[[],[],[],[],[],[],[],[{"id":9649,"name":"Artificer","type":"base","hit_die":"1d8","alignment":"Any","full_text":"

 <\/h2>

Class Features<\/h1>

As an artificer, you gain the following class features.<\/p>

Hit Points<\/h5>

Hit Dice:<\/strong> 1d8 per artificer level
Hit Points at 1st Level:<\/strong> 8 + your Constitution modifier
Hit Points at Higher Levels:<\/strong> 1d8 (or 5) + your Constitution modifier per artificer level after 1st<\/p>

Proficiencies<\/h5>

Armor:<\/strong> Light armor, medium armor, shields
Weapons:<\/strong> Simple weapons, hand crossbows, heavy crossbows
Tools:<\/strong> Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws:<\/strong> Constitution, Intelligence
Skills:<\/strong> Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand<\/p>

Equipment<\/h5>

You start with the following equipment, in addition to the equipment granted by your background:
• any two simple weapons
• a light crossbow and 20 bolts
• (a) studded leather armor or (b) scale mail
• thieves’ tools and a dungeoneer’s pack<\/p>

Optional Rule: Firearm Proficieny<\/h5>

If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide<\/em> and your artificer has been exposed to the operations of such weapons, your artificer is proficient with them.<\/p><\/div>

 <\/p>


 <\/p>
Level<\/strong><\/td>Proficiency Bonus<\/strong><\/td>Features<\/strong><\/td>Infusions Known<\/strong><\/td>Infused Items<\/strong><\/td>Cantrips Known<\/strong><\/td>1st<\/strong><\/td>2nd<\/strong><\/td>3rd<\/strong><\/td>4th<\/strong><\/td>5th<\/strong><\/td><\/tr>
1st<\/td>2<\/td>Magical Tinkering, Spellcasting<\/td>-<\/td>-<\/td>2<\/td>2<\/td>-<\/td>-<\/td>-<\/td>-<\/td><\/tr>
2nd<\/td>2<\/td>Infuse Item<\/td>4<\/td>2<\/td>2<\/td>2<\/td>-<\/td>-<\/td>-<\/td>-<\/td><\/tr>
3rd<\/td>2<\/td>Artificer Specialist, The Right Tool for the Job<\/td>4<\/td>2<\/td>2<\/td>3<\/td>-<\/td>-<\/td>-<\/td>-<\/td><\/tr>
4th<\/td>2<\/td>Ability Score Improvement<\/td>4<\/td>2<\/td>2<\/td>3<\/td>-<\/td>-<\/td>-<\/td>-<\/td><\/tr>
5th<\/td>3<\/td>Artificer Specialist feature<\/td>4<\/td>2<\/td>2<\/td>4<\/td>2<\/td>-<\/td>-<\/td>-<\/td><\/tr>
6th<\/td>3<\/td>Tool Expertise<\/td>6<\/td>3<\/td>2<\/td>4<\/td>2<\/td>-<\/td>-<\/td>-<\/td><\/tr>
7th<\/td>3<\/td>Flash of Genius<\/td>6<\/td>3<\/td>2<\/td>4<\/td>3<\/td>-<\/td>-<\/td>-<\/td><\/tr>
8th<\/td>3<\/td>Ability Score Improvement<\/td>6<\/td>3<\/td>2<\/td>4<\/td>3<\/td>-<\/td>-<\/td>-<\/td><\/tr>
9th<\/td>4<\/td>Artificer Specialist feature<\/td>6<\/td>3<\/td>2<\/td>4<\/td>3<\/td>2<\/td>-<\/td>-<\/td><\/tr>
10th<\/td>4<\/td>Magic Item Adept<\/td>8<\/td>4<\/td>3<\/td>4<\/td>3<\/td>2<\/td>-<\/td>-<\/td><\/tr>
11th<\/td>4<\/td>Spell-Storing Item<\/td>8<\/td>4<\/td>3<\/td>4<\/td>3<\/td>3<\/td>-<\/td>-<\/td><\/tr>
12th<\/td>4<\/td>Ability Score Improvement<\/td>8<\/td>4<\/td>3<\/td>4<\/td>3<\/td>3<\/td>-<\/td>-<\/td><\/tr>
13th<\/td>5<\/td>-<\/td>8<\/td>4<\/td>3<\/td>4<\/td>3<\/td>3<\/td>1<\/td>-<\/td><\/tr>
14th<\/td>5<\/td>Magic Item Savant<\/td>10<\/td>5<\/td>4<\/td>4<\/td>3<\/td>3<\/td>1<\/td>-<\/td><\/tr>
15th<\/td>5<\/td>Artificer Specialist feature<\/td>10<\/td>5<\/td>4<\/td>4<\/td>3<\/td>3<\/td>2<\/td>-<\/td><\/tr>
16th<\/td>5<\/td>Ability Score Improvement<\/td>10<\/td>5<\/td>4<\/td>4<\/td>3<\/td>3<\/td>2<\/td>-<\/td><\/tr>
17th<\/td>6<\/td>-<\/td>10<\/td>5<\/td>4<\/td>4<\/td>3<\/td>3<\/td>3<\/td>1<\/td><\/tr>
18th<\/td>6<\/td>Magic Item Master<\/td>12<\/td>6<\/td>4<\/td>4<\/td>3<\/td>3<\/td>3<\/td>1<\/td><\/tr>
19th<\/td>6<\/td>Ability Score Improvement<\/td>12<\/td>6<\/td>4<\/td>4<\/td>3<\/td>3<\/td>3<\/td>2<\/td><\/tr>
20th<\/td>6<\/td>Soul of Artifice<\/td>12<\/td>6<\/td>4<\/td>4<\/td>3<\/td>3<\/td>3<\/td>2<\/td><\/tr><\/tbody><\/table>

