]Alchemical Savant[\/h2]\r\nAt 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist\u2019s supplies as the spellcasting focus or an alchemy attack, 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). This increases to 1d8 + your Intelligence modifier at 9th level, and 2d8 + your Intelligence modifier at 15th level. You also gain the following additional elixir affects;\r\n\r\n[h2]Restorative Reagents[\/h2]\r\nStarting at 9th level, you can incorporate restorative reagents into some of your works:\r\n[br]\r\n\u2022 Whenever a creature drinks an experimental elixir or healing tincture you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).\r\n[br]\r\n\u2022 You can cast @[Lesser Restoration](spell:ad8dcdd7-096c-45d4-b53d-390773b72176) without expending a spell slot and without preparing the spell, provided you use alchemist\u2019s 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.\r\n[br]\r\nYou also gain the following additional elixir affects;\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[br]\r\n\u2022 You gain resistance to acid damage and fire damage, and you are immune to poison.\r\n[br]\r\n\u2022 You can cast @[Greater Restoration](spell:40a2ef2e-7fe1-4124-b412-d317be96001f) and @[Heal](spell:ea66d753-5764-46c2-896c-fb42d0238bdb) without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist\u2019s supplies as the spellcasting focus. Once you cast either spell with this feature, you can\u2019t cast that spell with it again until you finish a long rest.\r\n\r\n\r\n[img:1123584|center]\r\n[h1][b]Archivist Specialists[\/b][\/h1]\r\nWhat are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: using that magic to improve the world around them. Storing is not enough, but making it available to the world. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.\r\n\r\n[b][u]Librarian Build\r\n[br][\/u][\/b]\r\nStudded Leather (12 + Dex mod AC): 13lb, 45gp\r\n[br]\r\nStaff (1d6\/d8 bludgeoning): 4lb, 2sp\r\n[br]\r\nSimple Flintlock (2d10 force, range 10\/40ft, Loading): 5lb, 12gp\r\n[br]\r\nSpell Prism (120gp), Calligapher\u2019s Kit (1gp)\r\n[br]\r\nScholar\u2019s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.\r\n\r\n[h2]Tool Proficiency[\/h2]\r\nWhen you adopt this specialization you gain proficiency with [url:https:\/\/www.worldanvil.com\/sheet\/419809\/view]Astrology[\/url] and [url:https:\/\/www.worldanvil.com\/sheet\/420426\/view]Scribing[\/url]. Also, when [url:https:\/\/www.worldanvil.com\/sheet\/420426\/view]Scribing Spell Scrolls[\/url] it takes you a quarter of the normal time, and it costs you half as much of the usual gold. You can also use arcane spell foci as your artificer spell focus.\r\n\r\n[h2]Archivist Spells[\/h2]\r\nYou always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell List[\/url]. These spells count as [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] for you, but they don\u2019t count against the number of [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] you prepare.\r\n\r\n[h2]Secular Scrivener[\/h2]\r\nYou became proficient in the ways of [url:https:\/\/www.worldanvil.com\/sheet\/426116\/view]Wizard Spellcrafting[\/url], even without an innate talent. You gain your own Spellbook, where you can transcribe both [url:https:\/\/www.worldanvil.com\/sheet\/426116\/view]Wizard Scrolls[\/url] and create scrolls from [url:https:\/\/www.worldanvil.com\/sheet\/426091\/view]Cleric Ritual Spells[\/url]. You start off a combination of six 1st level [url:https:\/\/www.worldanvil.com\/sheet\/426116\/view]Wizard Spells[\/url] and [url:https:\/\/www.worldanvil.com\/sheet\/426091\/view]Cleric Spells[\/url]. These spells can be ritual or non-ritual, but you can only cast them normally with your [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell[\/url] Slots if they have the ritual tag. You gain an additional spell of a level you can cast once per Artificer level gained.\r\n\r\n[h2]Fateful Naming[\/h2]\r\nStarting at 3rd level, you can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them. The @[Bane](spell:0cc36e2c-99a8-4b4d-9926-c7936ab93e8e) and @[Bless](spell:0f21a02d-a65a-413a-973c-9ef98f1aeec8) spells are Artificer spells for you, and you add them to your spellbook. You can cast either of these spells at a level equal to your proficiency bonus, a total number of times equal to your Intelligence modifier (minimum of 1) for both spells, and you regain all expended uses when you finish a long rest.