{"name":"Artificer","overview":"","hit_dice":"1d8","hit_points_at_1st_level":"8 + Your constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + Your constitution modifier","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"Simple Weapons","tools":" Thieves' tools, tinker's tools, one type of artisan's tools of your choice ","saving_throws":" Constitution, Intelligence","skills":"Choose two from Arcana, History, Investigation,\r\nMedicine, Nature, Perception, Sleight of Hand","starting_equipment":"You start with the following equipment, in addition to\r\nthe equipment granted by your background:\r\n\u2022 any two simple weapons of your choice\r\n\u2022 a light crossbow and 20 bolts\r\n\u2022 your choice of studded leather armor or scale mail\r\n\u2022 thieves' tools and a dungeoneer's pack\r\nIf you forgo this starting equipment, as well as the\r\nitems offered by your background, you start with 5d4 x\r\n10 gp to buy your equipment. ","spellcasting":"You have studied the workings of magic and how to\r\nchannel it through objects. As a result, you have gained\r\nthe ability to cast spells. To observers, you don't appear\r\nto be casting spells in a conventional way; you look as if\r\nyou're producing wonders using mundane items or outlandish inventions.\r\n[b]\r\n[br]TOOLS REQUIRED[\/b]\r\nYou produce your artificer spell effects through your\r\ntools. You must have a spellcasting focus-specifically\r\nthieves' tools or some kind of artisan's tool-in hand\r\nwhen you cast any spell with this Spellcasting feature.\r\nYou must be proficient with the tool to use it in this way.\r\nSee chapter 5, \"Equipment,\" in the Player's Handbook\r\nfor descriptions of these tools.\r\n\r\n Spell Save DC: 8 + Your intelligence modifier + Your proficiency Modifier\r\nSpell Attack Bonus: Your intelligence modifier + Your proficiency Modifier","class_features":"At 1st level, you learn how to invest a spark of magic\r\ninto mundane objects. To use this ability, you must have\r\ntinker's tools or other artisan's tools in hand. You then\r\ntouch a Tiny nonmagical object as an action and give it\r\none of the following magical properties of your choice:\r\nThe object sheds bright light in a 5-foot radius and\r\ndim light for an additional 5 feet.\r\n\u2022 Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away.\r\nYou utter the message when you bestow this property\r\non the object, and the recording can be no more than\r\n6 seconds long.\r\n\u2022 The object continuously emits your choice of an odor\r\nor a nonverbal sound (wind, waves, chirping, or the\r\nlike). The chosen phenomenon is perceivable up to 10\r\nfeet away.\r\n\u2022 A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of\r\ntext, lines and shapes, or a mixture of these elements,\r\nas you like.\r\nThe chosen property lasts indefinitely. As an action,\r\nyou can touch the object and end the property early.\r\nYou can bestow magic on multiple objects, touching\r\none object each time you use this feature, though a\r\nsingle object can only bear one property at a time. The\r\nmaximum number of objects you can affect with this\r\nfeature at one time is equal to your Intelligence modifier\r\n(minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then\r\nthe new property applies.\r\n[br]\r\nAt 2nd level, you gain the ability to imbue mundane\r\nitems with certain magical infusions. The magic items\r\nyou create with this feature are effectively prototypes of\r\npermanent items.\r\n[br][b]INFUSIONS KNOWN\r\n[br][\/b]\r\nWhen you gain this feature, pick four artificer infusions\r\nto learn, choosing from the \"Artificer Infusions\" section\r\nat the end of the class's description. You learn additional\r\ninfusions of your choice when you reach certain levels in\r\nthis class, as shown in the Infusions Known column of\r\nthe Artificer table.\r\nWhenever you gain a level in this class, you can replace one of the artificer infusions you learned with\r\na new one.\r\n[br] [b]INFUSING AN ITEM[\/b]\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\r\non only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you\r\ncan attune yourself to it the instant you infuse the item.\r\nIf you decide to attune to the item later, you must do so\r\nusing the normal process for attunement (see \"Attunement\" in chapter 7 of the Dungeon Master's Guide).