Magical Tinkering<\/h3>

At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<\/p>

• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<\/p>

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.<\/p>

You 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.<\/p>

Spellcasting<\/h3>

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’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.<\/p>

Tools Required<\/h5>

You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.<\/p>

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.<\/p>

Cantrips (0-Level Spells)<\/h5>

At 1st level, you know two cantrips of your choice from the artificer spell list<\/a>. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.<\/p>

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<\/a>.<\/p>

Preparing and Casting Spells<\/h5>

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<\/p>

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list<\/a>. 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.<\/p>

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<\/a>, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.<\/p>

You 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.<\/p>

Spellcasting Ability<\/h5>

Intelligence 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.<\/p>

Spell save DC<\/strong> = 8 + your proficiency bonus + your Intelligence modifier<\/p>

Spell attack modifier<\/strong> = your proficiency bonus + your Intelligence modifier<\/p>

Ritual Casting<\/h5>

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.<\/p>

Infuse Item<\/h3>

At 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.<\/p>

Infusions Known<\/h5>

When you gain this feature, pick four artificer infusions<\/a> to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.<\/p>

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.<\/p>

Infusing an Item<\/h5>

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, 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.<\/p>

Your 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.<\/p>

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.<\/p>

Artificer Specialist<\/h3>

At 3rd level, you choose the type of specialist you are:
• 
Alchemist<\/a>
• 
Armorer (UA)<\/a>
• 
Artillerist<\/a>
• 
Battle Smith<\/a>
Your choice grants you features at 5rd level and again at 9th and 15th level.<\/p>

The Right Tool for the Job<\/h3>

At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.<\/p>

Ability Score Improvement<\/h3>

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<\/p>

Tool Expertise<\/h3>

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.<\/p>

Flash of Genius<\/h3>

Starting 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.<\/p>

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.<\/p>

Magic Item Adept<\/h3>

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
• You can attune to up to four magic items at once.
• If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.<\/p>

Spell-Storing Item<\/h3>

At 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 store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list<\/a> that requires 1 action to cast (you needn't to have it prepared).<\/p>

While holding the object, a creature can take an action to produce the spell's effect from it using your spellcasting ability modifier. If the spell requires concentration, that creature must concentrate.<\/p>

The 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 to store a spell in an object.<\/p>

Magic Item Savant<\/h3>

At 14th level, your skill with magic items deepens more:
• You can attune to up to five magic items at once.
• You ignore all class, race, spell and level requirements on attuning to or using a magic item.<\/p>

Magic Item Master<\/h3>

Starting at 18th level, you can attune up to six magic items at once.<\/p>

Soul of Artifice<\/h3>

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
• You gain a +1 bonus to all saving throws per magic item ou are currently attuned to.
• If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.<\/p>","reference":"Usergen","class_skills":"Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand","proficiencies":"Armor: Light armor, medium armor, shields Weapons: Simple weapons, hand crossbows, heavy crossbows Tools: Thieves\u2019 tools, tinker\u2019s tools, one type of artisan\u2019s tools of your choice Saving Throws: Constitution, Intelligence"},{"id":9650,"name":"Artificer - Battle Smith","type":"archetype","hit_die":"","alignment":"Any","full_text":"