\r\n\r\n[h2]Pen is Mightier Than the Sword[\/h2]\r\nBeginning at 5th level, you gain the ability to write up additional drafted scrolls at the end of a long rest, equal to half of your artificer levels (rounded down). These scrolls must be of a level lower than to your maximum spell slot, and the total number of levels cannot exceed your Artificer level. If these scrolls are not used by the end of the long rest, they are destroyed and replaced by new drafts.\r\n\r\n[h2]Greater Onomancy[\/h2]\r\nStarting at 9th level, as an action you can touch a creature that is possessed, expend a spell slot of 1st level or higher, and exorcise the presence. The target must succeed on a Wisdom saving throw against your Artificer Spell Save or be exorcised and banished to their home reality. Additionally you can cast the @[Protection from Evil and Good](spell:6431e6fc-92b3-4d39-a89d-5b6bef04fbad) at a level equal to your proficiency bonus, and a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses of this ability after a long rest.\r\n\r\n[h2]True Onomancy[\/h2]\r\nAt 15th level, You have learned how to bypass a named creature\u2019s defenses against certain types of damage. When you cast a spell that deals damage to a creature whose True Name you speak as part of casting the spell, you can cause the spell to deal force or psychic damage to the creature, instead of the spell\u2019s normal damage type. This also allow you to ignore limitations of range and line-of-sight, as you affect the creature through their position in the Weave.\r\n\r\n\r\n[img:1123586|center]\r\n[h1][b]Armourer Specialists[\/b][\/h1]\r\nA recent innovation from the Halls of Stormwind and birthplace of the Warforged. Ambitious Artificers at the school managed to adapt the learning of mechanisation and automaton to armour. Designed to enhance the artificers magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with a single set of powered armor, becoming one with it even as they experiment with it and refine its magical capabilities into a second skin.\r\n\r\n[u][b]Travelling Blacksmith Build\r\n[br][\/b][\/u]\r\nCuirass (16 AC): 30lb, 75gp and Heater Shield (+2 AC): 8lb, 20gp\r\n[br]\r\nLight Hammer (1d6 bludgeoning, range 20\/60ft, Light): 2lb, 5gp\r\n[br]\r\nAppraisal Kit (5gp), Smiths\u2019 Tools (20gp), Leatherworking Kit (15gp), and Runecarvers\u2019 Tools (50gp)\r\n[br]\r\nDungeoneer\u2019s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.\r\n\r\n[h2]Tool Proficiency[\/h2]\r\nWhen you adopt this specialization you gain proficiency with [url:https:\/\/www.worldanvil.com\/sheet\/421862\/view]Heavy Armour[\/url] and [url:https:\/\/www.worldanvil.com\/sheet\/420433\/view]Weaving[\/url]. Also when applying armour tags or creating armour, you take half the required amount of time for the work.\r\n\r\n[h2]Armourer Spells[\/h2]\r\nYou always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell List[\/url]. These spells count as artificer spells for you, but they don\u2019t count against the number of artificer spells you prepare.\r\n\r\n[h2]Power Armour[\/h2]\r\nYour metallurgical pursuits have led to you making armour a conduit for your artificer magic. During a Long Rest, you can turn a suit of heavy armour you are wearing into power armour, provided you have smith\u2019s tools in hand. You gain the following benefits while wearing the power armour:\r\n[br]\r\n\u2022 The power armour attaches to you and can\u2019t be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.\r\n[br]\r\n\u2022 While wearing power armour, melee weapons can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.\r\n[br]\r\n\u2022 If the armour normally has a Strength requirement, the power armour lacks this requirement for you.\r\n[br]\r\n\u2022 You can use the power armour as a spellcasting focus for your artificer spells.\r\n[br]\r\nThe armour continues to be power armour until you create another set of Power Armour, or you die.