\r\nYour infusion remains in an item indefinitely, but\r\nwhen you die, the infusion vanishes after a number of\r\ndays have passed equal to your Intelligence modifier\r\n(minimum of 1 day). The infusion also vanishes if you\r\ngive up your knowledge of the infusion for another one.\r\nYou can infuse more than one nonmagical object at\r\nthe end of a long rest; the maximum number of objects\r\nappears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your\r\ninfusions can be in only one object at a time. Moreover,\r\nno object can bear more than one of your infusions at a\r\ntime. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then\r\nthe new infusion applies.\r\n\r\n \r\n[br] At 3rd level, you choose the type of specialist you are:\r\nAlchemist, Artillerist, or Battle Smith, each of which is\r\ndetailed at the end of the class's description. Your choice\r\ngrants you features at 5th level and again at 9th and\r\n15th level.\r\n\r\n \r\n[br]Also at 3rd level, you learn how to produce exactly the tool\r\nyou need: with tinker's tools in hand, you can magically\r\ncreate one set of artisan's tools in an unoccupied space\r\nwithin 5 feet of you. This creation requires 1 hour of\r\nuninterrupted work, which can coincide with a short\r\nor long rest. Though the product of magic, the tools\r\nare nonmagical, and they vanish when you use this feature again.\r\n\r\n \r\n[br] When you reach 4th, 8th, 1 2th, 16th, and 19th level, you\r\ncan increase one ability score of your choice by 2, or\r\nyou can increase two ability scores of your choice by 1.\r\nAs normal, you can't increase an ability score above 20\r\nusing this feature.\r\n\r\n \r\n[br] Starting at 6th level, your proficiency bonus is doubled\r\nfor any ability check you make that uses your proficiency\r\nwith a tool.\r\n\r\n \r\n[br] Starting at 7th level, you gain the ability to come up with\r\nsolutions under pressure. When you or another creature\r\nyou can see within 30 feet of you makes an ability check\r\nor a saving throw, you can use your reaction to add your\r\nIntelligence modifier to the roll.\r\nYou can use this feature a number of times equal to\r\nyour Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.\r\n\r\n \r\n[br] When you reach 10th level, you achieve a profound understanding of how to use and make magic items:\r\n\u2022 You can attune to up to four magic items at once.\r\n\u2022 If you craft a magic item with a rarity of common or\r\nuncommon, it takes you a quarter of the normal time,\r\nand it costs you half as much of the usual gold.\r\n\r\n \r\n[br] At 11th level, you learn how to store a spell in an object.\r\nWhenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a\r\nspellcasting focus, and you store a spell in it, choosing\r\na 1st- or 2nd-level spell from the artificer spell list that\r\nrequires 1 action to cast (you needn't have it prepared).\r\nWhile holding the object, a creature can take an action\r\nto produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration,\r\nthe creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice\r\nyour Intelligence modifier (minimum of twice) or until\r\nyou use this feature again to store a spell in an object.\r\n\r\n \r\n[br] At 14th level, your skill with magic items deepens more:\r\nYou can attune to up to five magic items at once.\r\nYou ignore all class, race, spell, and level requirements on attuning to or using a magic item.\r\n\r\n \r\n[br]Starting at 18th level, you can attune to up to six magic\r\nitems at once.\r\n\r\n \r\n[br] At 20th level, you develop a mystical connection to your\r\nmagic items, which you can draw on for protection:\r\nYou gain a +1 bonus to all saving throws per magic\r\nitem you are currently attuned to.\r\n\u2022 If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your\r\nartificer infusions, causing you to drop to 1 hit point\r\ninstead of 0.\r\n\r\n[b]\r\n[br]ARTIFICER INFUSIONS[\/b]\r\nArtificers have invented numerous magical infusions,\r\nextraordinary processes that rapidly create magic items.\r\nTo many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.\r\nThe description of each of the following infusions\r\ndetails the type of item that can receive it, along with\r\nwhether the resulting magic item requires attunement.\r\nSome infusions specify a minimum artificer level.