Artificer: Battle Smith<\/strong><\/div>

Armies 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 material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation.<\/p>

Tool Proficiency<\/h3>

When you adopt this specialization at 3rd level, you gain proficiency with smith's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.<\/p>

 <\/p>

Battle Smith Spells<\/h3>

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’t count against the number of artificer spells you prepare.<\/p>
Battle Smith Spells<\/th><\/tr>
Artificer Level<\/th>Battle Smith Spells<\/th><\/tr>
3rd<\/td>Heroism<\/a>, Shield<\/a><\/td><\/tr>
5th<\/td>Branding Smite<\/a>, Warding Bond<\/a><\/td><\/tr>
9th<\/td>Aura of Vitality<\/a>, Conjure Barrage<\/a><\/td><\/tr>
13th<\/td>Aura of Purity<\/a>, Fire Shield<\/a><\/td><\/tr>
17th<\/td>Banishing Smite<\/a>, Mass Cure Wounds<\/a><\/td><\/tr><\/tbody><\/table>

 <\/p>

Battle Ready<\/h3>

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
• You gain proficiency with martial weapons.
• 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.<\/p>

 <\/p>

Steel Defender<\/h3>

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.<\/p>

In combat, the Steel Defender shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.<\/p>

If the Mending<\/a> spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action torevive 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.<\/p>

At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.<\/p>

 <\/p>

Steel Defender<\/strong><\/h5>

Mediun construct, neutral<\/em><\/p>

Armor Class<\/strong> 15 (natural armor)
Hit Points<\/strong> equal to steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class
Speed<\/strong> 40 ft.
STR<\/strong> 14 (+2) DEX<\/strong> 12 (+1) CON<\/strong> 14 (+2) INT<\/strong> 4 (−4) WIS<\/strong> 10 (+0) CHA<\/strong> 6 (−2)
Saving Throws<\/strong> Dex +3, Con +4
Skills<\/strong> Athletics +4, Perception +4
Damage Immunities<\/strong> poison
Condition Immunities<\/strong> charmed, exhaustion, poisoned
Senses<\/strong> darkvision 60 ft., passive Perception 14
Languages<\/strong> understands the languages you speak<\/p>

Might of the Master.<\/em><\/strong> The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).<\/p>

Vigilant.<\/em><\/strong> The defender can't be surprised.<\/p>

Actions (Require Your Bonus Action)<\/h6>

Force-Empowered Rend.<\/strong><\/em> Melee Weapon Attack:<\/em> +4 to hit, reach 5ft., one target you can see. Hit:<\/em> 1d8 + 2 force damage.<\/p>

Repair (3\/Day).<\/strong><\/em> The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it.<\/p>

Reactions<\/h6>

Deflect Attack.<\/strong><\/em> The defender iposes 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.<\/p>

Extra Attack<\/h3>

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.<\/p>

 <\/p>

Arcane Jolt<\/h3>

At 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:
• The target takes an extra 2d6 force damage.
• 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.<\/p>

You 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.<\/p>

 <\/p>

Improved Defender<\/h3>

At 15th level, your Arcane jolt and steel defender become more powerful:
• The extra damage and the healing of your Arcane Jolt both increase to 4d6.
• Your steel defender gains a +2 bonus to Armor Class.
• Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.<\/p><\/div>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":9653,"name":"Ranger: Swarmkeeper","type":"archetype","hit_die":"","alignment":"Any","full_text":"

Swarmkeeper Magic<\/p>

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.<\/p>
Swarmkeeper Spells<\/th><\/tr>
Ranger Level<\/th>Spells<\/th><\/tr>
3rd<\/td>Faerie Fire<\/a><\/td><\/tr>
5th<\/td>Web<\/a><\/td><\/tr>
9th<\/td>Gaseous Form<\/a><\/td><\/tr>
13th<\/td>Giant Insect<\/a><\/td><\/tr>
17th<\/td>Insect Plague<\/a><\/td><\/tr><\/tbody><\/table>

Gathered Swarm<\/h3>

At 3rd level, you magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.<\/p>

As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.<\/p>

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.<\/p>

Writhing Tide<\/h3>

At 7th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:<\/p>

• Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
• You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
• You gain a flying speed of 10 feet and can hover.<\/p>

Scuttling Eyes<\/h3>

At 11th level, as an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.
Once you use this feature, you can't use it again until you finish a short or long rest.<\/p>

As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.<\/p>

Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.<\/p>

Storm of Minions<\/h3>

At 15th level, your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.<\/p>

When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.<\/p>

Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""}],[],[],[]]