\r\n\r\n[h2]Guardian Repulsors[\/h2]\r\nBeginning at 3rd level, you have completed addition of repulsors in your armour. Your unarmed strikes now deal 1d8 + Intelligence modifier thunder damage, you can also fire off your gauntlets with a range of 20\/60ft to deal 1d8 + Intelligence force damage. The gaunlets automatically return to the wearer and reattach to your armour. Your weapon attacks also deal an additional 1d4 force damage. A creature hit by your spells or weapons has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armour magically emits a distracting pulse when the creature attacks someone else. You also gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armour.\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 on your turn.\r\n\r\n[h2]Modular Armour[\/h2]\r\nBeginning at 9th level, you learn how to use your artificer infusions to specially modify the armour enhanced by your Power Armor feature. That armour now counts as separate items for the purposes of your Infuse Items feature: armour (the chest piece), amulet, belt, boots, bracers, and rings. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armour.\r\n\r\n[h2]Perfected Armour[\/h2]\r\nAt 15th level, tinkering with your armours energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.\r\n\r\n[img:1123587|center]\r\n\r\n[h1][b]Artillerist Specialists[\/b][\/h1]\r\nThe mastery of arcanotech Artillery is still one lead by Gnomes, the Gnomes of Lantan\u2019s Rest that is. One of the smallest geographical settlements in the Sword Coast, their Skyships and Navy are universally feared for their legions of Artillerist artificers. Their destructive potential from a stationary point in unmatched except maybe by the highest of War Magic\u2019s, with many other Navy\u2019s paltry attempts producing a few capable Artillerist\u2019s.\r\n\r\n[u][b]Gunnery Pirate Build\r\n[br][\/b][\/u]\r\nStudded Leather (12 + Dex mod AC): 13lb, 45gp\r\n[br]\r\nDagger (1d4 piercing, range 20\/60ft, Finesse, Light): 1lb, 2gp\r\n[br]\r\nSimple Flintlock (2d10 force, range 10\/40ft, Loading): 5lb, 12gp\r\n[br]\r\nThieves\u2019 Tools (25gp), Scrimshaws\u2019 Tools (15gp), Smiths\u2019 Tools (20gp), and Leatherworking Kit (15gp).\r\n[br]\r\nBurglar\u2019s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.\r\n\r\n[h2]Tool Proficiency[\/h2]\r\nWhen you adopt this specialization you gain proficiency with [url:https:\/\/www.worldanvil.com\/sheet\/420393\/view]Carpentry[\/url] and [url:https:\/\/www.worldanvil.com\/sheet\/421863\/view]Siege Weapons[\/url]. Also when applying weapon tags or creating weapons, you take half the required amount of time for the work. You can use your ranged weapons as a focus for your [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url].\r\n\r\n[h2]Artillerist Spells[\/h2]\r\nYou always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell List[\/url]. These spells count as [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] for you, but they don\u2019t count against the number of [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] you prepare.\r\n\r\n[h2]Eldritch Cannon[\/h2]\r\nAt 3rd level, you learn how to create a magical cannon, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can\u2019t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can\u2019t create one while your cannon is present. 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 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:08197dd6-6de8-4a56-bd02-33cccbf8bdba) 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. 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.\r\n\r\n[b][u]Eldritch Cannons\r\n[br][\/u][\/b]\r\n[b]\u2022 Flamethrower:[\/b] The can non 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.\r\n[br]\r\n[b]\u2022 Force Balista:[\/b] 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.\r\n[br]\r\n[b]\u2022 Protector:[\/b] 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) .\r\n\r\n[h2]Arcane Firearm[\/h2]\r\nAt 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\u2019s tools to carve the material of a wand, staff, or rod and thereby turn it into a flintlock in addition to an arcane focus. The firearm turns back into its original form if you repeat this process on another Item. The change otherwise last indefinitely. When you cast an [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell[\/url] through the firearm, roll a d8, and you gain a bonus to one of the spell\u2019s 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[br]\r\n\u2022 The cannon\u2019s damage rolls all increase by 1d8.