\r\nYou can't learn such an infusion until you are at least\r\nthat level.\r\nUnless an infusion's description says otherwise, you\r\ncan't learn an infusion more than once.\r\n[b]\r\n[br]BOOTS OF THE WINDING PATH[\/b]\r\nPrerequisite: 6th-level artificer\r\nItem: A pair of boots (requires attunement)\r\nWhile wearing these boots, a creature can teleport up\r\nto 15 feet as a bonus action to an unoccupied space the\r\ncreature can see. The creature must have occupied that\r\nspace at some point during the current turn.\r\n[b]\r\n[br]ENHANCED ARCANE Focus[\/b]\r\nItem: A rod, staff, or wand (requires attunement)\r\nWhile holding this item, a creature gains a + 1 bonus to\r\nspell attack rolls. In addition, the creature ignores half\r\ncover when making a spell attack.\r\nThe bonus increases to +2 when you reach 10th level\r\nin this class.\r\n[b]\r\n[br]ENHANCED DEFENSE[\/b]\r\nItem: A suit of armor or a shield\r\nA creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.\r\nThe bonus increases to +2 when you reach 10th level\r\nin this class.\r\n[b]\r\n[br]ENHANCED WEAPON[\/b]\r\nItem: A simple or martial weapon\r\nThis magic weapon grants a + 1 bonus to attack and\r\ndamage rolls made with it.\r\nThe bonus increases to +2 when you reach 10th level\r\nin this class.\r\n[b]\r\n[br]HOMUNCULUS SERVANT[\/b]\r\nPrerequisite: 6th-level artificer\r\nItem: A gem worth at least 100 gp or a dragonshard\r\nYou learn intricate methods for magically creating a\r\nspecial homunculus that serves you. The item you infuse\r\nserves as the creature's heart, around which the creature's body instantly forms.\r\nYou determine the homunculus's appearance. Some\r\nartificers prefer mechanical-looking birds, whereas\r\nsome like winged vials or miniature, animate cauldrons.\r\nThe homunculus is friendly to you and your companions, and it obeys your commands. See this creature's\r\ngame statistics in the Homunculus Servant stat block.\r\nIn combat, the homunculus shares your initiative\r\ncount, but it takes its turn immediately after yours. It\r\ncan move and use its reaction on its own, but the only\r\naction it takes on its turn is the Dodge action, unless you\r\ntake a bonus action on your turn to command it to take\r\nthe action in its stat block or the Dash, Disengage, Help,\r\nHide, or Search action.\r\nThe homunculus regains 2d6 hit points if the mending\r\nspell is cast on it. If it dies, it vanishes, leaving its heart\r\nin its space.\r\n[b]\r\n[br]RADIANT WEAPON[\/b]\r\nPrerequisite: 6th-level artificer\r\nItem: A simple or martial weapon (requires attunement)\r\nThis magic weapon grants a + 1 bonus to attack and\r\ndamage rolls made with it. While holding it, the wielder\r\ncan take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet.\r\nThe wielder can extinguish the light as a bonus action.\r\nThe weapon has 4 charges. As a reaction immediately\r\nafter being hit by an attack, the wielder can expend 1\r\ncharge and cause the attacker to be blinded until the\r\nend of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell\r\nsave DC. The weapon regains ld4 expended charges\r\ndaily at dawn.\r\n[b]\r\n[br]REPEATING SHOT[\/b]\r\nItem: A simple or martial weapon with the ammunition\r\nproperty (requires attunement)\r\nThis magic weapon grants a + 1 bonus to attack and\r\ndamage rolls made with it when it's used to make a\r\nranged attack, and it ignores the loading property if\r\nit has it.\r\nIf you load no ammunition in the weapon, it produces\r\nits own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The\r\nammunition created by the weapon vanishes the instant\r\nafter it hits or misses a target.\r\n[b]\r\n[br]REPULSION SHIELD[\/b]\r\nPrerequisite: 6th-level artificer\r\nItem: A shield (requires attunement)\r\nA creature gains a + 1 bonus to Armor Class while wielding this shield.\r\nThe shield has 4 charges. While holding it, the wielder\r\ncan use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push\r\nthe attacker up to 15 feet away. The shield regains ld4\r\nexpended charges daily at dawn.\r\n[b]\r\n[br]RESISTANT ARMOR[\/b]\r\nPrerequisite: 6th-level artificer\r\nItem: A suit of armor (requires attunement)\r\nWhile wearing this armor, a creature has resistance to\r\none of the following damage types, which you choose\r\nwhen you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.\r\n[b]\r\n[br]RETURNING WEAPON[\/b]\r\nItem: A simple or martial weapon with the thrown\r\nproperty\r\nThis magic weapon grants a + 1 bonus to attack\r\nand damage rolls made with it, and it returns to the\r\nwielder's hand immediately after it is used to make a\r\nranged attack.\r\n[b]\r\n[br]REPLICATE MAGIC ITEM[\/b]\r\nUsing this infusion, you replicate a particular magic\r\nitem. You can learn this infusion multiple times; each\r\ntime you do so, choose a magic item that you can make\r\nwith it, picking from the Replicable Items tables below.\r\nA table's title tells you the level you must be in the class\r\nto choose an item from the table.\r\nIn the tables, an item's entry tells you whether the item\r\nrequires attunement. See the item's description in the\r\nDungeon Master's Guide for more information about it,\r\nincluding the type of object required for its making.\r\nIf you have Xanathar's Guide to Everything, you can\r\nchoose from among the common magic items in that\r\nbook when you pick a magic item you can replicate with\r\nthis infusion.\r\n[b]\r\n[br]REPLICABLE ITEMS (2ND-LEVEL ARTIFI CER)[\/b]\r\nMagic Item,\r\nAlchemy jug,\r\nArmblade (detail led in chapter 5),\r\nBag of holding,\r\nCap of water breathing,\r\nGoggles of night,\r\nProsthetic limb (detail led in chapter 5),\r\nRope of climbing,\r\nSending stones,\r\nWand of magic detection\r\n[b]\r\n[br]REPLICABLE ITEMS (6TH-LEVEL ARTIFICER)[\/b]\r\n\r\nBoots of elvenkind,\r\nCloak of elvenkind,\r\nCloak of the manta,\r\nEyes of charming,\r\nGloves of thievery,\r\nLantern of revealing,\r\nPipes of haunting,\r\nRing of water walking,\r\nWand sheath (detail led in chapter 5)\r\n[b]\r\n[br]REPLICABLE ITEMS 10th-LEVEL ARTIFICER)[\/b]\r\nMagic Item,\r\nBoots of striding and springing,\r\nBoots of the winter\/ands,\r\nBracers of archery,\r\nBrooch of shielding,\r\nCloak of protection,\r\nEyes of the eagle,\r\nGauntlets of ogre power,\r\nGloves of missile snaring,\r\nGloves of swimming and climbing,\r\nHat of disguise,\r\nHeadband of intellect,\r\nHelm of telepathy,\r\nMedallion of thoughts,\r\nPeria pt of wound closure,\r\nPipes of the sewers,\r\nQuiver of Ehlonna,\r\nRing of jumping,\r\nRing of mind shielding,\r\nSlippers of spider climbing,\r\nVentilating lung (detai led in chapter 5),\r\nWinged boots\r\n[b]\r\n[br]REPLICABLE ITEMS (14TH-LEVEL ARTIFICER)[\/b]\r\nMagic Item,\r\nAmulet of health,\r\nArcane propulsion arm (detailed in chapter 5),\r\nBelt of hill giant strength,\r\nBoots of levitation,\r\nBoots of speed,\r\nBracers of defense,\r\nCloak of the bat,\r\nDimensional shackles,\r\nGem of seeing,\r\nHorn of blasting,\r\nRing of free action,\r\nRing of protection,\r\nRing of the ram","subclass_options":"[b]ARTIFICER SPECIALISTS\r\n[br][\/b]\r\nArtificers pursue many disciplines. Here are specialist\r\noptions you can choose from at 3rd level. \r\n\r\n[b]ALCHEMIST\r\n[br][\/b]\r\nAn Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to\r\ngive life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued\r\nduring times of war and peace.\r\n[b]TOOL PROFICIENCY\r\n[br][\/b]\r\nWhen you adopt this specialization at 3rd level, you gain\r\nproficiency with alchemist's supplies. If you already have\r\nthis proficiency, you gain proficiency with one other type\r\nof artisan's tools of your choice.\r\n[b]ALCHEMIST SPELLS\r\n[br][\/b]\r\nStarting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as\r\nshown in the Alchemist Spells table. These spells count\r\nas artificer spells for you, but they don't count against\r\nthe number of artificer spells you prepare.\r\n[b]ALCHEMIST SPELLS\r\n[br][\/b]\r\nArtificer Level Spell\r\n3rd healing word, ray of sickness\r\n5th flaming sphere, Me\/f's acid arrow\r\n9th gaseous form, mass healing word\r\n13th blight, death ward\r\n17th cloudkill, raise dead\r\n[b]EXPERIMENTAL ELIXIR\r\n[br][\/b]\r\nBeginning at 3rd level, whenever you finish a long rest,\r\nyou can magically produce an experimental elixir in an\r\nempty flask you touch. Roll on the Experimental Elixir\r\ntable for the elixir's effect, which is triggered when\r\nsomeone drinks the elixir. As an action, a creature\r\ncan drink the elixir or administer it to an incapacitated creature.\r\nCreating an experimental elixir requires you to have\r\nalchemist supplies on your person, and any elixir you\r\ncreate with this feature lasts until it is drunk or until the\r\nend of your next long rest.