\r\n[br]\r\n\u2022 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.\r\n\r\n[h2]Fortified Position[\/h2]\r\nStarting at 15th level, you\u2019re a master at forming well-defended emplacements using Eldritch Cannon:\r\n[br]\r\n\u2022 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.\r\n[br]\r\n\u2022 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\u2019t create a third cannon while you have two.\r\n\r\n[img:1123588|center]\r\n\r\n[h1][b]Battle Smith Specialists[\/b][\/h1]\r\nThe newest of Dwarven ingenuity, mixing the lessons of their Gnomish allies with Dwarven martial tradition, comes the Battle Smith. Protected, mobile, and able to create a rolling defence crucial in the treacherous Underdark. A combination of protectorate and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are accompanied by a automaton called a \u2018steel defender\u2019, a protective companion of their own creation.\r\n\r\n[u][b]Underdark Guardian Build\r\n[br][\/b][\/u]\r\nHauberk (13 + Dex mod [max 2] AC): 30lb, 60gp and Heater Shield (+2 AC): 8lb, 20gp\r\n[br]\r\nWarhammer (1d8\/d10 bludgeoning): 2lb, 15gp or Cavalry Mace (1d10 bludgeoning, Reach 1): 18lb, 35gp\r\n[br]\r\n2 Light Hammer (1d6 bludgeoning, range 20\/60ft, Light): 2lb, 5gp\r\n[br]\r\nSteppe Pony (30gp)\r\n[br]\r\nSmiths\u2019 Tools (20gp)\r\n[br]\r\nDungeoneer\u2019s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.\r\n\r\n[h2]Tool Proficiency[\/h2]\r\nWhen you adopt this specialization you gain proficiency with [url:https:\/\/www.worldanvil.com\/sheet\/420423\/view]Riding[\/url] and [url:https:\/\/www.worldanvil.com\/sheet\/421863\/view]Martial Weapons[\/url]. Also, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. You can use your martial weapon as a focus for your artificer spells.\r\n\r\n[h2]Battle Smith Spells[\/h2]\r\nYou always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell List[\/url]. These spells count as [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] for you, but they don\u2019t count against the number of [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] you prepare.\r\n\r\n[h2]Steel Defender[\/h2]\r\nBy 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, it defaults to a Dodge Action, unless you spend a Bonus action to make it Rend, Repair, Dash, Disengage, Help, Hide or Search. If you are incapacitated, the defender can take any action of its choice, not just Dodge.\r\n\r\n[b]Steel Defender (medium\/large) AC:[\/b] 15 [b]HP: [\/b] 2 + your Intelligence modifier +5 times your artificer level [b]Speed:[\/b] 40ft [b]Senses: [\/b]Darkvision 60ft\r\n[br]\r\n[b]Str [\/b]14 (+2) [b]Dex[\/b] 12 (+1) [b]Con[\/b] 14 (+2) [b]Int[\/b] 4 (-4) [b]Wis[\/b] 10 (+0) [b]Cha[\/b] 6 (-2)\r\n[br]\r\n[b]Saving Throws:[\/b] Dex +1 + Proficiency Bonus, Con +2 + Proficiency Bonus.\r\n[br]\r\n[b]Skills:[\/b] Athletics +2 + Proficiency Bonus, Perception +Proficiency Bonus x 2\r\n[br]\r\n[b]Immunity:[\/b] Charmed, Disease, Exhaustion, Poison, Surprise\r\n[br]\r\n[b]Force-Empowered Rend:[\/b] +spell attack modifier to hit, 1d8 +proficiency bonus force damage.\r\n[br]\r\n[b]Repair (3\/Day):[\/b] The magical mechanisms inside the defender restore 2d8 +Proficiency Bonus hit points to itself or to one construct or object within 5 feet of it.\r\n[br]\r\n[b]Deflect Attack (Reaction):[\/b] The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.\r\n\r\nYou determine the creature\u2019s appearance and whether it has two legs or four; your choice has no effect on its game statistics. If the @[Mending](spell:08197dd6-6de8-4a56-bd02-33cccbf8bdba) 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 steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have your smith\u2019s tools with you. If you already have a steel 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 on your turn.\r\n\r\n[h2]Arcane Jolt[\/h2]\r\nAt 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:\r\n[br]\r\n\u2022 The target takes an extra 2d6 force damage.\r\n[br]\r\n\u2022 Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.