\r\nWhen you reach certain levels in this class, you can\r\nmake more elixirs at the end of a long rest: two at 6th\r\nlevel and three at 15th level. Roll for each elixir's effect\r\nseparately. Each elixir requires its own flask.\r\nYou can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one.\r\nWhen you do so, you use your action to create the elixir\r\nin an empty flask you touch, and you choose the elixir's\r\neffect from the Experimental Elixir table.\r\n[b]\r\n[br]EXPERIMENTAL ELIXIR\r\n[br][\/b]\r\nd6 Effect\r\n[br]1 Healing. The drinker regains a number of hit points\r\nequal to 2d4 + you r I ntell igence modifier,\r\n[br]2 Swiftness. The drinker's walking speed increases by 10\r\nfeet for l hour,\r\n[br]3 Resilience. The drinker gains a +l bonus to AC for 10\r\nminutes,\r\n[br]4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they\r\nmake for the next minute,\r\n[br]5 Flight. The drinker gains a flying speed of 10 feet for 10\r\nminutes,\r\n[br]6 Transformation. The drinker's body is transformed as if\r\nby the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last\r\nfor 10 minutes.\r\n[b]\r\n[br]ALCHEMICAL SAVANT\r\n[br][\/b]\r\nAt 5th level, you develop masterful command of magical\r\nchemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your\r\nalchemist's supplies as the spellcasting focus, you gain\r\na bonus to one roll of the spell. That roll must restore hit\r\npoints or be a damage roll that deals acid, fire, necrotic,\r\nor poison damage, and the bonus equals your Intelligence modifier (minimum of +1).\r\n[b]\r\n[br]RESTORATIVE REAGENTS[\/b]\r\nStarting at 9th level, you can incorporate restorative reagents into some of your works:\r\n[br]\u2022 Whenever a creature drinks an experimental elixir\r\nyou created, the creature gains temporary hit points\r\nequal to 2d6 + your Intelligence modifier (minimum of\r\n1 temporary hit point).\r\n[br]\u2022 You can cast lesser restoration without expending a\r\nspell slot and without preparing the spell, provided\r\nyou use alchemist's supplies as the spellcasting focus.\r\nYou can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all\r\nexpended uses when you finish a long rest.\r\n[b]\r\n[br]CHEMICAL MASTERY[\/b]\r\nBy 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use\r\nthem to quickly end certain ailments:\r\n[br]\u2022 You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.\r\n[br]\u2022 You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and\r\nwithout material components, provided you use alchemist's supplies as the spellcasting focus. Once you\r\ncast either spell with this feature, you can't cast that\r\nspell with it again until you finish a long rest. \r\n\r\n[b]\r\n[br]ARTILLERIST[\/b]\r\nAn Artillerist specializes in using magic to hurl energy,\r\nprojectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War.\r\nNow that the war is over, some members of this specialization have sought to build a more peaceful world\r\nby using their powers to fight the resurgence of strife in\r\nKhorvaire. The gnome artificer Vi, an unlikely yet key\r\nmember of House Cannith's warforged project, has been\r\nespecially vocal about making things right: \"It's about\r\ntime we fixed things instead of blowing them all to hell.\"\r\n[b]\r\n[br]TOOL PROFICIENCY[\/b]\r\nWhen you adopt this specialization at 3rd level, you gain\r\nproficiency with woodcarver's tools. If you already have\r\nthis proficiency, you gain proficiency with one other type\r\nof artisan's tools of your choice.\r\n[b]\r\n[br]ARTILLERIST SPELLS[\/b]\r\nStarting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as\r\nshown in the Artillerist Spells table. These spells count\r\nas artificer spells for you, but they don't count against\r\nthe number of artificer spells you prepare.\r\n[b]\r\n[br]ARTILLERIST SPELLS[\/b]\r\n3rd shield, thunderwave,\r\n5th scorching ray, shatter,\r\n9th fireball, wind wall,\r\n13th ice storm, wall of fire,\r\n17th cone of cold, wall of force,\r\n[b]\r\n[br]ELDRITCH CANNON[\/b]\r\nAt 3rd level, you learn how to create a magical cannon.\r\nUsing woodcarver's tools or smith's tools, you can take\r\nan action to magically create a Small or Tiny eldritch\r\ncannon in an unoccupied space on a horizontal surface\r\nwithin 5 feet of you. A Small eldritch cannon occupies\r\nits space, and a Tiny one can be held in one hand.