\r\n[br]\r\nYou can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.\r\n\r\n[h2]Improved Defender[\/h2]\r\nAt 15th level, your Arcane jolt and steel defender become more powerful:\r\n[br]\r\n\u2022 The extra damage and the healing of your Arcane jolt both increase to 4d6.\r\n[br]\r\n\u2022 Your steel defender gains a +2 bonus to Armor Class and a 80ft flying speed.\r\n[br]\r\n\u2022 Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.\r\n\r\n[img:1123589|center]\r\n\r\n[h1][b]Portal Engineer Specialists[\/b][\/h1]\r\nTeleportation has always been a popular path of arcane study, with most falling into the traditional methods tried and tested by braver spellcrafters. But never before has such a bone-headed and crazy level of experimental risk been taken before. The Portal Engineers of the Waterdeep and Illusk took the higher craft of Planeswalkers and reduced it into the most basic of abilities. And now they abuse the laws of the cosmos for quick hop and a skip around town\u2026\r\n\r\n[u][b]Crazy Inventor Build\r\n[br][\/b][\/u]\r\nStudded Leather (12 + Dex mod AC): 13lb, 45gp\r\n[br]\r\nDagger (1d4 piercing, range 20\/60ft, Finesse, Light): 1lb, 2gp\r\n[br]\r\nSimple Flintlock (2d10 force, range 10\/40ft, Loading): 5lb, 12gp\r\n[br]\r\nThieves\u2019 Tools (25gp), Astronomy Equipment (35gp), and Planewalker\u2019s Case (65gp)\r\n[br]\r\nBurglar\u2019s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.\r\n\r\n[h2]Tool Proficiency[\/h2]\r\nWhen you adopt this specialization you gain proficiency with [url:https:\/\/www.worldanvil.com\/sheet\/419809\/view]Astrology[\/url] and you can teleport objects that are less than 10 pounds unless their are worn or held by a hostile creature. You can also use items from other planes as spellcasting foci for your [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url].\r\n\r\n[h2]Portal Engineer Spells[\/h2]\r\nYou always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell List[\/url]. These spells count as [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] for you, but they don\u2019t count against the number of [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] you prepare.\r\n\r\n[h2]Thinking With Portals[\/h2]\r\nAt 3rd level, you have mastered the art of creating portals. Using your bonus action, you create a portal within 30ft, the portal is 3 feet wide and 6 feet tall, and connect it to another portal within 30ft as the same size. Spells cannot travel through the portal but ranged attacks can. A creature must be willing to enter the portal to use it. This ability can be used a number of times equal to your Intelligence modifier, you regain all expended uses of this ability on a long rest. This range increases to 60ft at 9th level. Additionally, your weapon deals an additional 1d8 force damage through portal energy, this increases to 2d8 at 9th level.\r\n\r\n[h2]I Don't Want Your Damn Lemons![\/h2]\r\nStarting at 5th level, you\u2019ve learnt to channel your teleportation energy into those who travel through it. Once per round when a creature moves through your portal, they deal an additional 1d8 force damage to their attack. This increases to twice per round at 9th level, and three times per round at 15th level. You can choose to obscure the view of the portal, choose to make it one-way, or two-way obscurement.\r\n\r\n[h2]Here Come the Test Results[\/h2]\r\nAt 9th level, you\u2019ve learnt to teleport creatures other than yourself. As a reaction you can move an ally within 60ft of you anywhere else within 60ft of you. You regain the use of this ability on a short or long rest. Your portals can now also be used to teleport unwilling creatures that move through it. \r\n\r\n[h2]The Cake is a Lie[\/h2]\r\nAt 15th level, you can cast @[Teleport](spell:3dfd7ac9-e2f8-4cbe-969b-398786b2e19d)\u00a0or @[Plane Shift](spell:e6bdfee7-85be-4312-8d05-aeb5ffbde8e7)\u00a0without having the spell prepared. You regain this ability on a long rest.\r\n\r\n[img:1123590|center]\r\n[h1][b]Puppeteer Specialists[\/b][\/h1]\r\nA newly formed specialty of artifice using complex pulleys and nearly in-perceivable strings to move creatures and objects and control the world around you. While most artificers are overt and dangerously direct, you can appear harmless and unseen if you need to.