\r\nOnce you create a cannon, you can't do so again until\r\nyou finish a long rest or until you expend a spell slot of\r\n1st level or higher. You can have only one cannon at a\r\ntime and can't create one while your cannon is present.\r\nThe cannon is a magical object. Regardless of size,\r\nthe cannon has an AC of 18 and a number of hit points\r\nequal to five times your artificer level. It is immune to\r\npoison damage, psychic damage, and all conditions. If\r\nit is forced to make an ability check or a saving throw,\r\ntreat all its ability scores as 10 (+O). If the mending spell\r\nis cast on it, it regains 2d6 hit points. It disappears if it is\r\nreduced to 0 hit points or after 1 hour. You can dismiss\r\nit early as an action.\r\nWhen you create the cannon, you determine its appearance and whether it has legs. You also decide which\r\ntype it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus\r\naction to cause the cannon to activate if you are within\r\n60 feet of it. As part of the same bonus action, you can\r\ndirect the cannon to walk or climb up to 15 feet to an\r\nunoccupied space, provided it has legs.\r\n[b]\r\n[br]ELDRITCH CANNONS[\/b]\r\nCannon Activation\r\n[br]Flamethrower The can non exhales fire in an adjacent 15-\r\nfoot cone that you designate. Each creature\r\nin that area must make a Dexterity saving\r\nthrow against your spell save DC, taking\r\n2d8 fire damage on a failed save or half as\r\nmuch damage on a successful one. The fire\r\nignites any flammable objects in the area\r\nthat aren't being worn or carried.\r\n[br]Force Ballista\r\nMake a ranged spell attack, originating\r\nfrom the cannon, at one creature or object\r\nwithin 1 20 feet of it. On a h it, the target\r\ntakes 2d8 force damage, and if the target\r\nis a creature, it is pushed up to 5 feet away\r\nfrom the cannon.\r\n[br]\r\n[br]Protector\r\nMake a ranged spell attack, originating\r\nfrom the cannon, at one creature or object\r\nwithin 1 20 feet of it. On a h it, the target\r\ntakes 2d8 force damage, and if the target\r\nis a creature, it is pushed up to 5 feet away\r\nfrom the cannon.\r\nThe cannon emits a burst of positive energy that grants itself and each creature of\r\nyour choice with in 10 feet of it a n umber of\r\ntemporary hit points equal to 1d8 + your\r\nIntelligence modifier.\r\n\r\n[b]\r\n[br]ARCANE FIREARM[\/b]\r\nAt 5th level, you know how to turn a wand, staff, or rod\r\ninto an arcane firearm, a conduit for your destructive\r\nspells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff,\r\nor rod and thereby turn it into your arcane firearm. The\r\nsigils disappear from the object if you later carve them\r\non a different item. The sigils otherwise last indefinitely.\r\nYou can use your arcane firearm as a spellcasting\r\nfocus for your artificer spells. When you cast an artificer\r\nspell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.\r\n[b]\r\n[br]EXPLOSIVE CANNON[\/b]\r\nStarting at 9th level, every eldritch cannon you create is\r\nmore destructive:\r\n\u2022 The cannon's damage rolls all increase by ld8.\r\n\u2022 As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys\r\nthe cannon and forces each creature within 20 feet of\r\nit to make a Dexterity saving throw against your spell\r\nsave DC, taking 3d8 force damage on a failed save or\r\nhalf as much damage on a successful one.\r\n[b]\r\n[br]FORTIFIED POSITION[\/b]\r\nStarting at 1 5th level, you're a master at forming\r\nwell-defended emplacements using Eldritch Cannon:\r\n\u2022 You and your allies have half cover while within 10\r\nfeet of a cannon you create with Eldritch Cannon, as a\r\nresult of a shimmering field of magical protection that\r\nthe cannon emits.\r\n\u2022 You can now have two cannons at the same time. You\r\ncan create two with the same action (but not the same\r\nspell slot), and you can activate both of them with the\r\nsame bonus action. You determine whether the cannons are identical to each other or different. You can't\r\ncreate a third cannon while you have two. \r\n\r\n[b]\r\n[br]BATTLE SMITH[\/b]\r\nArmies require protection, and someone has to put\r\nthings back together if defenses fail. A combination\r\nof protector and medic, a Battle Smith is an expert at\r\ndefending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually\r\naccompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of\r\nnearly dying before being saved by a Battle Smith and a\r\nsteel defender.