\r\n\r\n[u][b]Marionetter Build\r\n[br][\/b][\/u]\r\nHauberk (13 + Dex mod [max 2] AC): 30lb, 60gp\r\n[br]\r\nDagger (1d4 piercing, range 20\/60ft, Finesse, Light): 1lb, 2gp\r\n[br]\r\nSimple Flintlock (2d10 force, range 10\/40ft, Loading): 5lb, 12gp\r\n[br]\r\nThieves\u2019 Tools (25gp)\r\n[br]\r\nBurglar\u2019s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.\r\n\r\n[h2]Tool Proficiency[\/h2]\r\nWhen you adopt this specialization you gain proficiency with [url:https:\/\/www.worldanvil.com\/sheet\/420433\/view]Weaving[\/url], [url:https:\/\/www.worldanvil.com\/sheet\/420393\/view]Carpentry[\/url], and three string-based [url:https:\/\/www.worldanvil.com\/sheet\/420419\/view]Instruments[\/url] of your choice. You can also use Instruments as spellcasting foci for your [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url].\r\n\r\n[h2]Puppeteer Spells[\/h2]\r\nYou always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell List[\/url]. These spells count as [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] for you, but they don\u2019t count against the number of [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] you prepare.\r\n\r\n[h2]Arcane Conduit[\/h2]\r\nAt 3rd level, you can bind a creature within 60ft to yourself with silk string, channeling energy to and from them. Once you create a magical string, you can\u2019t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can only have one magical string at a time. If you create a new one, the original one loses its magic. The string also loses its magic after 1 hour, and you can dismiss its magic early as an action. This connection remains even if the creature moves out of range. As an action on each of your turns, you can reconnect the string to another creature. This\r\nconnection ends when the string loses its magic. You can target the represented creature with spells that have a range of Touch, by casting such a spell on the string. As a bonus action on each of your turns, you can expose the string to a harmful effect within 5 feet of you to potentially damage the connected creature. The harmful effect must deal bludgeoning, piercing, slashing, acid, cold, fire, lightning, necrotic, radiant, or thunder damage. When you affect the string, the represented creature must succeed on a Wisdom saving throw or else take 2d8 of the corresponding damage type. If you use your action to cast a spell that deals a qualifying type of damage, you can choose for the string connection to deal that type of damage. For example, if you use your action to cast @[Frostbite](spell:4bef3ed7-bd68-447c-b486-317e6eeaef6b), you can choose for the effigy connection to deal cold damage, regardless of whether you exposed the effigy to the actual spell effects or not.\r\n\r\n[h2]Forceful Strings[\/h2]\r\nStarting at 5th level, if your stringed creature makes a Strength or Dexterity based saving throw, attack roll, or ability check, you can use your reaction to force them to do it with advantage or disadvantage (your choice).\r\n\r\n[h2]Puppet Theatre[\/h2]\r\nBeginning at 9th level, the damage rolls caused by your string increase by 1d8. As an action, you can see through the creature\u2019s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses or until the string disappears. The creature is aware someone is perceiving through its senses, but does not necessarily know who it is or how they can do it.\r\n\r\n[h2]Overpowering Strings[\/h2]\r\nAt 15th level, you have become a master of control. You can cast @[Dominate Monster](spell:5235cb13-6970-4746-b4be-c224f32cc5ca) on a stringed creature once without expending a spell slot. Once you have used this feature, you cannot use it again until you finish a long rest.\r\n\r\n[img:1123592|center]\r\n\r\n[h1][b]Sabtoteur Specialists[\/b][\/h1]\r\nMost artificers are focused on stability and reliability. Now, reliability is always nice, but you were intensely interested in the unstable. The explosive, best executed in the enemies faces. Stealth and knowledge of your surrounding are your bread and butter more than the explosives you covet, but you also have the quickness of hand to deploy mid-combat in a pinch if caught unawares. But hopefully they never hear you coming\u2026 just your arrival.\r\n\r\n[b][u]Forest Trapper Build\r\n[br][\/u][\/b]\r\nStudded Leather (12 + Dex mod AC): 13lb, 45gp\r\n[br]\r\nLongbow (1d8 piercing, range 150\/600ft, Ammunition, Heavy, Two-Handed): 2lb, 50gp\r\n[br]\r\n2 Daggers (1d4 piercing, range 20\/60ft, Finesse, Light): 1lb, 2gp\r\n[br]\r\nThieves\u2019 Tools (25gp), Alchemist\u2019s Station (50gp)\r\n[br]\r\nBurglar\u2019s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.\r\n\r\n[h2]Tool Proficiency[\/h2]\r\nWhen you adopt this specialization you gain proficiency with [url:https:\/\/www.worldanvil.com\/sheet\/420420\/view]Poisoning[\/url], [url:https:\/\/www.worldanvil.com\/sheet\/421863\/view]Longbows[\/url] and Stealth checks. You also know the @[Mould Earth](spell:1ab11cef-f230-433b-9494-9360ab987332) cantrip.\r\n\r\n[h2]Trapmaker Spells[\/h2]\r\nYou always have certain spells prepared after you reach particular levels in this class, as shown at the bottom of the [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spell List[\/url]. These spells count as [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] for you, but they don\u2019t count against the number of [url:https:\/\/www.worldanvil.com\/sheet\/422431\/view]Artificer Spells[\/url] you prepare.\r\n\r\n[h2]Vulnerable Mark[\/h2]\r\nYou have learned to further enhance the magical affects of @[Hunter's Mark](spell:c5863b4e-0c7a-43d3-be03-63a3533e3975). When you cas the spell, you have advantage on Lore checks about your marked target and learn vulnerabilities and saving throws. You can cast the spell at 1st level a number of times equal to your proficiency bonus without using a spell slot. You regain all expended uses of this feature on a long rest.\r\n\r\n[h2]Force Barricade[\/h2]\r\nStarting at 3rd level, you learn how to create a deployable wall. You can use your action to deploy a semi-circle wall of half cover that is 15 feet diameter and 2 feet thick, originating at a point you can see within 60 feet. This cover has an AC of 10 + your Intelligence modifier and a number of hit points equalling ten times your Intelligence modifier. 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).\r\nIf the @[Mending](spell:08197dd6-6de8-4a56-bd02-33cccbf8bdba) 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. Once you create the barricade, you can\u2019t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can only have one barricade at a time and can\u2019t create one while your barricade is present. When you create cover, your allies gain the following additional effects below:[br]\r\n\u2022 [b]Hospitality:[\/b] As a bonus action on your turn, you can activate the protective energies within your barricade. When you activate this feature, all friendly creatures within 30ft of your cover gain 1d8 + Intelligence modifier temporary hit points.[br]\r\n\u2022 [b]Reflection:[\/b] This explosive barrier is built for defense. As a reaction, when your cover or an ally protected by your cover would be hit by an attack, you can activate this barricade to make a spell attack damage or deal 2d8 force damage to the attacker.\r\n\r\n[h2]Rapid Deployment[\/h2]\r\nStarting at 5th level, you can now create cover with your bonus action. The wall is now a full circle. In addition, you are able to take better aim from behind your cover. Once on each of your turns, while within 5ft of your cover when you hit a creature with an attack, you can cause the attack to deal an additionally 1d8 force damage to the target. When you reach 15th level, the extra damage increases to 2d8.\r\n\r\n[h2]True Bastion[\/h2]\r\nAt 9th level, the cover you create for others is charged with extra power. [i]Rapid Deployment[\/i], [i]Hospitality[\/i], and [i]Reflection[\/i] gain an additional 1d8 to their respective healing or damage.\r\n\r\n[h2]Fortified Barricade[\/h2]\r\nAt 15th level, you are masterful at keeping others safe. The cover you can build gains the following upgrades:[br]\r\n\u2022 Benefits of your cover gains an additional +2 to its Armour Class.[br]\r\n\u2022 Grants advantage against Area of Affect spells that target behind cover.","tabledata":"","tags":"","isShared":"on","templateId":"25","blockId":"419576","world":"11480368-83b7-4ad0-9478-b01344e3431a","folder":"null"}