\r\nBattle Smiths played a key role in House Cannith's\r\nwork on battle constructs and the original warforged,\r\nand after the Last War, these artificers led efforts to aid\r\nthose who were injured in the war's horrific battles.\r\n[b]\r\n[br]TOOL PROFICIENCY[\/b]\r\nWhen you adopt this specialization at 3rd level, you gain\r\nproficiency with smith's tools. If you already have this\r\nproficiency, you gain proficiency with one other type of\r\nartisan's tools of your choice.\r\n[b]\r\n[br]BATTLE SMITH SPELLS[\/b]\r\nStarting at 3rd level, you always have certain spells\r\nprepared after you reach particular levels in this class,\r\nas shown in the Battle Smith Spells table. These spells\r\ncount as artificer spells for you, but they don't count\r\nagainst the number of artificer spells you prepare.\r\n[b]\r\n[br]BATTLE SMITH SPELLS[\/b]\r\nArtificer Level Spell,\r\n3rd heroism, shield,\r\n5th branding smite, warding bond,\r\n9th aura of vitality, conjure barrage,\r\n13th aura of purity, fire shield,\r\n17th banishing smite, mass cure wounds\r\n[b]\r\n[br]BATTLE READY[\/b]\r\nWhen you reach 3rd level, your combat training and\r\nyour experiments with magic have paid off in two ways:\r\nYou gain proficiency with martial weapons.\r\nWhen you attack with a magic weapon, you can use\r\nyour Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.\r\n[b]\r\n[br]STEEL DEFENDER[\/b]\r\nBy 3rd level, your tinkering has borne you a faithful\r\ncompanion, a steel defender. It is friendly to you and\r\nyour companions, and it obeys your commands. See\r\nthis creature's game statistics in the steel defender stat\r\nblock. You determine the creature's appearance and\r\nwhether it has two legs or four; your choice has no effect\r\non its game statistics.\r\nIn combat, the steel defender shares your initiative\r\ncount, but it takes its turn immediately after yours. It\r\ncan move and use its reaction on its own, but the only\r\naction it takes on its turn is the Dodge action, unless you\r\ntake a bonus action on your turn to command it to take\r\none of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.\r\nIf the mending spell is cast on it, it regains 2d6 hit\r\npoints. If it has died within the last hour, you can use\r\nyour smith's tools as an action to revive it, provided you\r\nare within 5 feet of it and you expend a spell slot of 1st\r\nlevel or higher. The steel defender returns to life after 1\r\nminute with all its hit points restored.\r\nAt the end of a long rest, you can create a new steel\r\ndefender if you have your smith's tools with you. If you\r\nalready have a steel defender from this feature, the first\r\none immediately perishes.\r\n[url:https:\/\/www.worldanvil.com\/sheet\/580283\/view]Steel defender[\/url]\r\n[b]\r\n[br]EXTRA ATTACK[\/b]\r\nStarting at 5th level, you can attack twice, rather than\r\nonce, whenever you take the Attack action on your turn.\r\n[b]\r\n[br]ARCANE JOLT[\/b]\r\nAt 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a\r\nmagic weapon attack or your steel defender hits a target,\r\nyou can channel magical energy through the strike to\r\ncreate one of the following effects:\r\n\u2022 The target takes an extra 2d6 force damage.\r\nChoose one creature or object you can see within 30\r\nfeet of the target. Healing energy flows into the chosen\r\nrecipient, restoring 2d6 hit points to it.\r\nYou can use this energy a number of times equal to\r\nyour Intelligence modifier (minimum of once), but you\r\ncan do so no more than once on a turn. You regain all\r\nexpended uses when you finish a long rest.\r\n[b]\r\n[br]IMPROVED DEFENDER[\/b]\r\nAt 15th level, your Arcane jolt and steel defender become more powerful:\r\n\u2022 The extra damage and the healing of your Arcane jolt\r\nboth increase to 4d6.\r\n\u2022 Your steel defender gains a +2 bonus to Armor Class.\r\n\u2022 Whenever your steel defender uses its Deflect Attack,\r\nthe attacker takes force damage equal to 1d4 + your\r\nIntelligence modifier. ","table_data":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"580257","world":"7ae72284-936b-443d-a92f-254212c45afb","folder":""}